From edc84c66ec3d3a1048f1fe8c97ea1038c9bb4dfd Mon Sep 17 00:00:00 2001 From: cylss Date: Sat, 4 Nov 2023 21:17:25 +0100 Subject: [PATCH 01/34] Add abilities for fighter and rogue (formatting WIP) --- content/1e/classes/fighter.mdx | 994 +++++++++++++++++++++++++++++- content/1e/classes/rogue.mdx | 1053 ++++++++++++++++++++++++++++++++ 2 files changed, 2035 insertions(+), 12 deletions(-) diff --git a/content/1e/classes/fighter.mdx b/content/1e/classes/fighter.mdx index 101436a..f1c6e56 100644 --- a/content/1e/classes/fighter.mdx +++ b/content/1e/classes/fighter.mdx @@ -514,6 +514,982 @@ abilities: feats: - tier: epic description: The crit range bonus from set ’em up now also applies to any ally who attacks the target while you are engaged with it. +# BEGIN DATP ABILITIES + - name: Abominable Mutation + _type: Talent + source: DPAS + description: 'Choose one of the native elements of the abomination class. You gain + resist that element 12+. + + + Starting from 3rd level, you can switch a fighter maneuver for an abomination + maneuver 2 levels lower.' + feats: + - tier: adventurer + description: ' Gain the abomination limit maneuver related to the chosen element + as a bonus maneuver.' + - tier: champion + description: ' Increase your resistance to 16+.' + - tier: epic + description: ' Gain an abomination maneuver of up to 3rd level as a bonus maneuver.' + - name: Air of Authority + _type: Talent + source: DATP + description: "Once per scene, you can make a Charisma + level \u201Cattack\u201D\ + \ against the highest MD in the room. If you succeed, you can hush a room, stop\ + \ a mob, or convince a bunch of thugs that you are not to be messed with." + feats: + - tier: adventurer + description: ' Add an appropriate background to the Charisma roll.' + - tier: champion + description: ' Once per day, if you succeed at the Charisma check but a fight + still starts, set the escalation die to 1 at the start of the battle.' + - name: Battlemaster + _type: Talent + source: DATP + description: 'You gain a bonus fighter maneuver. + + + When you spend a feat on a fighter maneuver, also gain a feat of the same tier + (adventurer, champion, epic) with a different fighter maneuver for free.' + feats: [] + - name: Bravado + _type: Talent + source: DATP + description: "Once per battle, as a standard action, you can pull off an attack\ + \ that is outside of what is normally covered by the rules. Smash a pillar to\ + \ collapse the ceiling. Flip a table and charge into a wall of enemies with it.\ + \ Smash an enemy into an open pit of lava. Improvise. Your GM will help you with\ + \ the specifics, such as how many enemies you can catch, what the damage would\ + \ be, and any additional effects. This talent allows you to pull off the stunt\ + \ without additional skill checks, but you still need to roll to attack.\n\nAttacks\ + \ made with this talent don\u2019t trigger fighter maneuvers." + feats: + - tier: adventurer + description: ' You have advantage on your Bravado attack roll.' + - name: Brute + _type: Talent + source: DATP + description: Add your level to the damage on a hit with fighter melee attacks. + feats: + - tier: adventurer + description: ' You have advantage on Strength-based skill checks to damage or + destroy things.' + - tier: champion + description: ' When you reduce a target to zero hit points, deal the remaining + damage to a different nearby enemy (as if every enemy were a mook).' + - tier: epic + description: ' If you kill an enemy, gain a +1 bonus to your next melee attack.' + - name: Combat Challenge + _type: Talent + source: DATP + description: 'When you make a fighter attack against an enemy you are engaged with, + you mark the target. The mark ends when you are no longer engaged with the target, + or when the target makes an attack against you. + + + While the target is marked, it takes a -2 penalty to attacks that do not target + you. When the marked enemy makes an attack that does not target you, you can make + a basic melee attack against it as an interrupt action.' + feats: + - tier: adventurer + description: ' If a marked enemy can pop free from you through an ability, it + still has to succeed at a disengage check, otherwise it stays engaged.' + - tier: champion + description: ' You can use fighter maneuvers with interrupt attacks triggered + by the mark.' + - tier: epic + description: ' Marked enemies must succeed at a disengage check even if they use + a teleport or similar powers to get away from you, otherwise the teleport fails + and it stays engaged.' + - name: Cry for Glory + _type: Talent + source: DATP + description: You gain a battle cry from the bard list as a bonus flexible attack. + You can trigger the battle cry with fighter melee attacks. + feats: + - tier: adventurer + description: ' You can use Charisma instead of Dexterity or Constitution with + your fighter maneuvers and your Threatening class feature.' + - tier: champion + description: ' You can switch a fighter maneuver for a bard battle cry two levels + lower.' + - tier: epic + description: ' Gain a second battle cry as a bonus maneuver, of up to 4 levels + below your class level.' + - name: Fencer + _type: Talent + source: DATP + description: 'You can use Dexterity instead of Strength for attack and damage with + fighter melee attacks. + + + When you wield a small (d4 damage die) or light (d6 damage die) one-handed melee + weapon, you gain a +2 bonus to your critical threat range.' + feats: + - tier: adventurer + description: ' Increase your base AC to 11 without armor and 14 in light armor.' + - tier: champion + description: ' Increase your base PD in light or no armor to 11.' + - tier: epic + description: ' Add your Dexterity modifier to disengage checks when wearing light + or no armor.' + - name: Lock & Load + _type: Talent + source: DATP + description: 'You can reload a heavy crossbow as a quick action instead of a move + action. + + + When you spend a quick action to reload a crossbow of any type, you gain a +2 + bonus to critical threat range on your next attack with it this turn.' + feats: + - tier: adventurer + description: ' You can trigger flexible melee attack maneuvers when making a fighter + ranged attack with a crossbow.' + - tier: champion + description: ' Reloading any crossbow is now a free action. You still get the + +2 crit range bonus.' + - tier: epic + description: ' Once per battle, you can use a move action to gain advantage on + your next attack roll with a crossbow.' + - name: Power Block + _type: Talent + source: DATP + description: Once per battle, you can force an opponent to reroll an attack against + your AC or PD. If you wield a shield, the reroll is at a -2 penalty. + feats: + - tier: adventurer + description: ' Increase the reroll penalty to -4 if you wield a shield and the + attack is a ranged attack.' + - tier: champion + description: ' When you wield a shield, also gain a +1 bonus to PD.' + - tier: epic + description: ' Increase the AC bonus you gain from a shield to +2.' + - name: Showstopper + _type: Talent + source: DATP + description: 'When an enemy triggers an opportunity attack from you, and your opportunity + attack is a natural even hit, you cause the triggering action to fail and the + enemy loses that action. + + + Once per battle, when an enemy engaged with you makes an attack that would not + trigger an opportunity attack from you normally, you can make an opportunity attack + against them anyway.' + feats: + - tier: adventurer + description: ' You can use your fighter maneuvers with opportunity attacks.' + - tier: champion + description: ' The triggering action fails on any hit with an opportunity attack.' + - tier: epic + description: " If an enemy disengages from you with a successful disengage check,\ + \ you can still make an opportunity attack. However, the attack deals half damage,\ + \ and you don\u2019t prevent the opponent from moving away." + - name: Tactical Talent + _type: Talent + source: DATP + description: You gain a commander tactic as a bonus power. + feats: + - tier: adventurer + description: ' You can substitute Intelligence for Dexterity or Constitution with + your fighter maneuvers and Threatening class feature. You can substitute Intelligence + for Charisma with the commander tactics gained through this talent.' + - tier: champion + description: ' You can switch a fighter maneuver for a commander tactic two levels + lower.' + - tier: epic + description: ' One tactic you switched for a fighter maneuver does not take the + level penalty.' + - name: Two Healthy Fists + _type: Talent + source: DATP + description: You do not suffer the standard -2 penalty to unarmed attacks, and your + damage die with unarmed melee attacks increases to d8. If you have both hands + free, you gain the two-weapon fighting bonus with unarmed attacks (reroll natural + 2 on the attack die). If you have your hands full, you can still make unarmed + attacks such as kicks and head butts. You can use magic bracers like a monk. + feats: + - tier: adventurer + description: ' When you are grabbed by an attack, you can immediately roll a save + to end the effect.' + - tier: champion + description: ' When you roll damage on an unarmed attack, reroll natural 1s once.' + - tier: epic + description: ' Once per battle, make an unarmed attack as a quick action.' + - name: War Orphan + _type: Talent + source: DATP + description: 'You gain a +1 bonus to PD and MD. Increase your recovery dice by one + step (usually to d12). + + + As a natural loner, you have no interests in the greater machinations of powerful + beings, and you have one less icon relationship point, for a total of two at level + 1.' + feats: + - tier: adventurer + description: ' Add your Constitution modifier to death saves.' + - tier: champion + description: ' Add your Constitution modifier to all saves.' + - tier: epic + description: ' Once per battle, roll a save at the start of your turn, in addition + to the saves you roll at the end.' + - name: Warrior of the Wild + _type: Talent + source: DATP + description: Gain a flexible attack from the warrior druid list as a bonus maneuver. + You can trigger it with your fighter melee attacks. + feats: + - tier: adventurer + description: ' You gain 3 points towards a background in wilderness survival.' + - tier: champion + description: ' You can switch a fighter maneuver for a warrior druid maneuver + two levels lower.' + - tier: epic + description: " You can cast the Wild Healer\u2019s Regeneration spell once per\ + \ battle." + - name: "Friggin\u2019 Tank" + _type: Talent + source: DATP + description: Increase your base hit points to 10 + Con mod. + feats: + - tier: champion + description: " When you use a recovery to heal, you gain any hit points above\ + \ your maximum as temporary hit points. You can take recoveries while you are\ + \ at maximum hit points. These temporary hit points don\u2019t stack with temporary\ + \ hit points you already have \u2014 use the higher total." + - tier: epic + description: ' When you are reduced below zero hit points, you remain conscious, + and you can still take actions. You still roll death saves normally, and you + fall unconscious when you fail a death save.' + - name: Mage Slayer + _type: Talent + source: DATP + description: "Once per battle, when an enemy targets you with a spell, you can roll\ + \ a save (11+) to counter the spell as an interrupt action. Success means the\ + \ spell has no effect on you. At the GM\u2019s discretion, this ability also protects\ + \ against monster attacks that are similar to spells, such as the breath of a\ + \ dragon." + feats: + - tier: champion + description: ' When you successfully counter a spell cast by a nearby enemy, you + can pop free from all enemies and charge the caster (engage and make a basic + melee attack) as a free action.' + - tier: epic + description: ' If you have a positive icon relationship with the Archmage or a + draconic icon, the save is an easy save (6+).' + - name: One with the Blade + _type: Talent + source: DATP + description: Once per battle, you can increase the natural roll of one of your melee + attacks by 1, after making the die roll. + feats: + - tier: champion + description: ' If you roll a natural 20 on an attack, you gain an additional use + of this talent for the battle.' + - tier: epic + description: ' Once per day, you can increase the roll by 3 instead.' + - name: Second Try + _type: Talent + source: DATP + description: Each battle, you can use one of your once-per-battle powers a second + time. This can be a once-per-battle fighter talent, a fighter maneuver or a racial + power. + feats: + - tier: epic + description: ' You can now use two different powers a second time each battle.' + - name: Ultimate Combat Reflexes + _type: Talent + source: DATP + description: 'In combat, your regular actions, i.e. your standard, move and quick + action, are no longer limited to when it is your turn in the initiative order. + You can take them any time you like during a round. Make sure to keep track of + the actions you have taken during a given round, for example by flipping a card. + When you take a regular action in response to what an ally or enemy does, your + action resolves after theirs. + + + This does not affect other combat rules. You still roll initiative, roll saves + at the end of your turn, and use interrupt actions, intercepts and opportunity + attacks normally, without any changes.' + feats: [] + - name: Weapon Specialization + _type: Talent + source: DATP + description: Choose one type of weapon, such as two-handed martial weapons or heavy + crossbows. You gain a +1 bonus to attack with this type of weapon. + feats: + - tier: champion + description: ' Gain the bonus with a second weapon type.' + - tier: epic + description: ' Increase your WEAPON damage dice by one step with your chosen weapons.' + - name: Bottoms Up + _type: Power 1 + source: DATP + description: 'Flexible melee or ranged attack + + + Triggering Roll: Any miss + + + Effect: Drink a potion as a free action.' + feats: + - tier: champion + description: ' You can use an oil or a rune as a free action instead.' + - tier: epic + description: " You can pour a potion down a nearby unconscious ally\u2019s throat\ + \ instead." + level: 1 + category: Maneuvers + - name: Cover Shot + _type: Power 1 + source: DATP + description: 'Flexible ranged attack + + + Triggering Roll: Any natural odd miss + + + Effect: An ally engaged with the target can pop free.' + feats: + - tier: adventurer + description: ' You can trigger this maneuver on any natural odd roll.' + level: 1 + category: Maneuvers + - name: Flanking Strike + _type: Power 1 + source: DATP + description: 'Flexible melee or ranged attack + + + Special: At least one ally must be engaged with the same enemy. + + + Triggering Roll: Any natural even roll + + + Effect: Deal extra damage equal to your Intelligence modifier (x2 at 5th level; + x3 at 8th).' + feats: + - tier: champion + description: ' Your ally can make a disengage check.' + level: 1 + category: Maneuvers + - name: Minor Cleave + _type: Power 1 + source: DATP + description: 'Flexible melee attack + + + Triggering Roll: Any natural even roll + + + Effect: Deal your Strength modifier in damage (x2 at 5th level; x3 at 8th) to + a different enemy you are engaged with.' + feats: + - tier: adventurer + description: ' You can deal the damage to any nearby enemy.' + - tier: champion + description: ' Add your level to the damage.' + level: 1 + category: Maneuvers + - name: Press Hard + _type: Power 1 + source: DATP + description: 'Flexible melee attack + + + Triggering Roll: Any natural odd roll + + + Effect: Until the end of your next turn, the target has disadvantage on disengage + checks.' + feats: + - tier: adventurer + description: ' You also gain a +1 bonus to your next melee attack against the + target this battle.' + level: 1 + category: Maneuvers + - name: Re-aim + _type: Power 1 + source: DATP + description: 'Flexible ranged attack + + + Triggering Roll: Natural even miss + + + Effect: Until the end of your next turn, you gain a +2 bonus to ranged attacks + against the target.' + feats: + - tier: adventurer + description: ' If your next ranged attack against the target is a hit, deal an + extra WEAPON damage die (x2 at 5th level; x3 at 8th).' + - tier: champion + description: ' You can also use this maneuver on a natural odd miss.' + level: 1 + category: Maneuvers + - name: Shift Weight + _type: Power 1 + source: DATP + description: 'Flexible melee attack + + + Special: You must be wielding a two-handed weapon. + + + Triggering Roll: Any natural odd roll + + + Effect: After resolving the attack, increase your WEAPON damage dice by one step + (usually from d10 to d12) until the end of your next turn.' + feats: [] + level: 1 + category: Maneuvers + - name: Strengthen Resolve + _type: Power 1 + source: DATP + description: 'Flexible melee or ranged attack + + + Triggering Roll: Any natural odd roll + + + Effect: You gain a cumulative +1 bonus to saves against effects this battle, up + to a maximum of +5.' + feats: + - tier: champion + description: ' Increase the bonus to +2, and the maximum to +6.' + level: 1 + category: Maneuvers + - name: Sucker Punch + _type: Power 1 + source: DATP + description: 'You put your whole weight behind the strike to smack them down. + + + Flexible melee attack + + + Special: You must be making an unarmed attack. + + + Triggering Roll: Natural even hit + + + Effect: Add your Constitution modifier (x2 at 5th level; x3 at 8th) to damage.' + feats: + - tier: adventurer + description: ' If the escalation die is 5+, the target is also dazed until the + end of your next turn.' + level: 1 + category: Maneuvers + - name: Calm the Mind + _type: Power 3 + source: DATP + description: 'Flexible melee or ranged attack + + + Triggering Roll: Any natural odd roll + + + Effect: Until the end of the battle, you gain a cumulative +1 bonus to MD (up + to +4).' + feats: + - tier: adventurer + description: ' You also gain resist psychic 14+.' + level: 3 + category: Maneuvers + - name: Clothesline + _type: Power 3 + source: DATP + description: 'You dive elbow first into the target to throw them to the ground. + + + Flexible melee attack + + + Special: You must be making an unarmed attack. + + + Triggering Roll: Natural even hit + + + Effect: The next melee attack by an ally against the target has advantage. The + target can prevent this by taking a move action to stand up.' + feats: + - tier: adventurer + description: ' If the escalation die is 5+, kick the target on the ground for + extra damage equal to your Strength modifier.' + level: 3 + category: Maneuvers + - name: Dive for Cover + _type: Power 3 + source: DATP + description: 'Flexible ranged attack + + + Special: You cannot use this maneuver when engaged with an enemy. + + + Triggering Roll: Any natural even roll + + + Effect: Gain +2 AC until the end of your next turn.' + feats: + - tier: adventurer + description: ' You also gain the bonus to PD.' + - tier: champion + description: ' Against ranged attacks, increase the bonus to +4.' + - tier: epic + description: ' You can move to far away range as a quick action.' + level: 3 + category: Maneuvers + - name: Get a Read + _type: Power 3 + source: DATP + description: "Flexible melee or ranged attack\n\nTriggering Roll: Natural odd hit\n\ + \nEffect: Ask a question about the target, such as \u201CWhat are its vulnerabilities?\u201D\ + \ or \u201CWhat is its lowest defense?\u201D Make an Intelligence or Wisdom-based\ + \ skill check against its MD. If you succeed, you learn the answer to your question." + feats: + - tier: adventurer + description: ' On a natural 16+ on the skill check, you get the answer to a second + question.' + level: 3 + category: Maneuvers + - name: Hit a Wasp Nest + _type: Power 3 + source: DATP + description: "Your stray arrow hit something that distracts the opponent for a moment.\ + \ It could be\_ snow from a tree branch, burning oil from a lamp, or a sail going\ + \ loose.\n\nFlexible ranged attack\n\nTriggering Roll: Any natural odd miss\n\n\ + Effect: The enemy takes a -2 penalty to AC, PD and MD until the start of your\ + \ next turn." + feats: + - tier: champion + description: ' Increase the penalty to -4.' + level: 3 + category: Maneuvers + - name: Improvised Flank + _type: Power 3 + source: DATP + description: 'Flexible melee attack + + + Triggering Roll: Natural even hit + + + Effect: An ally engaged with the same enemy can make a basic melee attack against + it with disadvantage.' + feats: + - tier: adventurer + description: " If the ally\u2019s attack hits, it deals additional damage equal\ + \ to your Intelligence modifier (x2 at 5th level; x3 at 8th)." + level: 3 + category: Maneuvers + - name: The Tombstone + _type: Power 3 + source: DATP + description: 'You lift the target and plant it headfirst into the ground. + + + Flexible melee attack; Once per battle + + + --- + + + + Special: You must be making an unarmed attack. + + + Triggering Roll: Natural odd hit + + + Effect: The target has disadvantage on their next attack.' + feats: + - tier: adventurer + description: ' Add your Constitution modifier to the damage roll (x2 at 5th level; + x3 at 8th).' + - tier: champion + description: ' You can use this maneuver at-will.' + level: 3 + category: Maneuvers + usage: per-battle + - name: Breaching Strike + _type: Power 5 + source: DATP + description: 'Flexible melee or ranged attack + + + Triggering Roll: Any natural even roll + + + Effect: If the target has any resistance against the attack, ignore the resistance + and deal full damage.' + feats: + - tier: champion + description: ' Ignore the resistance of the target until the end of the battle.' + level: 5 + category: Maneuvers + - name: Mark the Weak Spot + _type: Power 5 + source: DATP + description: 'Flexible melee or ranged attack + + + Triggering Roll: Natural 16+ + + + Effect: Until the end of your next turn, the target is vulnerable to all attacks.' + feats: + - tier: champion + description: " On a natural 18+, the effect is \u201Csave ends\u201D." + level: 5 + category: Maneuvers + - name: Nutcracker Suite + _type: Power 5 + source: DATP + description: 'Flexible melee attack + + + Special: You must be making an unarmed attack. + + + Triggering Roll: Natural 18+ + + + Effect: The target is dazed (save ends).' + feats: + - tier: champion + description: ' The target also takes ongoing damage equal to twice your Constitution + modifier (x3 at 8th level).' + level: 5 + category: Maneuvers + - name: Off-Hand Parry + _type: Power 5 + source: DATP + description: 'Flexible melee attack + + + Special: You must be wielding two weapons. + + + Triggering Roll: Natural 16+ + + + Effect: The next melee attack against you before the end of your next turn has + disadvantage on the attack roll.' + feats: [] + level: 5 + category: Maneuvers + - name: Reckless Swing + _type: Power 5 + source: DATP + description: 'Flexible melee attack + + + Special: You must be wielding a two-handed weapon. + + + Triggering Roll: Any even miss + + + Effect: Deal half the damage of a hit instead of miss damage. Until the end of + your next turn, you take a -4 penalty to defenses.' + feats: + - tier: champion + description: ' On an even miss, deal extra damage equal to your Dexterity modifier.' + level: 5 + category: Maneuvers + - name: Risky Stab + _type: Power 5 + source: DATP + description: 'Flexible melee attack + + + Special: You must be wielding two weapons. + + + Triggering Roll: Any even miss + + + Effect: Make a second melee attack against the target. This attack cannot trigger + maneuvers. If the attack misses, the target can make a melee attack against you + as a free action.' + feats: + - tier: champion + description: " The target\u2019s follow-up attack has disadvantage." + level: 5 + category: Maneuvers + - name: Staredown + _type: Power 5 + source: DATP + description: "Flexible melee attack\n\nTriggering Roll: Natural odd miss\n\nEffect:\ + \ Make a Wisdom + level attack roll against the target\u2019s MD. If you hit,\ + \ the target is dazed until the end of your next turn. If you miss, you are dazed\ + \ until the end of your next turn." + feats: [] + level: 5 + category: Maneuvers + - name: Take a Breather + _type: Power 5 + source: DATP + description: 'Flexible melee or ranged attack; Once per battle + + + --- + + + + Triggering Roll: Natural odd miss + + + Effect: You can use a recovery to heal.' + feats: + - tier: champion + description: ' You can use this maneuver at-will.' + level: 5 + category: Maneuvers + usage: per-battle + - name: Fake Clumsiness + _type: Power 7 + source: DATP + description: 'Flexible melee attack + + + Triggering Roll: Natural 1 + + + Effect: Your next melee attack against the target has advantage.' + feats: + - tier: epic + description: " Your next melee attack has advantage, even if it\u2019s against\ + \ a different target." + level: 7 + category: Maneuvers + - name: Porcupine Stance + _type: Power 7 + source: DATP + description: 'Flexible melee attack; Once per battle + + + --- + + + + Special: You must be wielding two weapons. + + + Triggering Roll: Any natural odd roll + + + Effect: Until the start of your next turn, you can make a basic melee attack as + an interrupt action against an enemy that makes a melee attack against you.' + feats: + - tier: champion + description: ' The attack can trigger maneuvers.' + level: 7 + category: Maneuvers + usage: per-battle + - name: Raised Shield + _type: Power 7 + source: DATP + description: 'Flexible melee attack; Once per battle + + + --- + + + + Special: You must be wielding a shield. + + + Triggering Roll: Any natural odd roll + + + Effect: The next time you or an adjacent ally takes damage from an attack against + AC or PD before the end of your next turn, halve it.' + feats: + - tier: champion + description: ' If the attack targets both you and the ally, you can half the damage + against both.' + level: 7 + category: Maneuvers + usage: per-battle + - name: Reckless Stance + _type: Power 7 + source: DATP + description: 'Flexible melee attack + + + Triggering Roll: Any natural odd hit + + + Effect: Attacks against you have advantage until the end of your next turn. Your + first melee attack on your next turn deals double damage.' + feats: + - tier: champion + description: ' Also gain a +2 bonus to the attack roll with your next attack.' + level: 7 + category: Maneuvers + - name: Slice Wide Open + _type: Power 7 + source: DATP + description: 'Flexible melee or ranged attack + + + Triggering Roll: Natural 16+ + + + Effect: The target takes half damage immediately and half damage as ongoing damage.' + feats: + - tier: champion + description: ' Add your Dexterity modifier (x2; x3 at 8th level) to the ongoing + damage.' + level: 7 + category: Maneuvers + - name: Tactical Defense Line + _type: Power 7 + source: DATP + description: 'Flexible melee attack; Once per battle + + + --- + + + + Triggering Roll: Any natural even roll + + + Effect: Gain a bonus to all defenses equal to your Intelligence modifier until + the start of your next turn.' + feats: + - tier: champion + description: ' If you are wielding a shield, you can also grant the bonus to an + adjacent ally.' + level: 7 + category: Maneuvers + usage: per-battle + - name: Boom, Headshot + _type: Power 9 + source: DATP + description: 'Flexible ranged attack; Once per battle + + + --- + + + + Triggering Roll: Natural even hit + + + Effect: Deal maximum damage instead of rolling damage dice.' + feats: [] + level: 9 + category: Maneuvers + usage: per-battle + - name: Brute Force + _type: Power 9 + source: DATP + description: 'Flexible melee attack; Once per battle + + + --- + + + + Special: You must be wielding a two-handed weapon + + + Triggering Roll: Natural even hit + + + Effect: Deal maximum damage instead of rolling damage dice.' + feats: [] + level: 9 + category: Maneuvers + usage: per-battle + - name: Expert Feint + _type: Power 9 + source: DATP + description: 'Flexible melee attack; Once per battle + + + --- + + + + Special: You must be wielding a one-handed melee weapon. + + + Triggering Roll: Natural even miss + + + Effect: Make a basic melee attack against the MD of the target.' + feats: + - tier: epic + description: ' The follow-up attack can also trigger maneuvers.' + level: 9 + category: Maneuvers + usage: per-battle + - name: Hail of Arrows + _type: Power 9 + source: DATP + description: 'Flexible ranged attack + + + Triggering Roll: Natural even hit + + + Effect: Deal half damage to one other nearby enemy.' + feats: + - tier: epic + description: ' Once per battle, deal half damage to one nearby enemy per point + of escalation die with this maneuver.' + level: 9 + category: Maneuvers + - name: Mark for Death + _type: Power 9 + source: DATP + description: 'Flexible melee or ranged attack + + + Triggering Roll: Natural odd hit + + + Effect: Until the end of your next turn, when you attack the target, treat the + escalation die as 6.' + feats: [] + level: 9 + category: Maneuvers + - name: Skullbash + _type: Power 9 + source: DATP + description: "Flexible melee attack\n\nSpecial: You must be wielding a two-handed\ + \ weapon.\n\nTriggering Roll: Natural odd hit\n\nEffect: Move the target to the\ + \ end of the initiative order. If the target already took a turn this round, it\ + \ doesn\u2019t get a second turn." + feats: [] + level: 9 + category: Maneuvers + - name: True Mastery + _type: Power 9 + source: DATP + description: 'Flexible melee or ranged attack + + + Triggering Roll: Natural 20 + + + Effect: Trigger two other maneuvers you know with this attack. You can choose + a maneuver even if it normally could not be triggered on a natural 20.' + feats: [] + level: 9 + category: Maneuvers + # END DATP ABILITIES --- ## Ability Scores @@ -620,18 +1596,7 @@ Fighters have flexible attacks called maneuvers; you roll your attack and then choose which maneuver you want the attack to use. You only get to use one maneuver with each attack, so it's usually best to choose maneuvers with a few different triggering rolls - + ## 1st Level Maneuvers @@ -650,6 +1615,7 @@ You only get to use one maneuver with each attack, so it's usually best to choos "Two-Weapon Pressure", ])} /> + ## 3rd Level Maneuvers @@ -662,6 +1628,7 @@ You only get to use one maneuver with each attack, so it's usually best to choos "Strong Guard", ])} /> + ## 5th Level Maneuvers @@ -672,6 +1639,7 @@ You only get to use one maneuver with each attack, so it's usually best to choos "Sword Master's Anticipation", ])} /> + ## 7th Level Maneuvers @@ -683,9 +1651,11 @@ You only get to use one maneuver with each attack, so it's usually best to choos "Sword of Destiny", ])} /> + ## 9th Level Maneuvers + diff --git a/content/1e/classes/rogue.mdx b/content/1e/classes/rogue.mdx index d506fc9..ee7e7d2 100644 --- a/content/1e/classes/rogue.mdx +++ b/content/1e/classes/rogue.mdx @@ -581,6 +581,1059 @@ abilities: feats: - tier: epic description: If the enemy’s attack misses, you regain momentum. +# BEGIN DATP ABILITIES + - name: Arcane Trickster + _type: Talent + source: DATP + description: "You gain a bard, sorcerer, swordmage, or wizard spell as a bonus power.\ + \ If it\u2019s a melee attack spell, you can sneak attack with it. Starting from\ + \ 3rd level, you can replace a rogue power with a spell from the same class, at\ + \ two levels lower." + feats: + - tier: adventurer + description: ' You gain three cantrips from the wizard list, which you can cast + like a wizard. (Quick pick: Knock, Mage Hand, Prestidigitation)' + - tier: champion + description: ' You can use a melee weapon as an arcane implement for the spell. + If you choose a ranged spell, you no longer provoke opportunity attacks with + it.' + - tier: epic + description: ' When you are missed by a spell or magical effect, make a hard save + (16+). If you succeed, you can use this spell yourself once during the same + scene or battle. Use your Charisma modifier for any attack rolls with it.' + - name: Babyface + _type: Talent + source: DATP + description: "Whenever you try to play innocent or get away with something, you\ + \ can reroll a natural even failure on the skill check once. On the other hand,\ + \ if you try to appear dangerous or intimidate people, you have disadvantage,\ + \ as people just don\u2018t take you seriously enough (unless you do something\ + \ extremely drastic or violent)." + feats: + - tier: adventurer + description: ' Your knack with people borders on the supernatural. You gain the + Charm Person spell as a bonus power. (You can choose either the bard or the + wizard version)' + - tier: champion + description: ' You no longer have disadvantage to intimidate.' + - tier: epic + description: ' You have mastered the switch from innocent to scary. Once per day, + you can create a fear aura like a monster of your level, for a number of rounds + equal to your Charisma modifier.' + - name: Black Rose Agent + _type: Talent + source: DATP + description: You gain a spell from the necromancer list. You can use Charisma instead + of Intelligence for attack and damage with the spell, and you can use a melee + weapon as an implement. + feats: + - tier: adventurer + description: " If an ally is engaged with the target, you can Sneak Attack with\ + \ the spell. If you choose a ranged spell, you no longer provoke opportunity\ + \ attacks with it.\_" + - tier: champion + description: ' You can switch out a rogue power to gain an additional necromancer + spell, at a -2 level penalty.' + - name: Catch Them Unprepared + _type: Talent + source: DATP + description: In the first round of a battle, your attacks have advantage against + any opponent that has not acted yet in the initiative order. If there is an ambush + or surprise, the surprise round is considered the first round of combat for this + talent. + feats: + - tier: adventurer + description: ' Gain a free move action in the first round of battle.' + - tier: champion + description: ' If both attack rolls hit, the attack is a critical hit.' + - tier: epic + description: ' In the first round of combat, your attacks have advantage, even + if the target has acted already.' + - name: Improved Evasion + _type: Talent + source: DATP + description: You take no damage or effects from missed attacks against your AC and + PD. + feats: + - tier: adventurer + description: ' Enemies cannot gain advantage on attack rolls against you, or roll + more than one die and take the better result.' + - tier: champion + description: ' Enemies cannot benefit from increased critical threat range against + you. They can only score a critical hit on a natural 20.' + - tier: epic + description: ' When you are hit by an attack against AC or PD that also targets + other creatures than you, you take half damage.' + - name: Intrusion Expert + _type: Talent + source: DATP + description: "You have an uncanny ability to get where you are not supposed to be.\ + \ Once per day, you can slip, sneak, bumble, or bamboozle your way into a forbidden\ + \ place such as a treasure vault, a cloister or an invitation-only festival. (If\ + \ the GM decides that getting to the goal is especially difficult, they can rule\ + \ this will cost a recovery, to represent exhaustion or small injuries.) If you\ + \ used this talent to get into a place, you can generally also get out again,\ + \ but it doesn\u2019t help you get out of a place when you are confined. It\u2019\ + s for intrusion, not escape.\n\n(Note: This is the same as the rebel\u2019s Transgress\ + \ class feature in 13th Age Glorantha.)" + feats: + - tier: adventurer + description: ' You can reroll a natural even failure on a skill check once, when + it involves unlocking doors, climbing walls of a built structure, or sneaking + around inside buildings.' + - tier: champion + description: ' Subconsciously, you are always looking for an entry and exit point. + If you have visited a place once, you can recall details such as guard placements, + unsecured doors, climbable walls, and so on. You can reroll a natural even failure + once on skill checks to remember such details about a location.' + - tier: epic + description: ' Your keen sense for architecture can tell you immediately where + to find what in a building, even if you enter it for the first time, and even + against attempts to hide or obfuscate features such as hidden stairs or wall + safes.' + - name: Knife Thrower + _type: Talent + source: DATP + description: 'Increase your damage dice with small thrown weapons to d8. You can + use your Sneak Attack class feature with thrown weapon attacks, as long as the + target is nearby and engaged with an ally. + + + You also gain 3 points towards a background in knife-throwing and knife-juggling + performance arts.' + feats: + - tier: adventurer + description: " You can use any melee attack rogue power as a thrown weapon ranged\ + \ attack, as long as it could logically work. For example, you could use Thief\u2018\ + s Strike with a thrown dagger, but you wouldn\u2018t be able to grab an item\ + \ with it, when not engaged, only let if fall on the floor." + - tier: champion + description: ' When using a small thrown weapon, you can reroll a natural 2 on + the attack roll.' + - tier: epic + description: ' Once per battle, when the escalation die is 3+, make a ranged basic + attack with a thrown weapon as a quick action. The attack uses a d4 as the damage + die.' + - name: Patient Assassin + _type: Talent + source: DATP + description: You can study a target over an extended period of time to spot its + weaknesses. Each hour you spend observing the target, you gain a +1 bonus to skill + checks against it, up to a maximum of +3. You can build up a bonus against one + target per level. If you study more targets than that, you lose the bonus against + the target where the longest time passed since you studied it. + feats: + - tier: adventurer + description: ' In a battle against a target you studied, you gain the bonus to + initiative and to the critical threat range of attacks against it.' + - tier: champion + description: ' You now gain the bonus for each 10 minutes spent studying the target.' + - tier: epic + description: ' If you manage to surprise the target at the start of a battle, + and you are the one chosen to start the ambush, set the escalation die to 1.' + - name: Ready to Roll + _type: Talent + source: DATP + description: You start each battle with momentum. + feats: + - tier: adventurer + description: " When you are hit by an attack, you retain your momentum if the\ + \ enemy\u2018s attack roll was a natural 12 or less." + - tier: champion + description: ' You no longer lose your momentum when you are hit by an attack.' + - tier: epic + description: ' You gain momentum when you rally.' + - name: Scout Ahead + _type: Talent + source: DATP + description: When you move in front in the party marching order or start scouting + ahead, roll a d6 exploration die and keep the result. When making a skill check + to interact with the environment, such as when determining directions or searching + for traps, you may add the exploration die. You can also add the die to a defense + against attacks outside of combat, such as a trap or a surprise attack. After + you use the bonus, reduce it by one, until it reaches zero. You regain the die + after the next quick rest. + feats: + - tier: adventurer + description: " When you add the die to a perception check (a Wisdom-based skill\ + \ check), don\u2019t reduce it." + - tier: champion + description: ' Roll two d6 for your exploration die and keep the higher one.' + - tier: epic + description: ' If you have an exploration die when combat starts, add it to your + first attack roll.' + - name: Shadow Adept + _type: Talent + source: DATP + description: Once per battle or scene, you can use an expended power with the Shadow + keyword a second time. If you choose a daily Shadow power, you cannot use this + talent again until the next full heal-up. + feats: + - tier: adventurer + description: ' When you use a Shadow power, gain temporary hit points equal to + your level + Charisma modifier (x2 at 5th level; x3 at 8th). For powers with + an ongoing effect, you only gain the temporary hit points when you activate + it. (Shadow Walk is considered a Shadow power for this feat)' + - tier: champion + description: " Once per battle, you can attack the target\u2019s PD instead of\ + \ AC with a Shadow power. This includes powers like Shadow Poison that give\ + \ a benefit to other attacks." + - tier: epic + description: ' When you attack with a Shadow power, ignore any resistance the + target may have.' + - name: Skirmisher + _type: Talent + source: DATP + description: You can use your Sneak Attack class feature with a melee attack against + a target that you were not engaged with at the start of your turn, even if that + target is not engaged with an ally. + feats: + - tier: adventurer + description: ' Enemies must succeed on a save to intercept you.' + - tier: champion + description: ' If you disengage or pop free from an enemy during your turn, you + gain a +1 bonus to AC until the start of your next turn.' + - tier: epic + description: ' When you are intercepted by an enemy while you move, make a Dexterity + + Level attack roll against their MD. If you succeed, the intercept fails.' + - name: Sniper + _type: Talent + source: DATP + description: "You take no attack penalty with bows and crossbows. You can use your\ + \ Sneak Attack class feature with bow and crossbow attacks, as long as the target\ + \ is nearby and engaged with an ally.\_" + feats: + - tier: adventurer + description: " You can use any rogue power with ranged attacks, as long as you\ + \ can explain it logically. For example, you can shoot an arrow at a target\u2019\ + s pockets with Thief\u2019s Strike, but the contents would fall to the floor\ + \ if you\u2019re not engaged with it." + - tier: champion + description: ' If you spend a move action to aim, you can target PD instead of + AC with your next ranged attack that turn.' + - tier: epic + description: ' If you spend a move action to aim, you always get your Sneak Attack + with ranged attacks, even if there is no ally engaged with the target.' + - name: Soulbound Assassin + _type: Talent + source: DPAS + description: You gain a warlock spell as a bonus power. + feats: + - tier: adventurer + description: ' You gain a warlock pact power as a daily power.' + - tier: champion + description: Against cursed enemies, you always gain your sneak attack. + - tier: epic + description: ' Gain a second warlock spell, at two levels below your class level.' + - name: Street Urchin + _type: Talent + source: DATP + description: "You gain a +1 bonus to saves against effects, and 3 points towards\ + \ a low-life background.\n\nThe icons don\u2019t care about a nobody like you,\ + \ so you don\u2019t start with any icon relationships. Instead of icon dice, you\ + \ roll \u201Cfriends in low places\u201D dice. Any 5 or 6 means you get support\ + \ from those who are just as destitute as you. Your friends can provide a reliable\ + \ source for the latest gossip and rumor, connections in the shady back alleys,\ + \ or a place to hunker down, away from the watchful eye of the authorities. They\ + \ won\u2019t provide much riches and treasure, although you never know what just\ + \ happened to go missing when the maid swept through the lord chancellor\u2019\ + s bedchamber.\n\nNote that as the story progresses and you become more powerful,\ + \ the icons are likely to start paying attention. When you feel that there is\ + \ enough story justification, you can swap one or more of your friends in low\ + \ places dice for normal icon relations. At 5th and 8th level, you gain icon relationship\ + \ dice as usual." + feats: + - tier: adventurer + description: ' You can reroll a skill check once on an even failure to survive + in urban areas, i.e. finding directions in the back alleys, scrounging for food, + or finding shelter.' + - tier: champion + description: ' Increase your recovery dice to d10.' + - tier: epic + description: " You\u2019ve developed an uncanny sense of what\u2019s really going\ + \ on in a city, just by keeping your eyes open. Once per full heal-up you spend\ + \ in a city, you can either ask the GM a question about \u201Cwhat\u2019s really\ + \ going on\u201D or establish that fact yourself (within reason)." + - name: Unstoppable Momentum + _type: Talent + source: DATP + description: "When you gain momentum and didn\u2019t have it already, you also gain\ + \ a +2 bonus to AC until the end of your next turn." + feats: + - tier: adventurer + description: ' You gain the bonus to all defenses.' + - tier: champion + description: ' You can use two interrupt actions between your turns, as long as + you use both for rogue momentum powers.' + - tier: epic + description: ' While you have momentum, you can rally as a quick action.' + - name: Vampiric Drain + _type: Talent + source: DATP + description: When you deal Sneak Attack damage to a living target, i.e. not a construct + or undead, you heal hit points equal to the Sneak Attack damage. + feats: + - tier: adventurer + description: ' When you score a critical hit against a living target with a Sneak + Attack, that target is also dazed (save ends).' + - tier: champion + description: ' The target is now weakened instead.' + - name: Dark Shroud + _type: Power 1 + source: DATP + description: "Close-quarters attack; Once per battle; Quick action; Shadow\n\n---\n\ + \n\nTarget: One nearby enemy\n\nAttack: Charisma + Level vs. MD\n\nHit: The target\ + \ has disadvantage on their next attack roll. If you make a melee or ranged weapon\ + \ attack against the target this turn, you can use your Sneak Attack, even if\ + \ it is not engaged with an ally.\n\nMiss: \u2014" + feats: + - tier: adventurer + description: ' When you deal Sneak Attack damage to the target on the same turn, + reroll natural 1s and 2s on the Sneak Attack damage dice.' + - tier: champion + description: ' If the target rolls a natural 1 on their next attack, the shroud + persists for another turn.' + level: 1 + category: Rogue Powers + usage: per-battle + - name: Feint Throw + _type: Power 1 + source: DATP + description: 'Ranged attack; At-will + + + --- + + + + Special: You must use a small thrown weapon for this attack. + + + Attack: Dexterity + Level vs. MD + + + Hit: WEAPON + Dexterity damage + + + Miss: The next attack by the target against you attacks your lowest defense.' + feats: + - tier: adventurer + description: ' The target is vulnerable to the attack.' + level: 1 + category: Rogue Powers + usage: at-will + - name: Humiliate + _type: Power 1 + source: DATP + description: 'Melee attack; Once per battle + + + --- + + + + Attack: Charisma + Level vs. MD + + + Hit: 1d8 per level + Charisma psychic damage. The target cannot benefit from the + escalation die (hard save 16+ ends). + + + Miss: You pop free from the target.' + feats: + - tier: champion + description: ' The target is also vulnerable to your attacks (save ends both).' + - tier: epic + description: ' You can use this power as a ranged attack.' + level: 1 + category: Rogue Powers + usage: per-battle + - name: Shadow Stalker + _type: Power 1 + source: DATP + description: 'Close-quarters power; Daily; Shadow + + + --- + + + + Effect: Your shadow detaches from your body and starts following a person or creature + you designate for 5 minutes per level of the power. While the shadow is following + the target, you have a sense of the direction they are in.' + feats: + - tier: champion + description: ' You can hear what the shadow hears, and you can close your eyes + to see what it sees.' + level: 1 + category: Rogue Powers + usage: per-day + - name: Stay Sharp + _type: Power 1 + source: DATP + description: "Momentum power\n\nAt-will (once per round); Interrupt action; requires\ + \ momentum\n\n---\n\n\nTrigger: You are hit by an attack that imposes a \u201C\ + save ends\u201D condition.\n\nEffect: Immediately roll a save against the condition." + feats: + - tier: adventurer + description: ' Add your Charisma modifier to the save roll.' + level: 1 + category: Rogue Powers + usage: at-will + - name: "Trickster\u2019s Cut" + _type: Power 1 + source: DATP + description: 'Melee attack; At-will + + + --- + + + + Attack: Charisma + Level vs. MD + + + Hit: WEAPON + Dexterity damage + + + Miss: Damage equal to your level' + feats: + - tier: adventurer + description: ' Add your Charisma modifier to miss damage.' + - tier: champion + description: ' On a natural 16+, you can swap places with a nearby ally after + the attack.' + - tier: epic + description: ' You gain a +2 bonus to attack against dazed or stunned enemies.' + level: 1 + category: Rogue Powers + usage: at-will + - name: "Assassin\u2019s Shot" + _type: Power 3 + source: DATP + description: 'Ranged attack; Once per battle; Shadow + + + --- + + + + Target: One nearby enemy + + + Attack: Dexterity + Level + 2 vs. AC + + + Hit: WEAPON + Dexterity damage. You can use your Sneak Attack even if the target + is not engaged to an ally. + + + Miss: Damage equal to your level' + feats: + - tier: adventurer + description: ' If you spend a quick action to survey the target before using this + power, increase the attack bonus to +4.' + level: 3 + category: Rogue Powers + usage: per-battle + - name: Black Veil + _type: Power 3 + source: DATP + description: "Momentum power\n\nOnce per battle; Interrupt action; Shadow; requires\ + \ momentum\n\n---\n\n\nTrigger: An enemy hits you with an attack.\n\nEffect: You\ + \ take half damage from the attack, and make the following attack against the\ + \ target.\n\nAttack: Charisma + Level vs. PD\n\nHit: Negative energy damage equal\ + \ to the damage of the target\u2019s attack, plus your Charisma modifier (x2 at\ + \ 5th level; x3 at 8th)." + feats: + - tier: adventurer + description: ' If the attack had more than one target, halve the damage to all + targets.' + level: 3 + category: Rogue Powers + usage: per-battle + - name: Cheeky Distraction + _type: Power 3 + source: DATP + description: "Momentum power\n\nAt-will; Interrupt action; requires momentum\n\n\ + ---\n\n\nTrigger: An enemy you are engaged with makes an attack against you or\ + \ an ally.\n\nAttack: Charisma + Level vs. MD\n\nHit: The enemy has disadvantage\ + \ on the attack roll.\n\nCritical hit: The attack fails and has no effect.\n\n\ + Miss: \u2014" + feats: + - tier: champion + description: ' If you hit, you can pop free from the target after it made the + attack.' + level: 3 + category: Rogue Powers + usage: at-will + - name: Gloomy Ricochet + _type: Power 3 + source: DATP + description: "Ranged attack; Once per battle; Shadow\n\n---\n\n\nTarget: Two nearby\ + \ enemies\n\nAttack: Dexterity + Level vs. AC\n\nFirst Hit: WEAPON + Dexterity\ + \ damage\n\nSecond Hit: Half damage of the first hit\n\nMiss: \u2014" + feats: + - tier: adventurer + description: ' Deal extra damage equal to your Charisma modifier (x2 at 5th level; + x3 at 8th).' + - tier: champion + description: ' If you miss one or both of the targets, make a third attack against + a different nearby enemy.' + - tier: epic + description: ' Keep attacking until you either score two hits, or you have attacked + every nearby enemy once.' + level: 3 + category: Rogue Powers + usage: per-battle + - name: Kick in the Nuts + _type: Power 3 + source: DATP + description: 'Melee Attack; Once per battle + + + --- + + + + Special: For the purpose of this attack, magic item boots provide a bonus to attack + and damage like a weapon of the same tier would. + + + Attack: Dexterity + Level vs. AC + + + Hit: 1d6 per level + Dexterity damage, and the target is hampered until the end + of your next turn. + + + Miss: Damage equal to your level' + feats: + - tier: adventurer + description: ' You can expend your momentum to impose the hampered condition (save + ends).' + - tier: champion + description: ' On a natural even roll, increase the damage dice to d10s.' + - tier: epic + description: ' If the escalation die is 3+, you can use this power as a quick + action.' + level: 3 + category: Rogue Powers + usage: per-battle + - name: Mask of the Masses + _type: Power 3 + source: DATP + description: 'Close-quarters power; Daily; Shadow + + + --- + + + + Effect: For the next 5 minutes per level of this power, your face is so generic + that any eye witness will be unable to remember any details of it later. + + + 5th level power: You can grant the effect to yourself and one nearby ally per + Charisma modifier.' + feats: [] + level: 3 + category: Rogue Powers + usage: per-day + - name: Skill Shot + _type: Power 3 + source: DATP + description: "Momentum power\n\nRanged attack; Once per battle; you must spend your\ + \ momentum\n\n---\n\n\nAttack: Dexterity + Level vs. AC. You have advantage on\ + \ the attack roll.\n\nHit: WEAPON + Dexterity damage. You don\u2019t regain momentum.\n\ + \nMiss: Damage equal to your level" + feats: + - tier: champion + description: ' On a natural 18+, the target is hampered until the end of your + next turn.' + level: 3 + category: Rogue Powers + usage: per-battle + - name: Skill Shot + _type: Power 3 + source: DATP + description: "Momentum power\n\nRanged attack; Once per battle; you must spend your\ + \ momentum\n\n---\n\n\nAttack: Dexterity + Level vs. AC. You have advantage on\ + \ the attack roll.\n\nHit: WEAPON + Dexterity damage. You don\u2019t regain momentum.\n\ + \nMiss: Damage equal to your level" + feats: + - tier: champion + description: ' On a natural 18+, the target is hampered until the end of your + next turn.' + level: 3 + category: Rogue Powers + usage: per-battle + - name: Bullseye + _type: Power 5 + source: DATP + description: 'Melee OR ranged attack; Daily + + + --- + + + + Target: One nearby enemy + + + Attack: Dexterity + Level vs. PD + + + Hit: WEAPON + Dexterity + 5 x escalation die damage + + + Miss: You regain this power. + + + 7th level power: 10 x escalation die + + + 9th level power: 20 x escalation die' + feats: + - tier: epic + description: ' Increase your critical threat range with this power by +2.' + level: 5 + category: Rogue Powers + usage: per-day + - name: Charging Shadow + _type: Power 5 + source: DATP + description: 'Melee attack; Once per battle; Shadow + + + --- + + + + Target: One nearby or far away enemy + + + Attack: Dexterity + Level vs. AC + + + Hit: WEAPON + Dexterity + Charisma damage + + + Miss: Damage equal to your level' + feats: + - tier: champion + description: ' After the attack, you can teleport to engage the enemy.' + level: 5 + category: Rogue Powers + usage: per-battle + - name: Death Strike + _type: Power 5 + source: DATP + description: 'Melee attack; Once per battle; Shadow + + + --- + + + + Attack: Dexterity + Level vs. AC + + + Hit: WEAPON + Dexterity damage and 10 ongoing negative energy damage + + + Miss: Half damage + + + 7th level power: 15 ongoing damage + + + 9th level power: 25 ongoing damage' + feats: + - tier: champion + description: ' When the target fails a save against the ongoing damage, increase + it by the initial amount (10 / 15 /25).' + - tier: epic + description: ' The first save is a hard save (16+).' + level: 5 + category: Rogue Powers + usage: per-battle + - name: Fan of Knives + _type: Power 5 + source: DATP + description: "Ranged attack; Once per battle\n\n---\n\n\nSpecial: You must use a\ + \ small thrown weapon with this attack.\n\nTarget: One nearby enemy per point\ + \ of Dexterity modifier\n\nAttack: Dexterity + Level vs. AC\n\nHit: WEAPON damage\n\ + \nMiss: \u2014" + feats: + - tier: adventurer + description: ' Gain a +4 bonus to your critical threat range against mooks with + this power.' + level: 5 + category: Rogue Powers + usage: per-battle + - name: Hip Shot + _type: Power 5 + source: DATP + description: "Momentum power\n\nRanged attack; Once per battle; Quick action; you\ + \ must spend your momentum\n\n---\n\n\nSpecial: You must be using a hand crossbow\ + \ or other small ranged weapon.\n\nAttack: Dexterity + Level vs. AC\n\nHit: WEAPON\ + \ + Dexterity damage. You don\u2019t gain momentum.\n\nMiss: Damage equal to your\ + \ level" + feats: + - tier: champion + description: ' You can deal Sneak Attack damage with this power, even if the target + is not engaged with an ally.' + level: 5 + category: Rogue Powers + usage: per-battle + - name: Really Sneaky Attack + _type: Power 5 + source: DATP + description: "Momentum power\n\nMelee attack; Daily; Interrupt action; you must\ + \ spend your momentum\n\n---\n\n\nTrigger: Any\n\nAttack: Dexterity + Level vs.\ + \ AC\n\nHit: WEAPON + Dexterity damage. You don\u2019t regain momentum. You can\ + \ use your Sneak attack with this power even if no ally is engaged with the target.\ + \ This does not count against your limit of one sneak attack per round.\n\nMiss:\ + \ Damage equal to your level" + feats: + - tier: epic + description: ' This power is now Recharge 11+.' + level: 5 + category: Rogue Powers + usage: per-day + - name: Shadow Trap + _type: Power 5 + source: DATP + description: "Ranged power; Daily; Shadow\n\n---\n\n\nTarget: An object, a doorway,\ + \ or a section of the floor or wall\n\nEffect: You enchant the target area, so\ + \ that the next person or creature to touch it springs the trap and is targeted\ + \ by the following attack. You can set a condition to include or exclude targets,\ + \ such as \u201Canyone but me,\u201D \u201Canything larger than a cat,\u201D or\ + \ \u201Cany orc.\u201D The trap lasts for up to one day.\n\nAttack: Dexterity\ + \ + Level vs. PD\n\nHit: 15 ongoing negative energy damage and the target is stuck\ + \ (save ends both).\n\nMiss: \u2014\n\n7th level power: 25 ongoing damage\n\n\ + 9th level power: 40 ongoing damage" + feats: + - tier: champion + description: ' The trap has a number of charges equal to your Charisma modifier.' + - tier: epic + description: ' The save against the effect is a hard save (16+).' + level: 5 + category: Rogue Powers + usage: per-day + - name: Sneaky Setup + _type: Power 5 + source: DATP + description: 'Momentum power + + + At-will; Interrupt action; you must spend your momentum + + + --- + + + + Trigger: An ally makes an attack against an enemy you are engaged with. + + + Effect: The ally gains advantage on the attack.' + feats: + - tier: champion + description: ' The ally also gains a +2 bonus to their critical threat range.' + - tier: epic + description: " If the ally\u2019s attack is a critical hit, you regain your momentum." + level: 5 + category: Rogue Powers + usage: at-will + - name: Thoughtsteal + _type: Power 5 + source: DATP + description: "Close-quarters power; Daily; Shadow\n\n---\n\n\nTarget: A person you\ + \ have eye contact with\n\nAttack: Charisma + Level vs. MD\n\nHit: You can read\ + \ the target\u2019s surface thoughts for about a minute.\n\nMiss: \u2014\n\nNatural\ + \ odd miss: The target notices your intrusion into their mind." + feats: [] + level: 5 + category: Rogue Powers + usage: per-day + - name: Avalanche of Daggers + _type: Power 7 + source: DATP + description: 'Ranged attack; Daily + + + --- + + + + Target: A group of mooks + + + Attack: Dexterity + Level vs. the highest AC in the group + + + Hit: You kill 1d6 mooks of the group. + + + Miss: The group of mooks cannot attack until the end of your next turn.' + feats: + - tier: champion + description: ' Kill 2d4 mooks.' + level: 7 + category: Rogue Powers + usage: per-day + - name: Backhand Spin + _type: Power 7 + source: DATP + description: 'Momentum power + + + At-will; Free; you must spend your momentum + + + --- + + + + Trigger: You miss with a Rogue melee attack. + + + Effect: Reroll the attack.' + feats: + - tier: champion + description: ' If the reroll is also a miss, you gain a +4 bonus to AC until the + end of your next turn.' + level: 7 + category: Rogue Powers + usage: at-will + - name: Meat Shield + _type: Power 7 + source: DATP + description: 'Momentum power + + + At-will; Interrupt action; you must spend your momentum + + + --- + + + + Trigger: An enemy targets you with a close-quarters or ranged attack. + + + Effect: Make a Dexterity-based skill check with the attack roll as the DC. If + you equal or beat the DC, that attack targets a nearby enemy instead.' + feats: + - tier: champion + description: ' If your skill roll is a natural 16+, you deal Sneak Attack damage + to the new target.' + level: 7 + category: Rogue Powers + usage: at-will + - name: Shadow Fusion + _type: Power 7 + source: DATP + description: 'Close-quarters power; Once per battle; Free action; Shadow + + + --- + + + + Trigger: You hit a target with a melee attack. + + + Effect: Until the end of your next turn, whenever you take damage, the target + takes half of that damage instead of you, and vice versa.' + feats: + - tier: champion + description: ' Reduce the damage you take from attacks against the target by twice + your Charisma modifier (x3 at 8th level).' + level: 7 + category: Rogue Powers + usage: per-battle + - name: Perfect Execution + _type: Power 7 + source: DATP + description: 'Momentum power + + + Melee attack; Daily; requires momentum + + + --- + + + + Effect: 50 damage + + + 9th level power: 75 damage' + feats: + - tier: champion + description: ' You can use your Sneak Attack with this power.' + - tier: epic + description: ' This power is now Recharge 16+ after battle.' + level: 7 + category: Rogue Powers + usage: per-day + - name: Shadow Rift + _type: Power 7 + source: DATP + description: "Close-quarters power; Daily; Quick action; Shadow\n\n---\n\n\nEffect:\ + \ Until the end of the battle, your melee attacks that target AC target the enemy\u2019\ + s PD instead." + feats: + - tier: epic + description: ' Enemy attacks that target your PD target your AC instead.' + level: 7 + category: Rogue Powers + usage: per-day + - name: Well-Timed Strike + _type: Power 7 + source: DATP + description: 'Melee attack; Once per battle + + + --- + + + + Special: The target is vulnerable to the attack. + + + Attack: Dexterity + Level vs. the lowest defense of the target + + + Hit: WEAPON + Dexterity damage + + + Miss: Half damage' + feats: + - tier: epic + description: ' Deal triple damage on a critical hit.' + level: 7 + category: Rogue Powers + usage: per-battle + - name: Flickering Shadows + _type: Power 9 + source: DATP + description: "Melee attack; Daily; Shadow\n\n---\n\n\nTarget: One nearby enemy per\ + \ point of Charisma modifier or escalation die (whichever is higher)\n\nAttack:\ + \ Dexterity + Level vs. PD\n\nHit: WEAPON + Dexterity damage\n\nMiss: \u2014" + feats: + - tier: epic + description: ' You can use your Sneak Attack against any target that is staggered.' + level: 9 + category: Rogue Powers + usage: per-day + - name: Killing Blow + _type: Power 9 + source: DATP + description: 'Melee attack; Daily + + + --- + + + + Target: One enemy + + + Attack: Dexterity + Level vs. AC + + + Hit: WEAPON + Dexterity damage. If the target has 250 hit points or less left + after the attack, it starts making last gasp saves (16+; see Core Book p. 200). + After the fourth failed save, it dies. If the target has more than 250 hit points, + you can choose to either deal 100 extra damage or cause the target to lose its + next standard action. + + + Miss: You have advantage on your next attack against the target.' + feats: + - tier: epic + description: ' You now force enemies with 400 hit points or less to make last + gasp saves.' + level: 9 + category: Rogue Powers + usage: per-day + - name: Not Today, Death + _type: Power 9 + source: DATP + description: 'Momentum power; Shadow + + + Daily; Interrupt action; requires momentum + + + --- + + + + Trigger: An attack reduces you to zero hit points or below. + + + Effect: You take no damage or other effects from the attack. You can spend your + momentum to disappear and reappear anywhere nearby.' + feats: + - tier: epic + description: ' The power is now Recharge 16+ after battle.' + level: 9 + category: Rogue Powers + usage: per-day + - name: Shadow Garrotte + _type: Power 9 + source: DATP + description: 'Close-quarters power; Daily; Free Action; Shadow + + + --- + + + + Trigger: You deal Sneak Attack damage to an enemy with a melee attack. + + + Target: The same enemy + + + Attack: Dexterity OR Charisma + Level vs. PD + + + Hit: 50 ongoing negative energy damage, and the target is hampered (save ends). + + + Miss: You regain this power at the end of your next turn.' + feats: [] + level: 9 + category: Rogue Powers + usage: per-day + - name: Surprise, B*** + _type: Power 9 + source: DATP + description: 'Close-quarters power; Once per battle; Free action + + + --- + + + + Trigger: You successfully save against a condition imposed by an enemy attack. + + + Effect: Make a melee or ranged basic attack against an enemy in range with advantage.' + feats: + - tier: epic + description: ' Add your Sneak Attack damage even if the target is not engaged + with an ally.' + level: 9 + category: Rogue Powers + usage: per-battle + # END DATP ABILITIES --- ## Ability Scores From ab02a71ac840c3ed5446928caba471ae7c541f54 Mon Sep 17 00:00:00 2001 From: cylss Date: Wed, 8 Nov 2023 21:00:35 +0100 Subject: [PATCH 02/34] Add barbarian abilities (needs tier on core abilities) --- components/ability-item.tsx | 2 + components/compendium-ability.tsx | 1 + components/content-layer-page.tsx | 4 + content/1e/classes/barbarian.mdx | 380 +++++++++++++++++++- contentlayer.config.js | 1 + stories/components/ability-item.stories.tsx | 4 + 6 files changed, 376 insertions(+), 16 deletions(-) diff --git a/components/ability-item.tsx b/components/ability-item.tsx index bfd74c4..5d9d2b2 100644 --- a/components/ability-item.tsx +++ b/components/ability-item.tsx @@ -18,6 +18,7 @@ interface AbilityItemP { description: Ability["description"]; feats: Ability["feats"] | PartialFeat[]; usage: Ability["usage"]; + tier: Ability["tier"]; } export default function AbilityItem({ @@ -26,6 +27,7 @@ export default function AbilityItem({ description, feats, usage, + tier }: AbilityItemP): JSX.Element { const headerBgMap: Record, string> = { "at-will": diff --git a/components/compendium-ability.tsx b/components/compendium-ability.tsx index fdcdefa..828df19 100644 --- a/components/compendium-ability.tsx +++ b/components/compendium-ability.tsx @@ -36,6 +36,7 @@ export default function AbilityList({ description={ability.description} feats={ability.feats} usage={ability.usage} + tier={ability.tier} /> ))} diff --git a/components/content-layer-page.tsx b/components/content-layer-page.tsx index b41985c..e977308 100644 --- a/components/content-layer-page.tsx +++ b/components/content-layer-page.tsx @@ -113,6 +113,10 @@ export default function ContentLayerPage({ getAbilitiesByType={(type: string) => filter(get(data, "abilities"), ["_type", type]) } + getAbilitiesByTypeAndTier={(type: string, tier: string) => + filter(get(data, "abilities"), { + "_type": type, "tier": tier }) + } getAbilitiesByTypes={(types: string[]) => filter(get(data, "abilities"), (ability) => includes(types, get(ability, "_type")) diff --git a/content/1e/classes/barbarian.mdx b/content/1e/classes/barbarian.mdx index 63a74b1..90454b8 100644 --- a/content/1e/classes/barbarian.mdx +++ b/content/1e/classes/barbarian.mdx @@ -203,6 +203,367 @@ abilities: feats: - tier: epic description: Even when not raging, whenever you score a critical hit against an enemy, you have resist damage 12+ until the start of your next turn. +# BEGIN DATP ABILITIES + - name: Bouncer + _type: Talent + source: DATP + description: 'Your unarmed attacks take no attack penalty, use d8 damage dice, and + benefit from two-weapon fighting (reroll natural 2 on the attack). You can use + true magic item bracers like a monk to improve your unarmed attacks. + + + Once per battle, when you hit with an unarmed melee attack, you can declare a + wrestling stunt. Choose one of the effects below: + + + - The target is dazed: -4 to attacks; save ends. + + - Force the target off guard: -4 to AC and PD; save ends. + + - Choke (or twist) the target: deal 1d6 per level extra damage; this damage is + not doubled on a critical hit. + + - Throw the target: normal size or smaller only; attacks against it have advantage + until it takes a move action; you can choose to pop free from it. + + - Restrain the target: normal size or smaller only; the target has disadvantage + on disengage checks and attack rolls (save ends); also ends when you or the target + disengages. While restraining an enemy, the only attacks you can make are unarmed + melee attacks against that target. + + - Hold on to the target (large or huge enemies only): when the target moves, you + stay engaged with it even if it disengages from other combatants; it can shake + you off if it succeeds at an attack against you (this is a different effect from + a grab). + + ' + feats: + - tier: adventurer + description: ' When you use your wrestling stunt on a critical hit, you can choose + two of the effects.' + - tier: champion + description: ' When you rally during a battle, you gain a second use of a wrestling + stunt.' + - tier: epic + description: ' When the escalation die is 2+, increase your unarmed damage dice + to d10s.' + tier: adventurer + - name: Bulwark + _type: Talent + source: DATP + description: '_Shields up and into the fray._ + + + When you wield a shield, reduce the damage you take from enemy attacks by your + level.' + feats: + - tier: adventurer + description: ' When you intercept an enemy or an enemy intercepts you, make a + basic melee attack against them as a free action.' + - tier: champion + description: ' While wielding a shield, you gain a +1 bonus to PD.' + - tier: epic + description: ' Increase the damage reduction to twice your level.' + tier: adventurer + - name: Deadly Twins + _type: Talent + source: DATP + description: When you fight with two melee weapons and you score a critical hit, + make a second melee attack against the target. You can use this talent once per + round. + feats: + - tier: adventurer + description: ' You can pop free and engage a different target to make the second + Deadly Twins attack. If you do so, you gain a +2 bonus to the attack roll.' + - tier: champion + description: ' The first time you miss with a Deadly Twins attack in a battle, + you can reroll the attack.' + - tier: epic + description: ' When you hit with a Deadly Twins attack, deal 25 ongoing damage + to the target.' + tier: adventurer + - name: Giant Blood + _type: Talent + source: DATP + description: "Once per battle or scene, as a standard action, you can perform a\ + \ stunt that uses your massive reserves of brute strength. Smash a hole in a wall,\ + \ lift a giant monolith, or wrestle an iron golem. While this usually won\u2019\ + t require a skill check, the GM can still call for an attack roll if you try to\ + \ wrestle down an unwilling target or bury them under something very heavy." + feats: + - tier: adventurer + description: ' You can wield heavy two-handed (d10) melee weapons in one hand, + or wield an oversized heavy two-handed (d12) weapon with both hands.' + - tier: champion + description: ' You have advantage on all Strength-based skill checks.' + - tier: epic + description: ' Add four times your Strength modifier to melee weapon damage (instead + of three times).' + tier: adventurer + - name: Lycanthrope + _type: Talent + source: DPAS + description: When you enter a barbarian rage, you grow natural weapons and armor + as per the abomination class features. You also gain one abomination maneuver + of up to your level that you can trigger when making a melee attack with your + natural weapons. + feats: + - tier: adventurer + description: ' Choose Carnage, Fueled by Pain, Hardened Plating, Hard to Kill, + Monstrous Stunt, Slithering Snake, or Troll Blood. You gain the benefits of + this abomination talent while raging.' + - tier: champion + description: ' Gain a second abomination maneuver.' + - tier: epic + description: ' Gain a third abomination maneuver.' + tier: adventurer + - name: Primal War Dance + _type: Talent + source: DATP + description: 'When you fight with one-handed melee weapons, you can use Dexterity + instead of Strength for attack and damage. + + + While raging, you gain a +2 bonus to AC, PD and disengage checks.' + feats: + - tier: adventurer + description: ' While raging, you take no damage from missed enemy attacks.' + - tier: champion + description: ' When an enemy misses you with a melee attack while you rage, deal + damage to them equal to twice your Dexterity modifier (x3 at 8th level).' + - tier: epic + description: ' Increase the bonuses to +3.' + tier: adventurer + - name: Raging Revenant + _type: Talent + source: DATP + description: "**Special:** You cannot take this talent at character creation. Instead,\ + \ when your PC dies, resurrect him or her and swap out one barbarian talent for\ + \ this one.\n\nWhenever you face those who killed you, you can rage for free.\n\ + \nHowever, you left a part of your soul down below. You are now Sorta Dead, as\ + \ per the necromancer talent. If you get killed again, you can return without\ + \ taking the talent another time. You travel for 1d6 days as you make your way\ + \ back from the Underworld. Each time you die, you lose a recovery permanently,\ + \ until you have none left and your soul is trapped in the afterlife eternally.\ + \ Let\u2019s hope you have found peace by then." + feats: + - tier: adventurer + description: "\_You suck the life out of your surroundings to sustain yourself.\ + \ When you make a recovery roll to heal, and a die comes up as the maximum,\ + \ deal negative energy damage equal to that die to each enemy engaged with you." + - tier: champion + description: "\_When you are reduced to zero hit points or below while raging,\ + \ your Rage ends, but you no longer fall unconscious. You can still die after\ + \ failing death saves, or when you reach negative hit points equal to half your\ + \ maximum hit points, but until that point, you can act normally." + - tier: epic + description: "\_As per the champion-tier feat, but you keep raging even when at\ + \ negative hit points." + tier: adventurer + - name: Red Mist + _type: Talent + source: DATP + description: "If you are staggered at the start of your turn, you can start raging\ + \ for free. (It doesn\u2019t count against your normal usage.)" + feats: + - tier: adventurer + description: "\_While raging, you are immune to fear effects." + - tier: champion + description: "\_While raging, you are immune to the dazed condition." + - tier: epic + description: "\_While raging, you are immune to the weakened condition." + tier: adventurer + - name: Spirit Guardian + _type: Talent + source: DATP + description: "You\u2019ve bonded with a spirit animal that watches over you and\ + \ protects you. It\u2019s a privilege that is awarded only to the most honorable\ + \ warriors of your tribe.\n\nYou gain a 4-point background that represents the\ + \ spiritual connection to your spirit guide. You can use it on skill checks to\ + \ perceive supernatural dangers.\n\nYou also gain the two special abilities below.\ + \ Once per day, you can activate one of the abilities as a quick action.\n\n-\ + \ Infuse your body with the power of your spirit. Choose the beast aspect from\ + \ the druid\u2019s shifter talent that is closest to your spirit animal, and gain\ + \ its initiate benefit until the end of the battle.\n- Spend a recovery without\ + \ healing as a quick action to manifest your spirit. Until the end of the battle,\ + \ your spirit companion joins the battle as your ally. Create an Animal Companion\ + \ as per the ranger talent in the core book. As a spirit creature, your companion\ + \ gains resist physical damage 16+.\n" + feats: + - tier: adventurer + description: "\_If you are raging while your spirit companion is manifested, it\ + \ can make one attack with the benefit of raging that battle." + - tier: champion + description: "\_You can use both the infuse and the manifest ability once per\ + \ day each." + - tier: epic + description: "\_Once per battle, you or your manifested spirit companion can reroll\ + \ a save with a +4 bonus." + tier: adventurer + - name: Tribal War Chief + _type: Talent + source: DATP + description: "You gain three points in a background that represents your past or\ + \ your destiny as a tribal leader. In addition, choose one of the benefits below:\n\ + \n- You inherited a treasured set of armor as a sign of your status. You take\ + \ no penalty for wearing heavy armor.\n- Your voice rallies the troops. Choose\ + \ a battle cry of your level or lower from the bard\u2019s list.\n- You inherited\ + \ the gift of leadership from your ancestors. Choose a tactic of your level or\ + \ lower from the commander list.\n- The icons have taken special interest in the\ + \ destiny of you and your clan. You gain an additional icon relationship die.\n\ + - With you in the lead, others expect victory. Once per day, when you score a\ + \ critical hit, increase the escalation die by 1.\n" + feats: + - tier: adventurer + description: "\_Choose a second benefit from the list." + - tier: champion + description: "\_Choose a third benefit from the list." + - tier: epic + description: "\_Choose a fourth benefit from the list." + tier: adventurer + - name: Awaken the Fury + _type: Talent + source: DATP + description: Once per battle, when you enter Barbarian Rage, you can engage a nearby + enemy and make a melee attack as a free action. + feats: + - tier: champion + description: "\_Also gain 5 times the escalation die in temporary hit points (8th\ + \ level: 10 times)." + - tier: epic + description: "\_If you hit with the melee attack granted by this talent, deal\ + \ 10 times the escalation die in ongoing damage." + tier: champion + - name: Blood-Soaked Resurgence + _type: Talent + source: DATP + description: The first time you are reduced to zero hit points in a battle, you + can immediately spend a recovery to heal. If you use this talent while raging, + deal three times your level in psychic damage to each enemy you are engaged with. + feats: + - tier: champion + description: "\_After using this talent, deal 1d12 (8th level: 2d12) extra psychic\ + \ damage when you hit with a melee attack, until the end of the battle." + - tier: epic + description: "\_Heal additional hit points equal to 20 x the escalation die with\ + \ the recovery." + tier: champion + - name: Primitive Strength + _type: Talent + source: DATP + description: One battle per day, after succeeding with a melee attack, really put + your back into it and deal an additional 1d6 damage. + feats: + - tier: champion + description: "\_Bonus die is now 1d8." + - tier: epic + description: "\_Bonus die is now 1d12." + tier: champion + - name: Raging Storm + _type: Talent + source: DATP + description: 'When you hit with a melee attack, deal 1d8 extra lightning damage + (7th level: 1d12; 9th level: 1d20) to the target.' + feats: + - tier: champion + description: "\_While raging, deal the extra damage to all nearby enemies." + - tier: epic + description: "\_You gain resist lightning and thunder 16+." + tier: champion + - name: Rallying Cry + _type: Talent + source: DATP + description: When you score a critical hit, all nearby allies gain a +2 bonus to + melee attack rolls and saves against effects until the end of your next turn. + feats: + - tier: champion + description: "\_You grant the bonus to all saves, including saves to disengage\ + \ and death saves." + - tier: epic + description: "\_You grant the bonus to all attack rolls, including ranged and\ + \ spell attacks." + tier: champion + - name: Tenacious Grit + _type: Talent + source: DATP + description: You gain a +1 bonus to all saves, including death saves. While raging, + the bonus is equal to your Constitution modifier instead. + feats: + - tier: champion + description: "\_When you start raging, you can make a save against all effects." + - tier: epic + description: "\_You take half damage from ongoing damage." + tier: champion + - name: Axe-Crazy Intimidation + _type: Talent + source: DATP + description: While you are engaged with an enemy, they take a -2 penalty to all + defenses. + feats: + - tier: epic + description: "\_Enemies must always succeed at a disengage check if they want\ + \ to disengage from you, even if they use abilities that pop free or teleport.\ + \ If the check fails, the enemy stays engaged." + tier: epic + - name: Blood Rage + _type: Talent + source: DATP + description: When you score a critical hit, you can heal using a free recovery. + feats: + - tier: epic + description: " After you score a critical hit, the next time you are hit by an\ + \ attack, you take half damage. Multiple half-damage effects don\u2019t stack." + tier: epic + - name: Fury of the North Wind + _type: Talent + source: DATP + description: 'In battle, you can call on the Fury of the North Wind as a standard + action. Until the end of your next turn, you gain a +2 bonus to all defenses and + _resist cold_ 16+. + + + On your next turn, you can pop free from all enemies and make a giant leap, carried + by the icy winds, to engage a nearby or far away enemy as a move action. Your + next melee attack that turn deals double damage, and you always count as raging + when making the attack.' + feats: + - tier: epic + description: "\_When you activate Fury of the North Wind, enemies engaged with\ + \ you must succeed at a save or take 25 cold damage and be dazed until the end\ + \ of your next turn." + tier: epic + - name: Killing Frenzy + _type: Talent + source: DATP + description: Your critical hits deal triple damage. + feats: + - tier: epic + description: "\_When you are not raging, increase your critical threat range by\ + \ 1." + tier: epic + - name: Meat Grinder + _type: Talent + source: DATP + description: When an enemy misses with a melee attack against you, you can make + a melee attack against them as an interrupt action. + feats: + - tier: epic + description: "\_Once per battle, use this talent as a free action (ignoring the\ + \ limit of one interrupt action between your turns)." + tier: epic + - name: Might of the Demigod + _type: Talent + source: DATP + description: '**Special:** You can only choose this talent as a single-class barbarian. + + + Increase your Strength and Constitution scores by 4.' + feats: + - tier: epic + description: "\_Increase your Dexterity, Intelligence, Wisdom and Charisma scores\ + \ by 1." + tier: epic + # END DATP ABILITIES --- ## Ability Scores @@ -299,31 +660,18 @@ All barbarians have the Barbarian Rage class feature. Choose three of the following adventurer-tier class talents. You also get an additional barbarian class talent at 5th level and again at 8th level. - + ### Champion Talents At 5th level, you gain an additional barbarian class talent. Choose one of these champion-tier talents or take another adventurer-tier talent. - + ### Epic Talents At 8th level, you gain an additional barbarian class talent. Choose one of these epic-tier talents, or take another adventurer-tier or champion-tier talent instead. - + \ No newline at end of file diff --git a/contentlayer.config.js b/contentlayer.config.js index 4782d5e..9587f69 100644 --- a/contentlayer.config.js +++ b/contentlayer.config.js @@ -72,6 +72,7 @@ const Ability = defineNestedType(() => ({ required: true, }, description: { type: "markdown", required: false }, + tier: {type: "string", required: false}, feats: { type: "list", of: Feat, required: false }, }, })); diff --git a/stories/components/ability-item.stories.tsx b/stories/components/ability-item.stories.tsx index 34d3cf3..7056b8e 100644 --- a/stories/components/ability-item.stories.tsx +++ b/stories/components/ability-item.stories.tsx @@ -11,6 +11,9 @@ const meta: Meta = { name: { type: "string", }, + tier: { + type: "string", + }, usage: { options: ["other", "at-will", "recharge", "per-battle", "per-day"], control: { type: "select" }, @@ -27,6 +30,7 @@ const meta: Meta = { html: "

Yo!

", }, usage: "other", + tier: "any", feats: [ { tier: "adventurer", From a8c8527ac6d03e592b3303220f87bb01613605f5 Mon Sep 17 00:00:00 2001 From: rsh Date: Thu, 9 Nov 2023 20:22:56 +0100 Subject: [PATCH 03/34] Manual adjustment - tiers for core content --- content/1e/classes/barbarian.mdx | 10 ++++ content/1e/classes/commander.mdx | 11 ++++ content/1e/classes/fighter.mdx | 8 +++ content/1e/classes/monk.mdx | 98 ++++++++++++++++++++------------ content/1e/classes/paladin.mdx | 24 ++++---- content/1e/classes/ranger.mdx | 30 +++++----- 6 files changed, 115 insertions(+), 66 deletions(-) diff --git a/content/1e/classes/barbarian.mdx b/content/1e/classes/barbarian.mdx index 90454b8..1cd4827 100644 --- a/content/1e/classes/barbarian.mdx +++ b/content/1e/classes/barbarian.mdx @@ -77,6 +77,7 @@ abilities: - name: Barbaric Cleave _type: Talent usage: per-battle + tier: adventurer description: |- **Effect:** Once per battle, as a free action, you can make a standard melee attack after having dropped any enemy to 0 hp with a standard melee attack. @@ -91,6 +92,7 @@ abilities: - name: Building Frenzy _type: Talent usage: per-day + tier: adventurer description: |- **Effect:** One battle per day, as a free action after you have missed an attack, gain +1d4 damage to each successful melee attack until the end of the battle. @@ -104,6 +106,7 @@ abilities: description: You can use Building Frenzy twice a day. - name: Slayer _type: Talent + tier: adventurer description: |- **Effect:** During your turn, when you attack a staggered enemy you were not engaged with at the start of your turn, deal +1d6 damage per level to that creature if you hit. @@ -116,6 +119,7 @@ abilities: description: Whenever one of your Slayer attacks drops a non-mook enemy to 0 hp, you gain 20 temporary hit points. - name: Strongheart _type: Talent + tier: adventurer description: |- **Effect:** Your recovery dice are d12s instead of d10s. @@ -128,6 +132,7 @@ abilities: description: Increase your total number of recoveries by 1 (making a total of +2 from this talent). - name: Whirlwind _type: Talent + tier: adventurer description: |- **Effect:** You can make a Whirlwind attack as the first action of your turn when you are engaged by two or more enemies. @@ -145,6 +150,7 @@ abilities: - name: Unstoppable _type: Talent usage: per-battle + tier: adventurer description: |- **Effect:** Once per battle, declare you're using Unstoppable before making a barbarian melee attack. @@ -159,6 +165,7 @@ abilities: - name: Natural Will _type: Talent usage: per-day + tier: champion description: |- **Effect:** One battle per day as a quick action, you gain a +2 bonus to your Mental Defense until the end of the battle. @@ -172,6 +179,7 @@ abilities: - name: Violence _type: Talent usage: per-battle + tier: champion description: |- **Effect:** Once per battle, add a +1d4 bonus to a barbarian melee attack roll after finding out whether you hit or missed. @@ -183,6 +191,7 @@ abilities: - name: Ancestral Warband _type: Talent usage: per-day + tier: epic description: |- **Effect:** One battle per day as a quick action, you can call the spirits of your ancestors to fight alongside you. @@ -197,6 +206,7 @@ abilities: description: Your Ancestral Warband spirits are always raging, even if you are not, and continue to fight for a single round while you are unconscious. - name: Relentless _type: Talent + tier: epic description: |- **Effect:** While raging, you have resist damage 12+ (when an attack targets you, the attacker must roll a natural 12 or higher on the attack roll or it only deals half damage). diff --git a/content/1e/classes/commander.mdx b/content/1e/classes/commander.mdx index e43bfec..eb77d4b 100644 --- a/content/1e/classes/commander.mdx +++ b/content/1e/classes/commander.mdx @@ -94,6 +94,7 @@ abilities: - name: Battle Captain _type: Talent usage: per-battle + tier: adventurer description: |- Once per battle when you have 2 or more command points left after giving a command, you can use another interrupt action on a different ally’s turn before the start of your next turn. @@ -106,6 +107,7 @@ abilities: description: You gain an additional command point at the start of each round while the escalation die is 4+. - name: Combat Maneuver _type: Talent + tier: adventurer description: |- Choose a fighter maneuver of your level or lower. You can use it like a fighter. @@ -119,6 +121,7 @@ abilities: description: You gain the adventurer and champion tier feats, if any, for both your fighter maneuvers. - name: Destined to Lead _type: Talent + tier: adventurer description: |- When you roll a 5 or 6 on an icon relationship die, you gain 2 bonus command points that last until the end of the current game session, @@ -138,6 +141,7 @@ abilities: you and each nearby ally gain a +1 bonus to death saves until the next full heal-up. - name: Forceful Command _type: Talent + tier: adventurer description: |- When you give a command that lets an ally roll a d20 (an attack, a save, etc.), you can spend additional command points before the roll up to the escalation die value, @@ -154,6 +158,7 @@ abilities: you can also allow that ally to reroll that roll once as a free action. - name: Into the Fray _type: Talent + tier: adventurer description: |- At the start of each battle before you and your allies roll initiative, roll a d4. A number of your allies equal to the roll gain the following benefit of your choice: @@ -167,6 +172,7 @@ abilities: description: The chosen allies now gain both bonuses (+2 to all defenses for the first round and +4 to initiative this battle). - name: Martial Training _type: Talent + tier: adventurer description: |- Unlike other commanders, you don’t take a –2 attack penalty when fighting with heavy or martial weapons. feats: @@ -180,6 +186,7 @@ abilities: you can deal 1d10 extra damage to the target for each positive or conflicted icon relationship point you have with warrior or leader icons in your game. - name: Moment of Glory _type: Talent + tier: adventurer description: |- When you roll initiative, also roll a d4 and record the result. As a free action, you can add the result to a single attack roll made by one of your nearby allies later this battle. @@ -196,6 +203,7 @@ abilities: - name: Never Say Die _type: Talent usage: per-battle + tier: adventurer description: Once per battle when an enemy scores a critical hit against you or a nearby ally, you can increase the escalation die by 1. feats: - tier: adventurer @@ -206,6 +214,7 @@ abilities: description: When you use this talent, you and each of your nearby allies gains a +2 bonus to all defenses until the end of your next turn. - name: Strategist _type: Talent + tier: adventurer description: |- You rely on planning, teamwork, and calm execution of orders as a commander instead of charismatic presence. Any time an element of the commander class refers to Charisma, you can replace that element with a reference to Intelligence. @@ -222,6 +231,7 @@ abilities: description: Once per day as a free action, you can gain a number of command points equal to your Intelligence modifier. - name: Sword of Victory _type: Talent + tier: adventurer description: When your melee attack drops a non-mook enemy to 0 hp, or drops three or more mooks, you gain 1 command point. feats: - tier: adventurer @@ -234,6 +244,7 @@ abilities: icon relationship points you have with the any one icon associated with battle or victory. - name: Tactician _type: Talent + tier: adventurer description: |- You rely on perception, intuition, and common sense as a commander instead of charismatic presence. Any time an element of the commander class refers to Charisma, you can replace that element with a reference to Wisdom. diff --git a/content/1e/classes/fighter.mdx b/content/1e/classes/fighter.mdx index f1c6e56..24bb5d7 100644 --- a/content/1e/classes/fighter.mdx +++ b/content/1e/classes/fighter.mdx @@ -69,6 +69,7 @@ abilities: - name: Cleave _type: Talent usage: per-battle + tier: adventurer description: Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp. feats: - tier: adventurer @@ -80,6 +81,7 @@ abilities: - name: Comeback Strike _type: Talent usage: per-battle + tier: adventurer description: Once per battle as a free action, make another attack with a –2 penalty after your first fighter attack during your turn misses. feats: - tier: adventurer @@ -90,6 +92,7 @@ abilities: description: You gain a +4 attack bonus with your Comeback Strike attacks. - name: Counter Attack _type: Talent + tier: adventurer description: |- Once per round when the escalation die is even and an enemy misses you with a natural odd melee attack roll, you can make a basic melee attack dealing half damage against that enemy as a free action. (The attack can’t use any limited abilities or flexible attack maneuvers.) @@ -102,6 +105,7 @@ abilities: description: You can now use Counter-Attack when the escalation die is 3+. - name: Deadeye Archer _type: Talent + tier: adventurer description: |- Your attacks with d8 ranged weapons (heavy crossbow, longbow) now deal d10 damage per level. Your attacks with d6 ranged weapons (light crossbow, shortbow) now deal d8 damage per level. @@ -116,6 +120,7 @@ abilities: - name: Heavy Warrior _type: Talent usage: per-battle + tier: adventurer description: Once per battle while wearing heavy armor, when you are hit by an attack that targets AC, as a free action, you can take half damage from that attack instead. feats: - tier: adventurer @@ -127,6 +132,7 @@ abilities: - name: Power Attack _type: Talent usage: per-battle + tier: adventurer description: |- Once per battle before you roll an attack, you can declare you’re using Power Attack to deal additional damage with that attack roll. If the attack hits, you deal the following additional damage: @@ -143,6 +149,7 @@ abilities: description: One-handed weapon damage using Power Attack increases to 1d6 per level; two-handed weapon damage using Power Attack increases to 1d8 per level. - name: Skilled Intercept _type: Talent + tier: adventurer description: |- Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack. @@ -159,6 +166,7 @@ abilities: description: Enemies can’t make opportunity attacks against you during your Skilled Intercept movement. - name: Tough as Iron _type: Talent + tier: adventurer description: Once per battle, you can rally using a quick action instead of a standard action. - name: Brace for It _type: Maneuver diff --git a/content/1e/classes/monk.mdx b/content/1e/classes/monk.mdx index 574ff24..16f11a8 100644 --- a/content/1e/classes/monk.mdx +++ b/content/1e/classes/monk.mdx @@ -115,8 +115,9 @@ abilities: A monk who fights with the monastery’s traditional weapons might use bracers or a magical weapon, but a monk wearing magical bracers can’t use a magical melee weapon at the same time. - name: Flurry (Seven Deadly Secrets) - _type: Adventurer Talent + _type: Talent usage: at-will + tier: adventurer description: |- _If you use_ Flurry _in a battle, you can’t use any other_ Deadly Secrets _talents that battle._ @@ -150,7 +151,8 @@ abilities: - tier: epic description: When the escalation die is 4+, your Flurry attack deals PUNCH + Strength damage instead of JAB + Strength. - name: Greeting Fist (Seven Deadly Secrets) - _type: Adventurer Talent + _type: Talent + tier: adventurer description: |- If you use Greeting Fist in a battle, you can’t use any other Seven Deadly Secrets talent that battle. @@ -180,8 +182,9 @@ abilities: - tier: epic description: Once per battle, reroll an attack that qualified for Greeting Fist damage. - name: Temple Weapon Master (Seven Deadly Secrets) - _type: Adventurer Talent + _type: Talent usage: per-battle + tier: adventurer description: |- If you use Temple Weapon Master in a battle, you can’t use any other Seven Deadly Secrets talents that battle. @@ -200,7 +203,8 @@ abilities: - tier: epic description: One battle per day, the damage dice of your finishing attacks increase by one size (max d12). (For example, d10s become d12s.) - name: Diamond Focus - _type: Adventurer Talent + _type: Talent + tier: adventurer description: |- You gain a +2 bonus to saves while you’re not staggered. @@ -223,7 +227,7 @@ abilities: - tier: epic description: You can also use the ki power to save against a last gasp effect (but it doesn’t count against your total if you fail). - name: Heaven’s Arrow - _type: Adventurer Talent + _type: Talent usage: per-battle description: |- Unlike other monks, you have no attack penalty with ranged weapons, including thrown weapons, longbows, shortbows, and crossbows. @@ -243,8 +247,9 @@ abilities: - tier: epic description: You no longer take opportunity attacks when you make ranged attacks while engaged. - name: Leaf on Wind - _type: Adventurer Talent + _type: Talent usage: per-battle + tier: adventurer description: |- Once per battle when you use a move action, you can take another move action as a free action. @@ -262,7 +267,8 @@ abilities: - tier: epic description: Roll a normal save at the end of any turn in which you use the ki power. If you succeed, your flight lasts until the end of your next turn. (It’s not advisable to count on this working by staying in midair, though you could of course fly next to a wall, counting on your ability to slow your fall as outlined above!) - name: Overworld Lineage, aka Phoenix-touched - _type: Adventurer Talent + _type: Talent + tier: adventurer description: |- If you wish, any time an element of the monk class refers to Wisdom, you can replace that element with a reference to Charisma. @@ -282,7 +288,8 @@ abilities: - tier: epic description: The first time you die after taking this feat, you are resurrected at a place of power like your home monastery or other sanctum between one and four days later, assuming another resurrection doesn’t find you first. (This counts against your normal resurrection limit, as normal.) - name: Spinning Willow Style - _type: Adventurer Talent + _type: Talent + tier: adventurer description: |- When a ranged attack or close-quarters attack that targets AC hits you, you can roll a normal save. If you succeed, you take only half damage from the attack. @@ -298,7 +305,8 @@ abilities: - tier: epic description: Spinning Willow Style saves are now easy saves (6+). - name: Disciple of the Hidden Flame - _type: Champion Talent + _type: Talent + tier: champion description: |- When you gain this talent, choose a class: cleric, sorcerer, or wizard. @@ -316,8 +324,9 @@ abilities: if you possessed the adventurer-tier and champion-tier feat for that spell, if any. At 8th level, treat the spell like you possessed the epic-tier feat for it, if any, when you spend the ki. - name: Improbable Stunt - _type: Champion Talent + _type: Talent usage: per-battle + tier: champion description: |- Once per battle as a quick action, you can pull off an outrageous improvisational stunt that no one else could manage, with the possible exception of a swashbuckling rogue! @@ -330,8 +339,9 @@ abilities: _(Ludicrous Improbability Maneuver)_: You can spend 1 ki point to use Improbable Stunt again this battle. - name: Path of the Perfect Warrior - _type: Champion Talent + _type: Talent usage: per-day + tier: champion description: |- One battle per day, you can increase your JAB damage dice to d8s, your PUNCH damage dice to d10s, and your KICK damage dice to d12s. @@ -340,20 +350,23 @@ abilities: _(Perfect Breath)_: Once per day when you are healing using a recovery, you can spend 1 point of ki to heal using a second recovery as well. The second recovery is a free. - name: Abundant Step - _type: Epic Talent + _type: Talent usage: per-battle + tier: epic description: Once per battle when the escalation die is 1+, you can teleport to a nearby location you can see as a move action. feats: - tier: epic description: You can now teleport to a far away location you can see. - name: Champion of Three Worlds - _type: Epic Talent + _type: Talent + tier: epic description: When you make a finishing attack, roll an additional d20 (usually two) for the attack roll. Use the result of your choice. feats: - tier: epic description: Once per battle when you make a flow attack, you can roll an additional d20 for the attack roll. - name: Procession of the Sun and Moon - _type: Epic Talent + _type: Talent + tier: epic description: |- Once per level, while meditating during a quick rest, you can decide that it’s time for the start of a new day. You and each of your willing allies can make a hard save (16+). @@ -365,8 +378,9 @@ abilities: - tier: epic description: You and each of your allies gain a bonus to the save equal to your Strength modifier or your Wisdom modifier. - name: Claws of the Panther - _type: Adventurer Form + _type: Form usage: at-will + tier: adventurer description: |- ### Opening Attack (Panther Spins Free) @@ -418,8 +432,9 @@ abilities: - tier: adventurer description: "**Ki Power** _(Predator’s Return)_: You can spend 1 point of ki when your finishing attack misses all targets to use a flow attack instead of an opening attack with your next standard action—in effect, you get to skip the opening attack of your next form’s progression." - name: Dance of the Mantis - _type: Adventurer Form + _type: Form usage: at-will + tier: adventurer description: |- ### Opening Attack (Springing Mantis Strike) @@ -468,8 +483,9 @@ abilities: - tier: adventurer description: "**Ki Power** _(The Dance Continues)_: You can spend 1 point of ki during your turn to roll a disengage check as free action." - name: Dutiful Guardian - _type: Adventurer Form + _type: Form usage: at-will + tier: adventurer description: |- ### Opening Attack (One Must Be Free) @@ -518,8 +534,9 @@ abilities: - tier: adventurer description: When you intercept an enemy that is moving to attack one of your allies, you gain a +3 bonus to all defenses until the end of that turn (so against that enemy’s attacks). - name: Original Venom - _type: Adventurer Form + _type: Form usage: at-will + tier: adventurer description: |- ### Opening Attack (First Deadly Venom) @@ -578,8 +595,9 @@ abilities: - tier: adventurer description: You gain _resist poison 14+_. - name: Three Cunning Tricksters - _type: Adventurer Form + _type: Form usage: at-will + tier: adventurer description: |- ### Opening Attack (Fox Senses Weakness) @@ -630,8 +648,9 @@ abilities: - tier: adventurer description: "**Ki Power** _(The Gift Returns)_: When you roll a natural 18+ on a save, you can spend 1 point of ki to transfer the effect/ongoing damage you saved against to an enemy engaged with you (in addition to ending the effect on you). Of course, death saves and last gasp saves are excluded." - name: Way of the Metallic Dragon - _type: Adventurer Form + _type: Form usage: at-will + tier: adventurer description: |- ### Opening Attack (Bronze Thwarts an Army) @@ -686,8 +705,9 @@ abilities: - tier: adventurer description: "**Ki Power** _(Become the Dragon)_: When you drop a non-mook enemy to 0 hp with a finishing attack, you can spend 1 point of ki to gain a second standard action during your next turn. You’re gathering power, preparing to unleash havoc, or doing something similar. If for some reason you decide not to take the extra standard action during your next turn, you get the point of ki back, but can’t spend any more ki this battle." - name: Heaven’s Thunder - _type: Champion Form + _type: Form usage: at-will + tier: champion description: |- ### Opening Attack (Moon in Storming Sky) @@ -738,8 +758,9 @@ abilities: - tier: epic description: You now heal 5d10 hp each time you use a finishing attack while staggered. - name: Iron Crusader Form - _type: Champion Form + _type: Form usage: at-will + tier: champion description: |- ### Opening Attack (No Retreat) @@ -794,8 +815,9 @@ abilities: - tier: epic description: One battle per day, your crit range expands by 2 (cumulative) each time you drop a non-mook enemy to 0 hp. - name: Rising Phoenix - _type: Champion Form + _type: Form usage: at-will + tier: champion description: |- ### Opening Attack (Rising Phoenix Fist) @@ -850,8 +872,9 @@ abilities: - tier: epic description: One battle per day as a free action, choose yourself or a nearby ally. That creature gains a bonus to death saves equal to your Wisdom modifier until the end of the battle. - name: Three Evil Dragons - _type: Champion Form + _type: Form usage: at-will + tier: champion description: |- ### Opening Attack (The Burning Shadow) @@ -900,8 +923,9 @@ abilities: - tier: epic description: Once per day when you miss all targets with a finishing attack, you can make another finishing attack with your next standard action—in effect, you get to redo the last form of that progression. - name: Tiger in Storm - _type: Champion Form + _type: Form usage: at-will + tier: champion description: |- ### Opening Attack (Stalking Tiger) @@ -954,8 +978,9 @@ abilities: - tier: epic description: You gain resist energy damage 16+ to cold, thunder, and lightning. - name: Death’s Quivering Shadow - _type: Epic Form + _type: Form usage: at-will + tier: epic description: |- ### Opening Attack (Invoke the Name) @@ -1006,8 +1031,9 @@ abilities: - tier: epic description: "**Ki Power** _(Quivering Palm)_: Once per day when you hit a target with a finishing attack, you can spend 1 point of ki to create a link with the target. Until the next full heal-up, regardless of how far away the target is, you can spend 1 point of ki and two consecutive quick actions to deal PUNCH + Wisdom damage to the target. You can keep spending quick actions and ki to deal this damage once per round until you run out of ki for the day." - name: Feathered Serpent - _type: Epic Form + _type: Form usage: at-will + tier: epic description: |- ### Opening Attack (Coils Dispense Blessings) @@ -1056,8 +1082,9 @@ abilities: - tier: epic description: Once per battle as a quick action, you can roll a difficult save (16+) against a save ends effect affecting you that was caused by an enemy’s attack. If you succeed, transfer the effect to an enemy engaged with you. - name: Flagrant Blossoms - _type: Epic Form + _type: Form usage: at-will + tier: epic description: |- ### Opening Attack (The Petals Open) @@ -1104,8 +1131,9 @@ abilities: - tier: epic description: Once per day when you use the _lotus dreams the world_ finishing attack, a nearby ally can heal using a free recovery and can roll a save against each save ends effect affecting it. - name: Spiral Path - _type: Epic Form + _type: Form usage: at-will + tier: epic description: |- ### Opening Attack (The Cycle Opens) @@ -1251,14 +1279,14 @@ You get an additional monk class talent at 6th level and 9th level. You are free to take as many of the Seven Deadly Secrets talents as you wish (up to the class limit) but you can only use one of them per battle. You can choose which one just before using it. - + ## Champion Talents At 6th level, you gain an additional monk class talent. You can choose to take another adventurer-tier talent, or select from the talents that follow. - + ## Epic Talents @@ -1266,16 +1294,16 @@ At 9th level, you gain an additional monk class talent. As usual, you can choose a talent from a lower tier, or an epic tier. Epic-tier talents have feats but no associated ki powers. - + ## Adventurer Forms - + ## Champion Forms - + ## Epic Forms - + diff --git a/content/1e/classes/paladin.mdx b/content/1e/classes/paladin.mdx index 96032bb..ad57dc5 100644 --- a/content/1e/classes/paladin.mdx +++ b/content/1e/classes/paladin.mdx @@ -66,6 +66,7 @@ abilities: description: Add 4d12 to the damage roll instead of 2d12. - name: Bastion _type: Talent + tier: adventurer description: |- You gain +1 AC. @@ -80,6 +81,7 @@ abilities: description: When you use Bastion now, your ally takes no damage. You still lose hit points equal to half the damage. - name: Cleric Training _type: Talent + tier: adventurer description: Choose one cleric spell of your level or lower. That spell is now part of your powers. (You can change out the spell normally.) feats: - tier: adventurer @@ -90,6 +92,7 @@ abilities: description: Choose two cleric spells instead of one. - name: Divine Domain _type: Talent + tier: adventurer description: |- **Special:** You can choose Divine Domain a second time, if you wish, at 5th level or at 8th level. @@ -100,6 +103,7 @@ abilities: You can use the domain’s feats if you wish; reinterpret them similarly if necessary. - name: Fearless _type: Talent + tier: adventurer description: |- You are immune to fear abilities and to any non-damage effects of attacks named or described as fear attacks. @@ -114,6 +118,7 @@ abilities: description: Your nearby allies gain a +1 bonus to death saves. - name: Implacable _type: Talent + tier: adventurer description: |- You can roll saves at the start of your turn instead of at the end of your turn. A successful save against ongoing damage, for example, means that you will not take the ongoing damage that turn. @@ -127,6 +132,7 @@ abilities: - name: Lay on Hands _type: Talent usage: per-day + tier: adventurer description: |- Twice per day as a quick action, you can heal yourself or an ally next to you with a touch. You spend the recovery while the recipient heals as if they had spent the recovery. @@ -139,6 +145,7 @@ abilities: description: You can now use Lay on Hands four times per day instead of two. - name: Paladin's Challenge _type: Talent + tier: adventurer description: |- When you hit an enemy with a melee attack, you can choose to challenge that enemy as a free action. Until the end of the battle, provided that both you and the enemy you’ve challenged are conscious and capable of making an attack, @@ -168,6 +175,7 @@ abilities: description: Enemies you challenge are vulnerable to your attacks. - name: Path of Righteous Endeavour _type: Talent + tier: adventurer description: |- **Special:** You can’t take this talent if you take the Way of Evil Bastards talent. @@ -181,6 +189,7 @@ abilities: description: You gain an additional relationship point with a heroic or ambiguous icon. - name: Way of Evil Bastards _type: Talent + tier: adventurer description: |- **Special:** You can’t take this talent if you take the Path of Universal Righteous Endeavor talent. @@ -281,17 +290,4 @@ Paladins may start with either 25 gp or 1d6 × 10 gp. ## Class Talents - + diff --git a/content/1e/classes/ranger.mdx b/content/1e/classes/ranger.mdx index 947d82a..17bbc66 100644 --- a/content/1e/classes/ranger.mdx +++ b/content/1e/classes/ranger.mdx @@ -50,6 +50,7 @@ abilities: **Miss:** Damage equal to your level - name: Animal Companion _type: Talent + tier: adventurer description: |- **Special:** Unlike most class talents, this talent takes up two ranger class talent slots. @@ -59,6 +60,7 @@ abilities: - name: Archery _type: Talent usage: per-battle + tier: adventurer description: Once per battle, reroll one of your missed ranged attacks. feats: - tier: adventurer @@ -70,6 +72,7 @@ abilities: - name: Double Melee Attack _type: Talent usage: at-will + tier: adventurer description: |- When fighting with two one-handed melee weapons, your default option is to make a double melee attack. @@ -88,6 +91,7 @@ abilities: - name: Double Ranged Attack _type: Talent usage: at-will + tier: adventurer description: |- When you attack with a ranged weapon that does not need to be reloaded, your default option is to make a double ranged attack. @@ -105,6 +109,7 @@ abilities: description: Each turn, you can pop free of one enemy before one attack roll that is part of a Double Ranged Attack. You can also use your move action in between your two attacks if you wish. - name: Favored Enemy _type: Talent + tier: adventurer description: |- Choose a specific monster type (e.g. aberration, beast, construct, demon, dragon, giant, humanoid\*, ooze, plant, or undead). The crit range of your ranger attacks against that type of enemy expands by 2. @@ -118,6 +123,7 @@ abilities: description: Choose a second non-humanoid monster type as a favored enemy. - name: Fey Queen's Enchantments _type: Talent + tier: adventurer description: |- Choose one daily or recharge spell of your level or lower from the sorcerer class. You can cast this spell as if you were a sorcerer (though you can’t gather power). @@ -130,6 +136,7 @@ abilities: description: You gain an additional sorcerer spell of your choice that is your level or lower; a total of two from this talent. - name: First Strike _type: Talent + tier: adventurer description: |- The first time you attack an enemy during a battle, your crit range for that attack expands by 2 (usually to 18+). A mob of mooks counts as a single enemy. @@ -143,6 +150,7 @@ abilities: - name: Lethal Hunter _type: Talent usage: per-battle + tier: adventurer description: |- Once per battle as a free action, choose an enemy. The crit range of your attacks against that enemy expands by 2 for the rest of the battle. @@ -156,6 +164,7 @@ abilities: description: Your Lethal Hunter crits deal triple damage instead of double damage while the escalation die is 3+. - name: Ranger ex Cathedral _type: Talent + tier: adventurer description: |- Choose one daily or recharge spell of your level or lower from the cleric class. You can cast this spell as if you were a cleric. @@ -169,6 +178,7 @@ abilities: description: You gain an additional cleric spell of your choice that is your level or lower; a total of two from this talent. - name: Ranger's Pet _type: Talent + tier: adventurer description: |- You have a small animal or beast that accompanies you on your adventures. Use the rules from the Wizard’s Familiar talent with the following differences: @@ -185,6 +195,7 @@ abilities: description: Your pet gains a fifth ability. - name: Tracker _type: Talent + tier: adventurer description: |- You have the Tracker background at its full possible bonus of +5, without having to spend your normal background points on it. You are an expert wilderness tracker, capable of reading clues from the environment that others can’t perceive. @@ -212,6 +223,7 @@ abilities: description: You can track flying creatures and creatures that normally wouldn’t be trackable, and there’s the possibility that even teleports give you a sense of direction. - name: Two Weapon Mastery _type: Talent + tier: adventurer description: You gain a +1 attack bonus when fighting with a one-handed melee weapon in each hand. feats: - tier: adventurer @@ -397,23 +409,7 @@ Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are l ## Class Talents - + ## Animal Companion Rules From 7cbf2ce28a566d9db8d76a69350a9be43b65adcd Mon Sep 17 00:00:00 2001 From: cylss Date: Thu, 9 Nov 2023 20:32:34 +0100 Subject: [PATCH 04/34] Add abilities for bard (songs categorized as spells) --- content/1e/classes/bard.mdx | 1510 +++++++++++++++++++++++++++++++++++ 1 file changed, 1510 insertions(+) diff --git a/content/1e/classes/bard.mdx b/content/1e/classes/bard.mdx index 59fd0e3..aa422bc 100644 --- a/content/1e/classes/bard.mdx +++ b/content/1e/classes/bard.mdx @@ -791,6 +791,1516 @@ abilities: **Effect:** Each target can roll a d20 for each of its expended daily, recharge, and per battle powers and spells other than inspire legends. If the roll is 11+, the character regains the use of that power or spell. +# BEGIN DATP ABILITIES + - name: Acrobat + _type: Talent + source: DATP + description: You gain a +3 bonus to disengage checks, a +1 bonus to PD, and 3 points + towards a background to show off your acrobatic skills. + feats: + - tier: adventurer + description: "\_Increase your base AC to 13 in light or no armor." + - tier: champion + description: "\_You no longer take damage from missed attacks." + - tier: epic + description: "\_Increase the PD bonus to +2." + - name: Bardic Familiar + _type: Talent + source: DATP + description: "You have enchanted a small animal to become your familiar, as in the\ + \ wizard\u2019s familiar talent. Like other familiars, it doesn\u2019t join fights\ + \ and stays somewhere safe. Bards prefer animals that can sing like a bird, dance\ + \ like a snake, or perform small tricks like a monkey. Your familiar gains two\ + \ abilities, which you can pick from the wizard list or the bard abilities below.\n\ + \n**Hypnotic Gaze:** Enemies that can see your familiar take a -1 penalty to\ + \ saves against your spells.\n\n**Little Rascal:** You gain a +2 bonus to checks\ + \ to pick pockets and steal what\u2019s not nailed down, either because your familiar\ + \ nicks the item while you\u2019re the distraction, or the other way around.\n\ + \n**Performer:** You gain a +2 bonus to Charisma checks, usually through your\ + \ familiar aiding your performances.\n\n**Songbird:** Your familiar can keep\ + \ up the tune of your bard songs, giving you a +1 bonus to sustain checks.\n\n\ + **Sound of Music:** You and your familiar can communicate over distance, with\ + \ the wind carrying along the music. This also gives your familiar the Scout ability." + feats: + - tier: adventurer + description: "\_Your familiar gains a third ability." + - tier: champion + description: "\_Your familiar gains a fourth ability." + - tier: epic + description: "\_Your familiar gains a fifth ability." + - name: Blade + _type: Talent + source: DATP + description: 'You are a master of stage combat, knife-throwing and other displays + of martial arts. While your skills are tested in real battle, you always retain + an air of showmanship, even if your opponent is truly out for your blood. Fancy + footwork and dashing displays are your lifeblood. + + + Gain three background points in a stage combat background, such as stage fencing, + knife-throwing or gladiatorial show combat. + + + When you make a melee or thrown weapon attack with a bladed weapon, you can reroll + a natural 2 on the attack roll. If you are fighting with two weapons, you can + also reroll a natural 3. + + + You can trigger your bard battle cries with thrown weapon attacks.' + feats: + - tier: adventurer + description: "\_When you hit with an attack, you can forgo the damage and do a\ + \ stage-worthy stunt instead, such as carving a letter into someone\u2019s shirt,\ + \ or fling their hat on your head." + - tier: champion + description: "\_Gain a fighter maneuver of up to your class level -2 as a bonus\ + \ power. You can trigger it with your bard basic attacks, like a battle cry." + - tier: epic + description: "\_When fighting with a bladed weapon, you gain a +1 bonus to your\ + \ critical threat range." + - name: Bowstring Harmony + _type: Talent + source: DATP + description: "No wild elf is considered an adult before they have fletched their\ + \ first arrow. For their bards, the bow is not just an instrument of war, it is\ + \ an instrument of music, and each shot creates a fine harmony.\n\nYou don\u2019\ + t take a penalty to attack with bows, and you can use your battle cries as flexible\ + \ ranged attacks as the harmony of your bow inspires your allies." + feats: + - tier: adventurer + description: "\_Your ranged attacks deal miss damage equal to your level." + - tier: champion + description: "\_While you successfully sustain a bardic song, you gain a +1 bonus\ + \ to ranged attacks with your bow." + - tier: epic + description: "\_Once per battle, while you have a bardic song active, you can\ + \ reroll a ranged attack with a bow." + - name: Echo of the Tunnels + _type: Talent + source: DATP + description: 'The bards of the subterranean races, especially dwarves, have learned + to use the echo of the caverns to strengthen their bardic magic. + + + When your music can echo off stone, such as in a castle or underground, you have + advantage on sustain checks for your bardic songs.' + feats: + - tier: adventurer + description: "\_While underground or within a stone building, you can sustain\ + \ a bardic song for 1d4 rounds, even if you are knocked unconscious, stunned\ + \ or silenced, or otherwise unable to use an action to do it." + - tier: champion + description: "\_While underground or within a stone building, any daily bard song\ + \ or spell becomes recharge 16+ for you." + - tier: epic + description: "\_While underground or within a stone building, you gain a +1 bonus\ + \ to attack with bard spells." + - name: Fey-touched + _type: Talent + source: DATP + description: "Your past is connected to the fey \u2013 maybe it was a satyr who\ + \ taught you how to play the flute, or maybe you\u2019re a changeling kid that\ + \ was raised by the fey.\n\nYou gain a one-point icon relationship with the Elf\ + \ Queen. This represents your strong connection to the fey realm and its inhabitants\ + \ over civilized elven society in the mortal realm. Elves notice this connection\ + \ and treat you with added respect.\n\nStarting from 3rd level, choose either\ + \ sorcerer spells with the Fey keyword, or druid spells from the Circle of the\ + \ Feysong. You can switch out a bard spell for a spell of the chosen type at a\ + \ -2 level penalty." + feats: + - tier: adventurer + description: You can switch out one bard spell without the level penalty. This + allows you to switch out a spell before 3rd level. + - tier: champion + description: "\_When you disengage from an enemy or teleport away from it, you\ + \ deal psychic damage equal to twice your level to it." + - tier: epic + description: "\_You can switch out a second spell at no level penalty. In addition,\ + \ you can now take spells of both types." + - name: Gift of Inspiration + _type: Talent + source: DATP + description: "A number of times per day equal to your Charisma modifier, as a quick\ + \ action, you can gift a d4 inspiration die to an ally. Before the end of the\ + \ battle or scene, the ally can add the die to one d20 roll, such as an attack,\ + \ save or skill check. The ally can decide to add the die after making the roll.\ + \ You cannot target allies that currently have an unused inspiration die.\n\n\ + You sing an inspiring tune using this talent, so the ally has to be able to hear\ + \ your voice, and you can\u2019t do it stealthily." + feats: + - tier: adventurer + description: ' You gift a d6.' + - tier: champion + description: ' You gift a d8, or a d4 to two allies.' + - tier: epic + description: ' You gift a d12, or a d6 to two allies.' + - name: Jack of All Trades + _type: Talent + source: DATP + description: Whenever you make a skill check where none of your backgrounds apply, + gain a +1d4 bonus to the roll. + feats: + - tier: adventurer + description: ' When you attempt a skill check to do something that an ally just + tried and failed, you gain advantage on the roll. Note that in some situations, + such as diplomacy, a failed check will increase the difficulty of all subsequent + checks.' + - tier: champion + description: " Once per scene, you can grab the exact tool you need that moment\ + \ from a pocket or your surroundings. Usually, these are mundane tools like\ + \ a crowbar, but if you are willing to invest an icon relationship roll, you\ + \ can produce unique items, such as official documents. Explain how you got\ + \ the item with a flashback scene. These items have one use, so that wand of\ + \ fireballs will have one charge and that\u2019s it." + - tier: epic + description: " No skill check ever has a higher DC than 30 for you. Explain it\ + \ as fool\u2019s luck or a form of supernatural ability." + - name: Living Melody + _type: Talent + source: DATP + description: "Your being is infused with the essence of the spherical melodies that\ + \ traverse the ethereal plane. It\u2019s possible that you were born from the\ + \ idea of music itself.\n\nAs a standard action, you can dissolve your current\ + \ physical manifestation and transfer your essence and your equipment into the\ + \ ethereal plane to merge with the great Song of the Spheres. You can stay in\ + \ this state as long as you like.\n\nWhen you choose to return, you can go to\ + \ either the spot where you left, or anywhere in the world where someone plays\ + \ your melody. In combat, you reappear at the start of your turn.\n\nIf your physical\ + \ form is killed, your essence returns to the ethereal plane, but it can take\ + \ days, and sometimes months to gather the strength to create a new body. Until\ + \ you gain a level, your damage dice and recovery dice are reduced by one step.\n\ + \nThe only way to permanently end your existence is to make every mortal forget\ + \ the melody to call you, or end music itself." + feats: + - tier: adventurer + description: ' Even when your essence is on the ethereal plane, you can interact + with your friends through music. You can fight in spirit, and you can play or + sustain bard songs, but not interfere in other ways.' + - tier: champion + description: ' When you take an action to play or sustain a bard song, you heal + hit points equal to your level.' + - tier: epic + description: ' Once per day, you can whisk yourself away to the ethereal plane + as an interrupt action to avoid taking damage and effects from an attack.' + - name: Luck be a Lady + _type: Talent + source: DATP + description: You gain a number of luck points equal to your Charisma modifier. You + can use a luck point as a free action to reroll any of your d20 rolls once. You + regain all luck points during a full heal-up. + feats: + - tier: adventurer + description: ' If your luck reroll is a natural 20, regain all luck points you + spent that day.' + - tier: champion + description: ' When you spend a luck point and the reroll is equal to the escalation + die or lower, immediately regain that luck point.' + - tier: epic + description: ' When you spend your last luck point for the day, make the reroll + with advantage.' + - name: Never Trust a Bard + _type: Talent + source: DATP + description: 'Instead of battle cries, you gain the same number of rogue powers, + plus one. If you have at least one rogue power that requires momentum, you gain + the Momentum class feature. + + + In addition, increase your damage die with small and light one-handed weapons, + such as daggers and wicked knives, to d8. + + + **Special:** You cannot take this talent together with the Battle Skald or Spellsinger + talents.' + feats: + - tier: adventurer + description: ' Once per battle, you can Sneak Attack as a rogue of the same level.' + - tier: champion + description: ' Gain an additional rogue power at two levels below your class level.' + - tier: epic + description: ' You gain a +2 bonus to hit with melee attacks against enemies that + are confused, dazed, stunned, vulnerable to your attack, or weakened.' + - name: Resounding Battle Cry + _type: Talent + source: DATP + description: Once per battle, when you use a battle cry that affects only one target, + you can affect multiple allies instead, equal to your Charisma modifier or the + escalation die, whichever is lower. + feats: + - tier: adventurer + description: ' You can include yourself as a target of the battle cry when you + use this talent.' + - tier: champion + description: ' The number of targets is no longer limited by the escalation die, + only your Charisma modifier.' + - tier: epic + description: ' You gain a second use of this talent per battle, but you can only + affect two allies with the second use.' + - name: Silver Tongue + _type: Talent + source: DATP + description: 'Bards have a reputation as sweet talkers, but you take it to a whole + new level. Once per session, you can captivate your audience with a story that + is so outrageous, so overwhelming, that it becomes the truth because your audience + simply wants it to become true, at least in their minds. This is essentially a + stunt, and this talent creates a success without the usual hard skill check. If + your audience is not willing to listen, like a bunch of cannibals hungry for some + gnome stew, your GM can still require a check. + + + You also gain 3 points towards an appropriate background.' + feats: + - tier: adventurer + description: ' Once per session, you can reroll a failed skill check in a social + interaction.' + - tier: champion + description: ' You can intervene and reroll the failed skill check of an ally + instead, replacing your own skill check with his or hers.' + - tier: epic + description: ' You can use Silver Tongue twice per session.' + - name: Soothing Melody + _type: Talent + source: DATP + description: When you grant an ally or yourself a recovery roll to heal with a song, + spell or battle cry, add your Charisma modifier to the amount of hit points healed + (x2 at 5th level, x3 at 8th). + feats: + - tier: adventurer + description: ' The target can decide to spend two recoveries instead of one.' + - tier: champion + description: ' The target can also roll a save against a save ends effect.' + - tier: epic + description: ' The first time you grant a recovery in a battle, you and all allies + other than the target heal hit points equal to three times your Charisma modifier.' + - name: "Can\u2019t Touch This!" + _type: Battle Cry 1 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural even roll + + + **Effect:** You gain a +1 bonus to AC and PD until the end of your next turn.' + feats: + - tier: adventurer + description: ' You also take no damage or effects from missed attacks until the + end of your next turn.' + - tier: champion + description: ' Increase the bonus to +2.' + - tier: epic + description: ' Increase the bonus to +3.' + level: 1 + category: Battle Cries + - name: Follow the Beat! + _type: Battle Cry 1 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural even roll + + + **Effect:** You gain a +2 bonus to your next check to sustain a bard song this + turn.' + feats: + - tier: adventurer + description: ' The bonus is equal to your Dexterity modifier instead.' + level: 1 + category: Battle Cries + - name: Ready to Rock! + _type: Battle Cry 1 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural odd roll + + + **Effect:** You gain temporary hit points equal to your Charisma modifier (x2 + at 5th level; x3 at 8th).' + feats: + - tier: adventurer + description: ' Add your level to the temporary hit points gained.' + level: 1 + category: Battle Cries + - name: "You Don\u2019t Dance!" + _type: Battle Cry 1 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural odd hit + + + **Effect:** The target takes a penalty on its next attack roll equal to your + Charisma modifier.' + feats: + - tier: champion + description: ' If the target is a mook, the entire group takes the penalty.' + - tier: epic + description: " The attack penalty is \u201Csave ends\u201D. A group of mooks makes\ + \ one save for the group." + level: 1 + category: Battle Cries + - name: Advanced Acrobatics + _type: Spell 1 + source: DATP + description: 'Close-quarters spell; Daily; Quick action + + + --- + + + + **Target:** You or a nearby ally + + + **Effect:** Until the next quick rest, the target has advantage on Dexterity-based + skill checks.' + feats: + - tier: adventurer + description: ' The target also has advantage on disengage checks.' + - tier: champion + description: ' The target also gains a +1 bonus to AC and PD.' + - tier: epic + description: ' The target also gains a +1 bonus to Dexterity-based attack rolls.' + level: 1 + category: Spells & Songs + usage: per-day + - name: Animated Betrayal + _type: Spell 1 + source: DATP + description: "Ranged spell; At-will\n\n---\n\n\n**Target:** Two nearby enemies\n\ + \n**Attack:** Charisma + Level vs. MD\n\n**Hit:** Psychic damage equal to the\ + \ other target\u2019s normal attack damage (without effects)\n\n**Miss:** Damage\ + \ equal to the other target\u2019s level" + feats: [] + level: 1 + category: Spells & Songs + usage: at-will + - name: Birdsong + _type: Spell 1 + source: DATP + description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** Until the next\ + \ quick rest, you speak the language of birds. You can imitate their songs and\ + \ communicate with them, within the limits of a bird\u2019s intelligence and understanding\ + \ of the world." + feats: + - tier: adventurer + description: ' You can extend the effect to a nearby ally.' + level: 1 + category: Spells & Songs + usage: per-day + - name: Cutting Words + _type: Spell 1 + source: DATP + description: 'Close-quarters spell; At-will + + + --- + + + + **Target:** One nearby enemy + + + **Attack:** Charisma + Level vs. MD + + + **Hit:** 1d6 + Charisma psychic damage, and the target takes a 1d6 penalty to + its next attack roll. + + + **Miss:** The target gains a 1d6 bonus to its next attack roll against you. + + + 3rd level spell: 3d6 damage + + + 5th level spell: 5d6 damage + + + 7th level spell: 7d6 damage + + + 9th level spell: 10d6 damage' + feats: [] + level: 1 + category: Spells & Songs + usage: at-will + - name: Ditty of the Bumbling Fools + _type: Spell 1 + source: DATP + description: 'Bardic song; Recharge 6+ after battle + + + Quick action each turn; 11+ to sustain; automatic sustain if a natural 1 was rolled + during or after your last turn + + + **Opening & Sustained Effect:** If an ally rolls a natural 1 on a d20 roll, they + gain temporary hit points equal to your Charisma + Level. If an opponent rolls + a natural 1 on a d20 roll, they take psychic damage equal to your Charisma + Level. + + + **Final Verse:** Choose an enemy. That enemy must immediately make a save or + its next attack roll is a natural 1.' + feats: + - tier: adventurer + description: ' Target 1d3 enemies with the final verse.' + - tier: champion + description: ' Double the temporary hit points and damage.' + - tier: epic + description: ' Also grant temporary hit points on natural 2.' + level: 1 + category: Spells & Songs + - name: Drinking Buddies + _type: Spell 1 + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Effect:** Until the end of the scene, you gain a 1d6 bonus to skill checks + against NPCs who have shared a drink with you.' + feats: + - tier: adventurer + description: ' Also grant the bonus to all nearby allies.' + level: 1 + category: Spells & Songs + usage: per-day + - name: Enchant Instrument + _type: Spell 1 + source: DATP + description: 'Close-quarters spell; Daily; Quick action + + + --- + + + + **Target:** A musical instrument + + + **Effect:** You imbue the target item with the ability to play itself until the + end of the battle or scene, which provides a +1 bonus to perform checks and sustain + checks for bard songs. It acts as an implement for your bard spells, with a +1 + bonus to attack and damage rolls. + + + 5th level spell: Increase the bonuses to +2. + + + 9th level spell: Increase the bonuses to +3.' + feats: + - tier: adventurer + description: ' The spell becomes recharge 11+.' + - tier: champion + description: ' Enemies take a penalty to saves against your spells equal to the + enchantment bonus.' + - tier: epic + description: ' Gain advantage on the first spell attack roll you make with the + enchanted instrument.' + level: 1 + category: Spells & Songs + usage: per-day + - name: Pounding Voice + _type: Spell 1 + source: DATP + description: 'Close-quarters spell; Once per battle + + + --- + + + + **Target:** One nearby enemy + + + **Attack:** Charisma + Level vs. PD + + + **Hit:** 3d6 + Charisma thunder damage. Until the end of the battle, whenever + you use a battlecry, the target takes 1d6 psychic damage. + + + **Miss:** Half damage + + + 3rd level spell: 5d6 damage; 2d6 on battlecry + + + 5th level spell: 8d6 damage; 3d6 on battlecry + + + 7th level spell: 12d6 damage; 4d6 on battlecry + + + 9th level spell: 2d6 x 10 damage; 6d6 on battlecry' + feats: + - tier: champion + description: ' You regain the spell when you rally.' + level: 1 + category: Spells & Songs + usage: per-battle + - name: Power Chord + _type: Spell 1 + source: DATP + description: 'Close-quarters spell; Once per battle + + + --- + + + + **Target:** 1d3 nearby enemies in a group + + + **Attack:** Charisma + Level vs. MD + + + **Hit:** 1d12 + Charisma psychic damage, and an ally engaged with the target + gains advantage on their next attack against it. + + + **Miss:** Damage equal to your level + + + 3rd level spell: 2d12 damage + + + 5th level spell: 3d12 damage + + + 7th level spell: 4d12 damage + + + 9th level spell: 6d12 damage' + feats: + - tier: adventurer + description: ' If you currently have a bard song active, gain a +1 bonus to the + attack roll.' + - tier: champion + description: ' On a natural even hit, grant advantage to a second nearby ally. + The ally does not need to be engaged with the target.' + - tier: epic + description: ' Attack 1d4 nearby enemies.' + level: 1 + category: Spells & Songs + usage: per-battle + - name: Riding into Battle + _type: Spell 1 + source: DATP + description: 'Ranged spell; Daily; Quick action + + + --- + + + + **Effect:** You and all nearby allies gain 2d10 temporary hit points. + + + 3rd level spell: 3d10 temporary hit points + + + 5th level spell: 4d10 temporary hit points + + + 7th level spell: 5d10 temporary hit points + + + 9th level spell: 7d10 temporary hit points' + feats: + - tier: champion + description: ' You can use this spell twice per day.' + level: 1 + category: Spells & Songs + usage: per-day + - name: Song of Sustenance + _type: Spell 1 + source: DATP + description: "Bardic song; Recharge 11+ after battle; Quick action each turn; 11+\ + \ to sustain\n\n**Opening & Sustained Effect:** At the start of each of your\ + \ nearby allies\u2019 turns, they heal damage equal to your Charisma bonus (minimum\ + \ +1).\n\n**Final Verse:** The effect ends immediately, and one ally of your\ + \ choice can immediately heal using a recovery.\n\n3rd level spell: The heal amount\ + \ is 2 + your Charisma bonus.\n\n5th level spell: The heal amount is 4 + your\ + \ Charisma bonus.\n\n7th level spell: The heal amount is 6 + your Charisma bonus.\n\ + \n9th level spell: The heal amount is 8 + your Charisma bonus." + feats: [] + level: 1 + category: Spells & Songs + - name: Wild Dance + _type: Spell 1 + source: DATP + description: 'Bardic song; Recharge 11+ after battle; Quick action each turn; 11+ + to sustain + + + **Opening & Sustained Effect:** You or a nearby ally can immediately pop free + from all enemies or engage a nearby enemy as a free action. + + + **Final Verse:** You or a nearby ally can immediately make a melee basic attack + against a nearby enemy as a free action.' + feats: + - tier: adventurer + description: ' Target both yourself and one nearby ally with opening, sustain + and final verse. Gain this feat for free if you have a positive icon relationship + with the High Druid.' + - tier: champion + description: ' The target of the final verse effect can trigger flexible attacks + like fighter maneuvers and bard battle cries with the attack, if they have any.' + level: 1 + category: Spells & Songs + - name: Hammer Time! + _type: Battle Cry 3 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural odd hit + + + **Effect:** Your attack deals 1d6 extra thunder damage (5th level: 2d6; 8th level: + 3d6).' + feats: + - tier: champion + description: ' Increase the extra damage dice to d8.' + level: 3 + category: Battle Cries + - name: "Let\u2019s Smack Them!" + _type: Battle Cry 3 + source: DATP + description: 'Flexible melee attack; Once per battle + + + --- + + + + **Triggering Roll:** Natural even hit + + + **Effect:** All nearby allies deal one additional WEAPON damage die on hit or + miss with melee attacks until the end of your next turn. + + + 5th level battle cry: 2 weapon dice + + + 9th level battle cry: 3 weapon dice' + feats: + - tier: adventurer + description: ' Grant the bonus die to damage with all attacks. If the attack uses + no WEAPON die, add 1d6.' + level: 3 + category: Battle Cries + usage: per-battle + - name: This Will Blow Your Mind! + _type: Battle Cry 3 + source: DATP + description: "Flexible melee attack\n\n**Triggering Roll:** Natural even hit\n\n\ + **Effect:** The next attack against the target\u2019s MD has advantage." + feats: + - tier: champion + description: ' Also deal extra psychic damage equal to your level.' + level: 3 + category: Battle Cries + - name: Animated Theater + _type: Spell 3 + source: DATP + description: 'Ranged spell; Recharge 11+ + + + **Effect:** You create a three-dimensional, animated visual illusion, roughly + the size of a chest, for up to an hour. You can use the illusion to recreate events, + entertain an audience, or add visuals to your music. You must concentrate on the + spell to keep the illusion going. + + + 5th level spell: You can now create an illusion the size of a wardrobe. + + + 7th level spell: The illusion is now the size of a stage.' + feats: + - tier: adventurer + description: ' The illusion can create sounds and smells too.' + level: 3 + category: Spells & Songs + - name: High Tide Sea Shanty + _type: Spell 3 + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Effect:** You rouse the crew of a ship to work in unison. The difficulty of + all seafaring-related checks for the scene is lowered one step (by 5).' + feats: [] + level: 3 + category: Spells & Songs + usage: per-day + - name: Incite Rage + _type: Spell 3 + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Target:** A nearby creature\n\n\ + **Attack:** Charisma + Level vs. MD\n\n**Hit:** The target gains a +4 bonus\ + \ to their critical threat range with melee attacks, but takes a -4 penalty to\ + \ all defenses (save ends). If the target does not attack on its turn, it takes\ + \ psychic damage equal to twice its level at the end of that turn.\n\n**Miss:**\ + \ If you have a positive relationship with the Orc Lord, regain this spell at\ + \ the end of the battle.\n\n**Special:** When you target an ally with this spell,\ + \ you don\u2019t require an attack roll, and the target can choose to remain under\ + \ the effect, without saving against it." + feats: + - tier: adventurer + description: ' The target also takes a -2 penalty to melee attack rolls. If you + target an ally, they gain a +2 bonus instead.' + level: 3 + category: Spells & Songs + usage: per-day + - name: Lucky Break + _type: Spell 3 + source: DATP + description: 'Ranged spell; Daily; Quick action + + + --- + + + + **Target:** You or a nearby ally. If you have a positive icon relationship with + the Shadow Prince, target both. + + + **Effect:** Until the end of the battle or scene, the target increases the natural + roll of all its d20 rolls by 1. A natural 20 remains a natural 20. A natural 1 + ends the spell.' + feats: + - tier: adventurer + description: ' If the target rolls a natural 20, it can heal using a recovery + as a free action.' + - tier: champion + description: ' The recovery granted by the natural 20 is free.' + level: 3 + category: Spells & Songs + usage: per-day + - name: March of the Emperor + _type: Spell 3 + source: DATP + description: "Bardic song; Daily; Quick action each turn; 16+ to sustain (11+ if\ + \ you have a positive icon relationship with the Emperor)\n\n---\n\n\n**Opening\ + \ & Sustained Effect:** \_A nearby group of mooks (with up to one mook per song\ + \ level + your Charisma modifier) must succeed at a normal save. If they fail,\ + \ you control them during their next turn. Undead are immune to the effect unless\ + \ you have a positive icon relationship with the Lich King.\n\n**Final Verse:**\ + \ Every mook that you have successfully controlled with this spell at least once\ + \ is stunned until the end of your next turn." + feats: [] + level: 3 + category: Spells & Songs + usage: per-day + - name: Ode to Heroism + _type: Spell 3 + source: DATP + description: 'Bardic song; Recharge 16+ after battle; Quick action each turn; 11+ + to sustain (6+ if you have a positive icon relationship with the Great Gold Wyrm) + + + **Opening & Sustained Effect:** Choose an enemy. You and all nearby allies are + immune to its fear aura (if any), and gain a +2 bonus to saves against any save + ends effects it imposes. + + + **Final Verse:** You and all nearby allies can save against a save-ends effect + imposed by the target.' + feats: + - tier: adventurer + description: " You can choose two enemies for the song\u2019s effects." + - tier: champion + description: ' You and all nearby allies are immune to the fear aura until the + end of the battle, even after the song ends.' + level: 3 + category: Spells & Songs + - name: Phantom Crowd + _type: Spell 3 + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Effect:** You create the illusion of a group of 2d6 people. You can decide + the appearance of the crowd freely, from playing children to a band of roving + orcs. The illusion is both visual and auditory. However, anything physical passes + through the crowd. + + + 5th level spell: 1d4 x 10 people + + + 7th level spell: 2d6 x 10 people + + + 9th level spell: 3d6 x 10 people' + feats: [] + level: 3 + category: Spells & Songs + usage: per-day + - name: Song of Clashing Swords + _type: Spell 3 + source: DATP + description: 'Bardic song; Daily + + + --- + + + + Quick action each turn; 16+ to sustain + + + **Opening & Sustained Effect:** All nearby allies gain a +2 bonus to their AC + against melee attacks. + + + **Final Verse:** Nearby allies have advantage on their next melee attack roll.' + feats: + - tier: champion + description: " On the final verse, enemies are also vulnerable to your allies\u2019\ + \ next melee attack." + level: 3 + category: Spells & Songs + usage: per-day + - name: Fear the Dark! + _type: Battle Cry 5 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural odd hit + + + **Effect:** Mark the target. At the start of any turn this battle, if the target + is hiding or has moved to a far away location, you can end the mark and make a + melee attack against the target as a standard action as if you were engaged with + it. The attack targets MD and deals psychic damage.' + feats: + - tier: champion + description: ' The attack above is a free action. If you have a positive icon + relationship with the Shadow Prince, you gain this feat for free.' + level: 5 + category: Battle Cries + - name: "I\u2019m Just Messing with You!" + _type: Battle Cry 5 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural even miss + + + **Effect:** Your next melee attack against this enemy targets the lower of their + AC and MD.' + feats: + - tier: champion + description: ' You can use this battle cry on an odd miss once per battle.' + level: 5 + category: Battle Cries + - name: Stop Messing Around! + _type: Battle Cry 5 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural even hit + + + **Effect:** The next ally who misses an attack before the end of your next turn + can reroll it once.' + feats: + - tier: champion + description: ' If no ally misses an attack roll before the end of your next turn, + increase the escalation die by 1.' + level: 5 + category: Battle Cries + - name: "That\u2019s the Sound of Victory!" + _type: Battle Cry 5 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural even hit + + + **Effect:** Make a sustain check for a bard song as a free action.' + feats: + - tier: champion + description: ' Add your Charisma modifier to the roll.' + level: 5 + category: Battle Cries + - name: Time to Dance! + _type: Battle Cry 5 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural 5, 6, 7, 8 + + + **Effect:** You pop free from the target, and a nearby ally pops free from all + enemies and engages the target.' + feats: + - tier: champion + description: ' A second nearby ally can also pop free and engage the target.' + level: 5 + category: Battle Cries + - name: Captivating Story + _type: Spell 5 + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Target:** A group of people you are telling a story to + + + **Attack:** Charisma + Level vs. the highest MD + + + **Hit:** You captivate your audience with a story that is so outrageous, so overwhelming + that it becomes the truth in their minds. + + + **Miss:** Your audience loses interest and disperses.' + feats: + - tier: champion + description: " You can use an appropriate skill as a bonus to the \u201Cattack\u201D\ + \ roll." + level: 5 + category: Songs & Spells + usage: per-day + - name: Ethereal Dancers + _type: Spell 5 + source: DATP + description: "You summon a group of ghostly dancers who surround your enemies and\ + \ invite them to dance.\n\nBardic song; Daily\n\n---\n\n\nStandard action each\ + \ turn; 11+ to sustain\n\n**Opening & Sustained Effect:** Make the following\ + \ attack against the nearby enemy with the lowest hit points. If it\u2019s a mook,\ + \ target the entire group. Skip targets that are already under the effect of the\ + \ song.\n\n**Attack:** Charisma + Level vs. MD\n\n**Hit:** The target enters\ + \ a wild dance (save ends). It can move, but it cannot take other actions. If\ + \ the target takes damage, the effect ends.\n\n_Natural even hit:_ Repeat the\ + \ attack against the next nearby enemy with the lowest hit points that is not\ + \ currently under the spell.\n\n**Miss:** The target is dazed until the end of\ + \ your next turn.\n\n**Final Verse:** All targets currently under the effect\ + \ of the spell are stunned until the end of your next turn, then the effect ends." + feats: + - tier: champion + description: ' Gain a +1 bonus to your sustain check for each target currently + under the effect.' + - tier: epic + description: ' Allies can give you advantage on your next attack roll with the + song if they spend a standard action joining the dance instead of attacking.' + level: 5 + category: Songs & Spells + usage: per-day + - name: Glamor Shield + _type: Spell 5 + source: DATP + description: "Close-quarters spell; Daily (Recharge 16+ if you have a positive icon\ + \ relationship with the Elf Queen); Quick action\n\n**Always:** For the rest\ + \ of the battle, once per round when an enemy moves to engage you, you can make\ + \ the following attack against it as a free action before it has the chance to\ + \ attack in melee.\n\n**Attack:** Charisma + Level vs. MD\n\n_Natural Even Hit:_\ + \ Teleport yourself to somewhere you can see. The attack has no effect as the\ + \ enemy attacks an illusory image of you.\n\n_Natural Odd Hit:_ 5d6 + Charisma\ + \ damage, and the target is dazed until the end of your next turn.\n\n**Miss:**\ + \ \u2014\n\n7th level spell: 7d6 damage\n\n9th level spell: 10d6 damage" + feats: + - tier: champion + description: ' You can place the shield on a nearby ally instead.' + - tier: epic + description: " On a natural even miss, you take half damage from the target\u2019\ + s attacks until the end of the turn." + level: 5 + category: Songs & Spells + - name: Song of the Mockingbird + _type: Spell 5 + source: DATP + description: 'Bardic song; Daily + + + --- + + + + Quick action each turn; 6+ to sustain + + + **Opening & Sustained Effect:** All nearby enemies take a -2 penalty to their + saves. If an enemy fails a save, it takes psychic damage equal to your level (but + note that a natural 18+ on a save always succeeds). + + + **Final Verse:** The effect ends immediately. Deal 1d6 psychic damage per level + to a nearby enemy.' + feats: + - tier: champion + description: ' Enemies who fail a save are also dazed (-4 to attacks) until the + end of their next turn.' + - tier: epic + description: ' Increase the save penalty to -4.' + level: 5 + category: Songs & Spells + usage: per-day + - name: Symphony of Pain + _type: Spell 5 + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Target:** One nearby enemy (OR all nearby staggered enemies if you have a positive + icon relationship with the Diabolist) + + + **Attack:** Charisma + Level vs. MD + + + **Hit:** 15 ongoing psychic damage. The target is also weakened (-4 to attacks + and defenses) and enraged (attacks deal extra damage equal to twice its level). + A save ends all three conditions. + + + **Miss:** The target is dazed until the end of your next turn. + + + 7th level spell: 25 ongoing psychic damage + + + 9th level spell: 40 ongoing psychic damage' + feats: + - tier: champion + description: ' If the target is staggered, you gain a +2 bonus to the attack.' + - tier: epic + description: ' The save is now a hard save.' + level: 5 + category: Songs & Spells + usage: per-day + - name: Unleash Chaos & Mayhem + _type: Spell 5 + source: DATP + description: 'You animate nearby objects that are not nailed down to create a tornado + of flying hazards that strike at anyone who is not taking cover immediately. + + + Close-quarters, Daily + + + --- + + + + **Target:** 1d4 nearby enemies, or 2d4 if cast recklessly + + + **Attack:** Charisma + Level vs. AC + + + **Hit:** 1d6 x 10 + Charisma damage + + + **Miss:** Half damage + + + _Reckless miss:_ 10 damage to all allies engaged with the target + + + **Always:** The obstacles you scatter across the battlefield give all disengage + checks disadvantage until the end of your next turn. + + + 7th level spell: 2d4 x 10 damage; 15 damage on reckless miss + + + 9th level spell: 2d8 x 10 damage; 20 damage on reckless miss' + feats: + - tier: champion + description: ' The spell is now recharge 16+.' + level: 5 + category: Songs & Spells + usage: per-day + - name: Cover Me! + _type: Battle Cry 7 + source: DATP + description: 'Flexible melee attack; Once per battle + + + --- + + + + **Triggering Roll:** Natural odd miss + + + **Effect:** A nearby ally can make a ranged basic attack against the target, + and you pop free.' + feats: + - tier: epic + description: ' The ally can use any standard action ranged attack.' + level: 7 + category: Battle Cries + usage: per-battle + - name: I Meant to Do That! + _type: Battle Cry 7 + source: DATP + description: 'Flexible melee attack; Once per battle + + + --- + + + + **Triggering Roll:** Natural even miss + + + **Effect:** Reroll the attack with a +2 bonus.' + feats: + - tier: epic + description: ' If the second attack roll is a miss, gain a +2 bonus to all defenses + until the end of your next turn.' + level: 7 + category: Battle Cries + usage: per-battle + - name: Screw This! + _type: Battle Cry 7 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural 1 + + + **Effect:** You can reduce the escalation die by one to reroll the attack. Pop + free from all enemies after the attack.' + feats: [] + level: 7 + category: Battle Cries + - name: Welcome to my Nightmare! + _type: Battle Cry 7 + source: DATP + description: 'Flexible melee attack + + + **Triggering Roll:** Natural odd hit + + + **Effect:** Deal 1d20 psychic damage against the target. + + + 9th level battle cry: 2d20 damage' + feats: [] + level: 7 + category: Battle Cries + - name: Dancing Blade + _type: Spell 7 + source: DATP + description: 'Bardic song; Daily; Quick action; 6+ to sustain + + + --- + + + + **Opening & Sustained Effect:** A melee weapon you are holding flies out to make + a melee attack on its own. Make a melee basic attack (no battle cries) against + a nearby enemy. + + + **Final Verse:** The weapon flies out to make another melee attack.' + feats: + - tier: champion + description: ' With the final verse, If the natural roll of that attack was even, + make another attack against a different nearby enemy. Keep attacking until you + have run out of targets, or until an attack roll is odd.' + level: 7 + category: Songs & Spells + usage: per-day + - name: Manic Cacophony + _type: Spell 7 + source: DATP + description: 'Bardic song; Daily + + + --- + + + + Standard action each turn; 16+ to sustain + + + **Opening & Sustained Effect:** Make the following against the 1d3 nearby enemies + with the lowest hit point total. + + + **Attack:** Charisma + Level vs. MD + + + **Hit:** If the target has 125 hit points or fewer, it is confused until the + end of your next turn. If it has more, it is dazed instead. + + + **Miss:** If the target has 125 hit points or fewer, it is dazed until the end + of your next turn. Otherwise, no effect. + + + **Final Verse:** Make the attack against 2d4 nearby enemies, or attack one enemy + with a +4 bonus and no hit point limit. + + + 9th level song: Increase the hit point limit to 250 hit points.' + feats: + - tier: champion + description: ' This song is now 11+ to sustain.' + level: 7 + category: Songs & Spells + usage: per-day + - name: Otherworldly Voice + _type: Spell 7 + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Target:** You + + + **Effect:** Until the rest of the scene, your voice becomes as soothing as a + bath in the springs of Elysium, or as cutting as the sharpest knife. It can fill + the arena of Axis and still be heard in the outskirts of the city, or carry across + the planes to whisper in the ears of a god. It can bring a tear to the cheek of + the Elf Queen or a smile to the face of an Archdemon. + + + This spell allows you to achieve a feat with your voice that would normally require + a ridiculously hard skill check at epic tier (DC 35).' + feats: [] + level: 7 + category: Songs & Spells + usage: per-day + - name: Roar of the Great Gold Wyrm + _type: Spell 7 + source: DATP + description: 'Bardic song; Daily; Quick action; 16+ to sustain + + + --- + + + + **Opening & Sustained Effect:** Creatures with fewer hit points than you cannot + attack you. + + + **Final Verse:** If you have succeeded at at least one sustain check for this + song, take an extra standard action this turn. If you have a positive icon relationship + with the Great Gold Wyrm, one ally can take an extra standard action for each + successful check past the first.' + feats: [] + level: 7 + category: Songs & Spells + usage: per-day + - name: Time to Fly + _type: Spell 7 + source: DATP + description: "Close-quarters, Daily\n\n---\n\n\n**Target:** You and a number of\ + \ willing allies equal to your Charisma bonus\n\n**Effect:** You transform all\ + \ targets and their equipment into birds. The main purpose of this spell is overland\ + \ travel, as you can\u2019t use items or abilities while in bird form. The targets\ + \ can still communicate with each other, but their words sound like chirping and\ + \ twittering to anyone else. The effect lasts until the next sunrise or sundown,\ + \ or until you end it. Any flying targets fall to the ground like feathers when\ + \ the spell ends. The spell also ends on any target that takes damage." + feats: + - tier: epic + description: ' Double the number of creatures you can target.' + level: 7 + category: Songs & Spells + usage: per-day + - name: Fight the Good Fight! + _type: Battle Cry 9 + source: DATP + description: 'Flexible melee attack; Daily + + + --- + + + + **Triggering Roll:** Natural 16+ + + + **Effect:** Increase the escalation die by 1.' + feats: + - tier: epic + description: ' Roll a second d20 (without making an attack) and trigger a second + battle cry based on that roll. If you have a positive icon relationship with + the Crusader, you gain this feat for free.' + level: 9 + category: Battle Cries + usage: per-day + - name: "I\u2019ve Got Another One for You!" + _type: Battle Cry 9 + source: DATP + description: 'Flexible melee attack; Once per battle + + + --- + + + + **Triggering Roll:** Natural 18+ + + + **Effect:** Cast a bard spell as a quick action this turn.' + feats: [] + level: 9 + category: Battle Cries + usage: per-battle + - name: Never Gonna Give You Up! + _type: Battle Cry 9 + source: DATP + description: 'Flexible melee attack; Daily + + + --- + + + + **Triggering Roll:** Natural even roll + + + **Effect:** Every ally that is currently at 10 hit points or less, including + dying and stabilized allies, can spend a recovery to heal and heals the maximum + amount.' + feats: + - tier: epic + description: ' You grant the effect to all staggered allies. If you have a positive + icon relationship with the Priestess, you gain this feat for free.' + level: 9 + category: Battle Cries + usage: per-day + - name: Dance to My Tune + _type: Spell 9 + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby enemy with\ + \ 300 hit points or fewer\n\n**Attack:** Charisma + Level vs. MD\n\n**Hit:**\ + \ You dominate the target (save ends). At the start of the target\u2019s turn,\ + \ you can command it to act as you like. If you give the target a command that\ + \ it has a strong reason to resist, such as one that would harm itself or its\ + \ friends, it can save against the effect immediately (in addition to the normal\ + \ save at the end of its turn).\n\n**Miss:** The target notices your attempt\ + \ to intrude into its mind." + feats: + - tier: epic + description: ' On a natural even miss, your domination attempt remains undetected.' + level: 9 + category: Songs & Spells + usage: per-day + - name: Grand Illusion + _type: Spell 9 + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Target:** An entire castle or similar sized area + + + **Effect:** You create an illusion that covers the entire area with new sights, + sounds, and smells. The illusion is not solid, so if you were to create an illusory + wall, anyone can walk right through it. The closer the illusion is to the shape + of the terrain it covers, the more believable it is. + + + Those who perceive the illusion, but have a reason to doubt it, can make a save + to see through it. They still see the illusion, but can distinguish it from the + reality beneath. Failed saves can be repeated after one hour. + + + The illusion lasts for up to a day, but can be made to last longer when cast as + a ritual.' + feats: + - tier: epic + description: ' You can add semi-real elements to the illusion, such as food that + really nourishes or water that really is wet. If you have a positive icon relationship + with the Archmage, you gain this feat for free.' + level: 9 + category: Songs & Spells + usage: per-day + - name: Wail of the Banshee + _type: Spell 9 + source: DATP + description: 'Bardic song; Daily + + + --- + + + + Standard action each turn; 16+ to sustain + + + **Opening & Sustained Effect:** Make the following attack against a nearby enemy. + + + **Attack:** Charisma + Level vs. PD + + + **Hit:** The target loses half its current hit points, up to a maximum of 50 + x the escalation die. + + + **Miss:** The target loses half its current hit points, up to a maximum of 10 + x the escalation die. + + + **Final Verse:** Repeat the attack. On a hit, if the target currently has 300 + hp or fewer, it starts making last gasp saves (16+). It dies after the fourth + failed save.' + feats: + - tier: epic + description: " When you make the attack, also deal 5 x the escalation die damage\ + \ to all nearby enemies that you don\u2019t target. If you have a positive icon\ + \ relationship with the Lich King, you gain this feat for free." + level: 9 + category: Songs & Spells + usage: per-day + # END DATP ABILITIES --- ## Ability Scores From 20e20d821a12786380980473ace82cbfc913e26e Mon Sep 17 00:00:00 2001 From: cylss Date: Fri, 10 Nov 2023 19:19:55 +0100 Subject: [PATCH 05/34] Add commander abilities, update fighter abilities --- content/1e/classes/commander.mdx | 999 ++++++++++++++++++++++++++++++- content/1e/classes/fighter.mdx | 379 +++++++----- 2 files changed, 1218 insertions(+), 160 deletions(-) diff --git a/content/1e/classes/commander.mdx b/content/1e/classes/commander.mdx index eb77d4b..915cd0d 100644 --- a/content/1e/classes/commander.mdx +++ b/content/1e/classes/commander.mdx @@ -78,6 +78,7 @@ abilities: description: You now gain 1d6 command points instead of 1d4 when you use this action. - name: Armor Skills _type: Talent + tier: adventurer description: |- Unlike other commanders, you take no attack penalties for fighting in heavy armor. (As indicated on your class chart, your base AC in heavy armor is 14.) @@ -832,6 +833,996 @@ abilities: feats: - tier: epic description: If the attack hits, it’s a critical hit. +# BEGIN DATP ABILITIES + - name: Centurion + _type: Talent + source: DATP + description: '_You lead your troops in the thick of battle, and you are always the + first to dive in._ + + + Your Fight from the Front melee attacks gain a +1 bonus to their critical threat + range. If you score a critical hit with it, you gain the maximum possible on your + command points roll.' + feats: + - tier: adventurer + description: ' During the first round of battle, you can act immediately after + the initiative of any ally you choose, instead of your own initiative.' + - tier: champion + description: ' During the first round of combat, gain a 1d4 bonus to the attack + roll with your Fight from the Front melee attack.' + - tier: epic + description: ' Increase the critical threat range bonus to +2.' + tier: adventurer + - name: Courtier + _type: Talent + source: DATP + description: "_Strategy wins battles, but politics wins wars. You are adept at the\ + \ former, but a master at the latter. The ballroom and the smoking chamber are\ + \ your preferred battlefields, and the word is your favorite weapon._\n\nYou can\ + \ deduce the greater machinations of the world from the moves that each big player\ + \ makes. Whenever you or an ally uses a 5 or 6 on an icon relationship die during\ + \ a session, you gain insight into their goals and motives, through a glimpse\ + \ at the hand they are playing. The GM will provide you with a piece of in-game\ + \ information, and you gain a d6 leverage die. Write down the icon\u2019s name\ + \ and whether the icon roll was a 5 or 6.\n\nOnce before your next full heal-up,\ + \ you can add this die to a skill check. The check should have a connection to\ + \ that icon, even if it\u2019s a stretch. You can use the die for your own check,\ + \ or aid a nearby ally.\n\nIf you gained the leverage die from a 6 on the icon\ + \ roll, simply add the result to the check. However, if you use a leverage die\ + \ from a 5 there is a risk \u2014 if the leverage die rolls a 6, you don\u2019\ + t add the die to the check, you subtract it. You were acting on misleading information,\ + \ or a wrong gut feeling." + feats: + - tier: adventurer + description: ' You gain 1 additional point in a background related to court intrigue, + etiquette and politics. You can use this background point to raise that background + beyond the normal maximum of 5.' + - tier: champion + description: " You can now use a leverage die to gain 1d6 bonus command points\ + \ with your Weigh the Odds class feature. (In case of a negative 6, you gain\ + \ zero command points with this attempt \u2014 the result can\u2019t go negative)." + - tier: epic + description: ' You can use your leverage die as a bonus to a recharge roll for + a tactic.' + tier: adventurer + - name: Dirty Dozen + _type: Talent + source: DATP + description: "_You\u2019ve led your troops into suicide missions more than once.\ + \ You haven\u2019t always brought them all back, but you sure as hell won\u2019\ + t leave anyone behind if you can help it._\n\nWhen you target a staggered ally\ + \ with a command, reduce the cost by 1." + feats: + - tier: adventurer + description: ' If a nearby ally is staggered, your Fight from the Front melee + attacks deal extra damage equal to your level.' + - tier: champion + description: ' When a nearby ally spends a recovery to heal, you can spend a command + point as a free action to increase the recovery dice by one step (for example, + d6 to d8).' + - tier: epic + description: ' When you rally, all nearby allies can also spend a recovery to + heal.' + tier: adventurer + - name: Drill Sergeant + _type: Talent + source: DATP + description: "_You\u2019re not smarter, wiser or more charismatic than the average\ + \ grunt, but you\u2019re really good at bullying people into doing what needs\ + \ to be done._\n\n**Special:** You cannot take this talent in combination with\ + \ the Strategist or Tactician talents (in 13TW).\n\nAny time an element of the\ + \ commander class refers to Charisma, you can replace\_ it with Constitution.\ + \ In addition, your base PD is increased to 12, but your base MD is reduced to\ + \ 10." + feats: + - tier: adventurer + description: ' You gain 1 additional point in a background related to either intimidation + or physical exercise. You can use this background point to raise that background + beyond the normal maximum of 5.' + - tier: champion + description: ' When you use a command, you can spend an additional command point + to give a nearby enemy a -2 penalty to their next attack roll.' + - tier: epic + description: ' When you give an ally a bonus to attack rolls with a command or + tactic, increase that bonus by 1.' + tier: adventurer + - name: Enduring Leader + _type: Talent + source: DATP + description: "_Times are tough, but as long as you are with your squad, you\u2019\ + ll pull through._\n\nWhen you spend command points, gain 1 temporary hit point\ + \ per command point spent. Increase to 1d2 at 2nd level, 1d4 at 4th, 1d6 at 6th,\ + \ 1d8 at 8th and 1d10 at 10th." + feats: + - tier: adventurer + description: ' These temporary hit points stack with temporary hit points you + currently have.' + - tier: champion + description: ' Increase your recovery dice to d10s.' + - tier: epic + description: ' When you roll a death save, gain a bonus equal to the amount of + command points you currently have.' + tier: adventurer + - name: Exterminator + _type: Talent + source: DATP + description: "_The battle against the forces of darkness is not just fought by holy\ + \ men and women. It\u2019s the brave everyday heroes like you who make the difference._\n\ + \nWhen you lead troops against demons, devils, or undead, you can use one tactic\ + \ without expending it and one command without paying its standard command point\ + \ cost during that battle." + feats: + - tier: adventurer + description: ' Your fight from the front melee attacks gain a +2 bonus to hit + against demons, devils, and undead.' + - tier: champion + description: ' As long as you have at least one command point, you have _resist + demon, devil, and undead attacks_ 16+.' + - tier: epic + description: ' When you or a nearby ally kills a non-mook demon, devil, or undead, + gain a command point.' + tier: adventurer + - name: Horde Leader + _type: Talent + source: DPAS + description: 'Gain a frenzy power from the savage list as a bonus power. If the + power has a cost, pay command points for it instead of Frenzy dice. + + + If the power has a FRENZY entry, roll 1d4 per command point you spend on the power.' + feats: + - tier: adventurer + description: ' You can grant the effect of the power to an ally. If the power + is an attack, your ally can perform that attack as a free action, while you + pay the action cost (usually a standard action).' + - tier: champion + description: ' Roll 1d6 for FRENZY dice.' + - tier: epic + description: ' Roll 1d10 for FRENZY dice.' + tier: adventurer + - name: Magus and Commander + _type: Talent + source: DATP + description: "_Your arcane abilities aren\u2019t quite strong enough to be a full\ + \ arcane caster, or maybe you lost them somehow. However, you can coordinate a\ + \ barrage of spells from your troops like no other._\n\nChoose a spell-casting\ + \ character class. You can choose one spell from the spell list of that class\ + \ (but not a spell granted through talents or class features), of your own level\ + \ or lower, as a bonus spell. You can take the spell\u2019s feats. You can switch\ + \ out this spell at each full heal-up." + feats: + - tier: adventurer + description: ' You know one cantrip per point of Charisma modifier, which you + can use like a wizard.' + - tier: champion + description: ' Once per round, when you use a command on an ally who is casting + a spell, that command costs one command point less.' + - tier: epic + description: ' When you affect a spellcaster with a command, the caster also gains + a +1 bonus to hit with that spell.' + tier: adventurer + - name: Roguish Bent + _type: Talent + source: DATP + description: "_Some battles are won in the shadows._\n\nYou can use Dexterity instead\ + \ of Strength for commander attacks with one-handed melee weapons.\n\nIn addition,\ + \ choose a rogue power of your level or lower as a bonus power. If it\u2019s a\ + \ momentum power, track momentum like a rogue. Starting from 3rd level, you can\ + \ switch out a commander power for a rogue power two levels lower.\n\nIf the rogue\ + \ power is a standard action melee attack you use on your turn, you gain command\ + \ points as if using your Fight from the Front class feature." + feats: + - tier: adventurer + description: ' When you make a Fight from the Front melee attack against an enemy + engaged with one or more of your allies, and the attack is an even hit, deal + 1d6 extra damage (2d6 at 5th level; 3d6 at 8th).' + - tier: champion + description: ' When you make a Fight from the Front melee attack against an enemy + engaged with one or more of your allies, and the attack is an odd hit, gain + a bonus command point.' + - tier: epic + description: ' Increase the extra damage from the adventurer feat to 3d10.' + tier: adventurer + - name: Skirmish Leader + _type: Talent + source: DATP + description: '_You lead small troops in commando operations, often behind enemy + lines. These rely on stealth and well-placed shots with the crossbow more than + dashing sword fights in the open._ + + + You take no attack penalty with martial ranged weapons. You can use your Fight + from the Front class feature with ranged weapon attacks.' + feats: + - tier: adventurer + description: ' You gain a command point when an ally scores a critical hit with + a ranged attack.' + - tier: champion + description: ' Once per level, you can lead a party to retreat from battle without + suffering a campaign loss.' + - tier: epic + description: ' You gain a +1 bonus to Fight from the Front ranged attacks against + targets that are engaged with one of your allies.' + tier: adventurer + - name: Cloaked Figure + _type: Talent + source: DATP + description: '_You stay out of the limelight, casting your web of influence from + the shadows. You apply your tactical genius in the underworld or as a power behind + the throne._ + + + Once per battle, when you use your Weigh the Odds class feature, choose one of + your Recharge after battle tactics and make a recharge roll for it.' + feats: + - tier: champion + description: ' You can use this talent any time you use Weigh the Odds.' + tier: champion + - name: Commanding Voice + _type: Talent + source: DATP + description: '_You are out there in the thick of it with the troops. They trust + you, and follow your command._ + + + You gain a bonus command, and one point towards a background in personal leadership + and diplomacy. You can use this background point to raise that background beyond + the normal maximum of 5.' + feats: + - tier: champion + description: ' Gain the adventurer feat of all commands you know.' + - tier: epic + description: ' Gain the champion feat of all commands you know.' + tier: champion + - name: Defender of the Borderlands + _type: Talent + source: DATP + description: "_You\u2019ve earned your command chops while defending a keep at the\ + \ frontlines of civilization._\n\nWhen you target an ally with a command, that\ + \ ally also gains a +1 bonus to AC until the end of their next turn." + feats: + - tier: champion + description: ' You also grant the bonus to MD.' + - tier: epic + description: ' Increase the bonus to +2.' + tier: champion + - name: Hold the Line + _type: Talent + source: DATP + description: '_A threatening posture is half the battle._ + + + Once per battle, when you target a nearby ally with a command or tactic, give + all enemies engaged to that ally disadvantage on their next attack roll.' + feats: + - tier: champion + description: ' If the enemy fails their next attack roll, they take psychic damage + equal to twice your level.' + - tier: epic + description: ' You can use this talent twice per battle.' + tier: champion + - name: Tactical Genius + _type: Talent + source: DATP + description: "_You have studied the classic texts of famous generals, and now you\ + \ read the battlefield like a book. Where others only see chaos, you see complicated\ + \ plays that will lead your troops to\_ victory._\n\nYou gain a bonus tactic,\ + \ and one point towards a background in military strategy and tactics. You can\ + \ use this background point to raise that background beyond the normal maximum\ + \ of 5." + feats: + - tier: champion + description: ' Gain the adventurer feat of all tactics you know.' + - tier: epic + description: ' Gain the champion feat of all tactics you know.' + tier: champion + - name: Veteran Leader + _type: Talent + source: DATP + description: '_Strategy is good, tactics are better, but nothing beats a well-timed + axe to the face._ + + + You gain a +1 bonus to hit with your Fight from the Front melee attacks.' + feats: + - tier: champion + description: ' After you use your Fight from the Front class feature, you have + a +2 bonus to AC until the end of your next turn.' + - tier: epic + description: ' Gain the +2 bonus to all defenses.' + tier: champion + - name: Well-Oiled Machine + _type: Talent + source: DATP + description: "_You\u2019ve trained your squad to execute basic patterns almost instinctively._\n\ + \nOnce per round, you can use a command with a cost of one command point (base\ + \ cost before any modifications or reductions) for zero instead. Pay any additional\ + \ costs normally." + feats: + - tier: epic + description: ' You can now use one that costs two for zero.' + tier: champion + - name: Clear Your Mind! + _type: Command 1 + source: DATP + description: 'Interrupt action; Cost: 2 command points + + + **Target:** One nearby ally who was hit by an attack against MD + + + **Effect:** The attacker must reroll the attack.' + feats: + - tier: adventurer + description: ' Reduce the cost to 1 command point.' + tier: champion + level: 1 + category: Commands + - name: Duck! + _type: Command 1 + source: DATP + description: 'Interrupt action; Cost: 2 command points + + + **Target:** One nearby ally who was hit by an attack against PD + + + **Effect:** The attacker must reroll the attack.' + feats: + - tier: adventurer + description: ' If the attack is a miss, the ally takes no miss damage.' + tier: champion + level: 1 + category: Commands + - name: Lay Low! + _type: Command 1 + source: DATP + description: "Interrupt action; Cost: 2 command points\n\n**Target:** One nearby\ + \ ally who made a successful disengage check\n\n**Effect:** Until the end of\ + \ the ally\u2019s next turn, enemies can only attack the ally if they successfully\ + \ engage him or her." + feats: + - tier: adventurer + description: ' Decrease the cost to 1 command point.' + tier: champion + level: 1 + category: Commands + - name: That One Too! + _type: Command 1 + source: DATP + description: 'Interrupt action; Cost: 1 command point + + + **Target:** One nearby ally who made a melee attack + + + **Effect:** The ally deals damage equal to your Charisma modifier (2x at 5th + level; 3x at 8th) + level to a different enemy they are also engaged with.' + feats: + - tier: adventurer + description: ' If the triggering attack was a critical hit, double the damage + from this command.' + - tier: champion + description: ' The ally deals the damage to all enemies it is engaged with, except + the target of the triggering attack.' + tier: champion + level: 1 + category: Commands + - name: "You\u2019re the Hero!" + _type: Command 1 + source: DATP + description: 'Interrupt action; Cost: 1 command point + + + **Target:** One nearby ally who has just started their turn + + + **Effect:** The ally gains 3 times their level in temporary hit points. They + also ignore any penalties to attack this turn, such as from the dazed or fear + conditions.' + feats: + - tier: adventurer + description: ' The ally can ignore any effect that would prevent them from using + the escalation die.' + - tier: champion + description: ' The ally is immune to any fear aura until the end of the battle.' + tier: champion + level: 1 + category: Commands + - name: Chess Master + _type: Tactic 1 + source: DATP + description: 'Quick action; Once per battle + + + --- + + + + **Effect:** A nearby ally can move as a free action.' + feats: + - tier: adventurer + description: ' If the escalation die is 4+, you can grant the move to two nearby + allies.' + tier: champion + level: 1 + category: Tactics + usage: per-battle + - name: Defensive Formation + _type: Tactic 1 + source: DATP + description: 'Quick action; Once per battle + + + --- + + + + **Target:** Each nearby ally who is engaged with an enemy together with at least + one other ally + + + **Effect:** The targets gain a +3 bonus to all defenses against enemies they + are engaged with, until the end of your next turn.' + feats: + - tier: adventurer + description: ' If a target is hit by an enemy they are engaged with, reduce the + damage by your Charisma modifier (x2 at 5th level, x3 at 8th).' + tier: champion + level: 1 + category: Tactics + usage: per-battle + - name: Inspiring Leadership + _type: Tactic 1 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Effect:** Until the end of the battle, whenever you hit with your Fight from + the Front melee attack, a nearby ally gains temporary hit points equal to your + Charisma modifier (x2 at 5th level; x3 at 8th).' + feats: + - tier: adventurer + description: ' On a natural 16+ on the attack roll, grant the temporary hit points + to a second ally.' + tier: champion + level: 1 + category: Tactics + - name: "King\u2019s Castle" + _type: Tactic 1 + source: DATP + description: "Quick action; Once per battle\n\n---\n\n\n**Effect:** Two nearby\ + \ allies switch positions. This is not a teleport \u2014 the allies must be able\ + \ to reach the other location by normal means. This also switches who the targets\ + \ are engaged with. This movement does not provoke opportunity attacks, and it\ + \ cannot be intercepted." + feats: + - tier: adventurer + description: ' You can switch around the positions of three allies, and you can + be one of the three.' + tier: champion + level: 1 + category: Tactics + usage: per-battle + - name: Offensive Formation + _type: Tactic 1 + source: DATP + description: 'Quick action; Once per battle + + + --- + + + + **Target:** Each nearby ally who is engaged with an enemy together with at least + one other ally + + + **Effect:** The targets gain a +3 bonus to attack rolls against enemies they + are engaged with, until the end of your next turn.' + feats: + - tier: adventurer + description: ' If a target hits an enemy they are engaged with, increase the damage + by your Charisma modifier (x2 at 5th level, x3 at 8th).' + tier: champion + level: 1 + category: Tactics + usage: per-battle + - name: Hang in There! + _type: Command 3 + source: DATP + description: 'Interrupt action; Cost: 1 command point + + + **Target:** One nearby ally who has made a recovery roll + + + **Effect:** The target can choose to reroll any of the recovery dice. Keep the + reroll.' + feats: + - tier: adventurer + description: ' The target adds your Charisma modifier to the hit points healed + (x2 at 5th level; x3 at 8th).' + - tier: champion + description: ' You can spend an additional command point to grant the target a + bonus recovery die.' + tier: champion + level: 3 + category: Commands + - name: Raise Shields! + _type: Command 3 + source: DATP + description: 'Interrupt action; Cost: 1 command point + + + **Target:** One or more nearby allies who are being targeted by an attack against + AC or PD + + + **Effect:** The allies gain a bonus to their defense equal to the number of nearby + allies wielding a shield (maximum +4) until the end of your next turn.' + feats: + - tier: adventurer + description: ' The bonus is +2 per nearby ally wielding a shield.' + tier: champion + level: 3 + category: Commands + - name: Twist the blade! + _type: Command 3 + source: DATP + description: 'Interrupt action; Cost: 2 command points + + + **Target:** One nearby ally who hit with a melee attack + + + **Effect:** The ally also deals 5 (5th level: 10; 8th: 20) ongoing damage.' + feats: + - tier: adventurer + description: ' If the escalation die is 2+, this power costs only 1 command point.' + tier: champion + level: 3 + category: Commands + - name: Choke Point + _type: Tactic 3 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Target:** One nearby ally + + + **Effect:** Until the end of the battle, enemies have disadvantage on saves to + disengage from the target ally.' + feats: + - tier: adventurer + description: ' You can target up to three nearby allies (including yourself).' + tier: champion + level: 3 + category: Tactics + - name: Expert Flanking + _type: Tactic 3 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Target:** One nearby ally who is engaged with an enemy together with at least + one other ally + + + **Effect:** The ally can make a basic melee attack against an enemy they are + engaged with as a free action, with advantage on the attack roll.' + feats: + - tier: adventurer + description: ' The attack deals half damage on a miss.' + tier: champion + level: 3 + category: Tactics + - name: Honor the Fallen + _type: Tactic 3 + source: DATP + description: 'Quick action; Once per battle + + + --- + + + + **Special:** You can only use this tactic if at least one ally is currently unconscious + or dead. + + + **Effect:** Gain one command point for each ally that is currently unconscious + or was killed in this battle.' + feats: + - tier: adventurer + description: ' Gain two command points instead.' + tier: champion + level: 3 + category: Tactics + usage: per-battle + - name: Off-the-Book Tactics + _type: Tactic 3 + source: DATP + description: "Quick action; Recharge 16+ after battle\n\n**Effect:** The next time\ + \ an ally hits with a melee attack this battle, the target is hampered until the\ + \ end of the ally\u2019s next turn. If the target is staggered, the effect is\ + \ \u201Csave ends\u201D." + feats: + - tier: adventurer + description: " The effect is also \u201Csave ends\u201D against a non-staggered\ + \ target, and if the target fails a save against the hampered effect, it takes\ + \ damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th)." + - tier: champion + description: ' On a critical hit, the save against the hampered effect is a hard + save (16+).' + tier: champion + level: 3 + category: Tactics + - name: Target their Weak Points + _type: Tactic 3 + source: DATP + description: "Quick action; Recharge 16+ after battle\n\n**Target:** A nearby enemy\n\ + \n**Effect:** Until the end of the battle, the enemy is vulnerable to your allies\u2019\ + \ attacks." + feats: + - tier: adventurer + description: " The enemy also takes extra damage from your allies\u2019 attacks\ + \ equal to your level." + tier: champion + level: 3 + category: Tactics + - name: Block It Out! + _type: Command 5 + source: DATP + description: 'Interrupt action; Cost: 2 command points + + + **Target:** A nearby ally who took damage from an attack against MD + + + **Effect:** The ally takes half damage.' + feats: + - tier: champion + description: ' If the attack targeted multiple allies (including you), you can + grant the effect to all of them by spending one command point per target.' + tier: champion + level: 5 + category: Commands + - name: Great! Keep going! + _type: Command 5 + source: DATP + description: 'Interrupt action; Cost: 2 command points + + + **Target:** A nearby ally who reduced an opponent below zero hit points + + + **Effect:** The ally can make a standard action attack against a different nearby + enemy. They can move to engage the enemy first if required.' + feats: + - tier: champion + description: ' You can use this power as a free action (it no longer counts against + your limit of one interrupt per round).' + tier: champion + level: 5 + category: Commands + - name: Keep Your Head Straight! + _type: Command 5 + source: DATP + description: 'Interrupt action; Cost: 1 command point + + + **Target:** A nearby ally who is forced to take an action against their will + (by a spell, condition etc.) + + + **Effect:** The ally can immediately save against the effect, even if the effect + normally does not allow a save.' + feats: + - tier: champion + description: ' The ally adds your Charisma modifier as a bonus to the save.' + tier: champion + level: 5 + category: Commands + - name: Cloaked Chess Master + _type: Tactic 5 + source: DATP + description: 'Quick action; Once per battle + + + --- + + + + **Effect:** Gain a bonus to AC equal to your Charisma modifier until the end + of your next turn.' + feats: + - tier: champion + description: ' Gain the bonus to all defenses.' + tier: champion + level: 5 + category: Tactics + usage: per-battle + - name: Determined Leadership + _type: Tactic 5 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Effect:** Until the end of the battle, whenever you miss with your Fight from + the Front melee attack, deal half damage and gain a command point.' + feats: + - tier: champion + description: ' On your first natural even miss with Fight from the Front this + battle, reroll the attack.' + tier: champion + level: 5 + category: Tactics + - name: Lead with Steel + _type: Tactic 5 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Effect:** Gain advantage on the next Fight from the Front melee attack this + turn. If both attack rolls hit, gain the maximum possible command points instead + of rolling.' + feats: + - tier: champion + description: ' On a miss, regain this tactic.' + tier: champion + level: 5 + category: Tactics + - name: Mind Games + _type: Tactic 5 + source: DATP + description: 'Quick action; Once per battle + + + --- + + + + **Effect:** Wager a number of command points up to your Charisma modifier, then + make a Charisma + Level attack roll against the highest MD of all nearby enemies. + On a hit, regain twice as many command points as you wagered. On a miss, those + command points are lost.' + feats: + - tier: champion + description: ' On a natural 18+, regain three times the amount you wagered.' + tier: champion + level: 5 + category: Tactics + usage: per-battle + - name: Blast This One Too! + _type: Command 7 + source: DATP + description: 'Interrupt action; Cost: 2 command points + + + **Target:** A nearby ally who makes an attack that targets at least two enemies + + + **Effect:** The ally adds an additional enemy target.' + feats: + - tier: champion + description: ' Reduce the command point cost to 1.' + tier: champion + level: 7 + category: Commands + - name: "Don\u2019t Forget Her Over There!" + _type: Command 7 + source: DATP + description: 'Interrupt action; Cost: 2 command points + + + **Target:** A nearby ally who uses a spell or power that targets two or more + allies + + + **Effect:** The ally adds an additional target.' + feats: + - tier: champion + description: ' If the escalation die is 3+, reduce the cost to 1 command point.' + tier: champion + level: 7 + category: Commands + - name: Take Cover! + _type: Command 7 + source: DATP + description: 'Interrupt action; Cost: 2 command points + + + **Target:** A nearby ally who takes damage from a ranged or close-quarters attack + + + **Effect:** The ally takes half damage.' + feats: + - tier: champion + description: ' If the attack targeted two allies (including you), both allies + take half damage.' + tier: champion + level: 7 + category: Commands + - name: Charge of the Light Brigade + _type: Tactic 7 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Special:** You can use this tactic as a free action in the first round of combat, + before the first regular turn in the initiative order. + + + **Effect:** You and each nearby ally can move as a free action. Everyone who + engages an enemy gets a +2 bonus to their next attack roll against that enemy.' + feats: [] + tier: champion + level: 7 + category: Tactics + - name: Increase the Pressure + _type: Tactic 7 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Effect:** Increase the escalation die by 1.' + feats: + - tier: champion + description: ' Until the end of your next turn, enemies cannot use abilities that + interact with the escalation die, such as adding it to attack rolls or stealing + it.' + tier: champion + level: 7 + category: Tactics + - name: Last Stand + _type: Tactic 7 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Effect:** You and all nearby allies gain a +2 bonus to saving throws (including + death saves) until the end of the battle, and two extra dice when using a recovery + to heal.' + feats: + - tier: champion + description: ' You also gain command points equal to your Charisma modifier.' + tier: champion + level: 7 + category: Tactics + - name: Master and Commander + _type: Tactic 7 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Effect:** Until the end of the battle, whenever you roll a natural 1 on the + die that determines the number of command points gained with your Fight from the + Front or Weigh the Odds class features, you gain an additional command point.' + feats: + - tier: champion + description: ' Also gain a bonus command point on a natural 2.' + tier: champion + level: 7 + category: Tactics + - name: Tactical Retreat + _type: Tactic 7 + source: DATP + description: 'Standard action; Recharge 16+ after battle + + + **Target:** You and all nearby allies + + + **Effect:** The group flees from the battle. The group does not suffer a campaign + loss, but the cowardice causes some factions to lose faith in them. The GM chooses + one icon relationship of each PC that they cannot use until they gain a level.' + feats: [] + tier: champion + level: 7 + category: Tactics + - name: Do That Again! + _type: Command 9 + source: DATP + description: 'Interrupt action; Cost: 5 command points + + + **Target:** An ally who took an action on their turn + + + **Effect:** The ally repeats the previous action, although they can choose new + targets. This does not expend additional uses of whatever power or spell was used.' + feats: + - tier: epic + description: ' Decrease the cost of this command to 4 command points.' + tier: champion + level: 9 + category: Commands + - name: Give it your best shot! + _type: Command 9 + source: DATP + description: 'Interrupt action; Cost: 2 command points or more + + + **Target:** A nearby ally who made a d20 roll + + + **Effect:** The ally rolls a number of d20 equal to the command points you spend + and chooses the best result.' + feats: + - tier: epic + description: ' If the ally still fails the roll, your command points are not expended.' + tier: champion + level: 9 + category: Commands + - name: Show us how Amazing you are! + _type: Command 9 + source: DATP + description: "Interrupt action; Cost: 2 command points\n\n**Target:** A nearby\ + \ or far away ally who is using a move action\n\n**Effect:** The target turns\ + \ the move action into a stunt, similar to the rogue\u2019s Swashbuckler talent.\ + \ The target can swing across the battlefield on a chandelier, jump over barrels\ + \ rolling down a river, or climb the rigging on an airship in a snowstorm, all\ + \ without requiring a skill check. While moving, they cannot be intercepted and\ + \ they don\u2019t provoke opportunity attacks." + feats: + - tier: epic + description: ' You can grant a free move action for a stunt on the same turn to + other allies by spending 2 additional command points per ally.' + tier: champion + level: 9 + category: Commands + - name: Focus Fire + _type: Tactic 9 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Target:** 1d3 nearby allies + + + **Effect:** Each target can make an at-will ranged attack as a free action against + one enemy designated by you.' + feats: + - tier: champion + description: ' The attacks deal extra damage equal to your Intelligence or Charisma + modifier on a miss.' + tier: champion + level: 9 + category: Tactics + - name: Lead Through Hell + _type: Tactic 9 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Effect:** Until the end of the battle, whenever you use your Fight from the + Front class feature, a nearby ally can make a save against a save-ends effect.' + feats: + - tier: epic + description: ' The ally can add your Charisma modifier to the saving throw.' + tier: champion + level: 9 + category: Tactics + - name: Uncanny Intuition + _type: Tactic 9 + source: DATP + description: 'Quick action; Recharge 16+ after battle + + + **Effect:** Until the end of the battle, whenever you use your Fight from the + Front or Weigh the Odds class feature, grant a nearby ally a bonus to their next + attack roll equal to the number of command points you gained.' + feats: + - tier: epic + description: ' If you only gained one or two command points, grant the bonus to + two allies instead.' + tier: champion + level: 9 + category: Tactics + # END DATP ABILITIES --- ## Ability Scores @@ -941,7 +1932,13 @@ An effective commander should choose a good balance of commands and tactics. Choose three of the following class talents. You get an additional commander talent at 5th level. - +### Adventurer Talents + + + +### Champion Talents + + ## 1st Level Commands diff --git a/content/1e/classes/fighter.mdx b/content/1e/classes/fighter.mdx index 24bb5d7..7352026 100644 --- a/content/1e/classes/fighter.mdx +++ b/content/1e/classes/fighter.mdx @@ -540,6 +540,7 @@ abilities: description: ' Increase your resistance to 16+.' - tier: epic description: ' Gain an abomination maneuver of up to 3rd level as a bonus maneuver.' + tier: adventurer - name: Air of Authority _type: Talent source: DATP @@ -552,6 +553,7 @@ abilities: - tier: champion description: ' Once per day, if you succeed at the Charisma check but a fight still starts, set the escalation die to 1 at the start of the battle.' + tier: adventurer - name: Battlemaster _type: Talent source: DATP @@ -561,6 +563,7 @@ abilities: When you spend a feat on a fighter maneuver, also gain a feat of the same tier (adventurer, champion, epic) with a different fighter maneuver for free.' feats: [] + tier: adventurer - name: Bravado _type: Talent source: DATP @@ -575,6 +578,7 @@ abilities: feats: - tier: adventurer description: ' You have advantage on your Bravado attack roll.' + tier: adventurer - name: Brute _type: Talent source: DATP @@ -588,6 +592,7 @@ abilities: damage to a different nearby enemy (as if every enemy were a mook).' - tier: epic description: ' If you kill an enemy, gain a +1 bonus to your next melee attack.' + tier: adventurer - name: Combat Challenge _type: Talent source: DATP @@ -610,6 +615,7 @@ abilities: description: ' Marked enemies must succeed at a disengage check even if they use a teleport or similar powers to get away from you, otherwise the teleport fails and it stays engaged.' + tier: adventurer - name: Cry for Glory _type: Talent source: DATP @@ -625,6 +631,7 @@ abilities: - tier: epic description: ' Gain a second battle cry as a bonus maneuver, of up to 4 levels below your class level.' + tier: adventurer - name: Fencer _type: Talent source: DATP @@ -642,6 +649,7 @@ abilities: - tier: epic description: ' Add your Dexterity modifier to disengage checks when wearing light or no armor.' + tier: adventurer - name: Lock & Load _type: Talent source: DATP @@ -661,6 +669,7 @@ abilities: - tier: epic description: ' Once per battle, you can use a move action to gain advantage on your next attack roll with a crossbow.' + tier: adventurer - name: Power Block _type: Talent source: DATP @@ -674,6 +683,7 @@ abilities: description: ' When you wield a shield, also gain a +1 bonus to PD.' - tier: epic description: ' Increase the AC bonus you gain from a shield to +2.' + tier: adventurer - name: Showstopper _type: Talent source: DATP @@ -694,6 +704,7 @@ abilities: description: " If an enemy disengages from you with a successful disengage check,\ \ you can still make an opportunity attack. However, the attack deals half damage,\ \ and you don\u2019t prevent the opponent from moving away." + tier: adventurer - name: Tactical Talent _type: Talent source: DATP @@ -709,6 +720,7 @@ abilities: - tier: epic description: ' One tactic you switched for a fighter maneuver does not take the level penalty.' + tier: adventurer - name: Two Healthy Fists _type: Talent source: DATP @@ -725,6 +737,7 @@ abilities: description: ' When you roll damage on an unarmed attack, reroll natural 1s once.' - tier: epic description: ' Once per battle, make an unarmed attack as a quick action.' + tier: adventurer - name: War Orphan _type: Talent source: DATP @@ -743,6 +756,7 @@ abilities: - tier: epic description: ' Once per battle, roll a save at the start of your turn, in addition to the saves you roll at the end.' + tier: adventurer - name: Warrior of the Wild _type: Talent source: DATP @@ -757,6 +771,7 @@ abilities: - tier: epic description: " You can cast the Wild Healer\u2019s Regeneration spell once per\ \ battle." + tier: adventurer - name: "Friggin\u2019 Tank" _type: Talent source: DATP @@ -771,6 +786,7 @@ abilities: description: ' When you are reduced below zero hit points, you remain conscious, and you can still take actions. You still roll death saves normally, and you fall unconscious when you fail a death save.' + tier: champion - name: Mage Slayer _type: Talent source: DATP @@ -787,6 +803,7 @@ abilities: - tier: epic description: ' If you have a positive icon relationship with the Archmage or a draconic icon, the save is an easy save (6+).' + tier: champion - name: One with the Blade _type: Talent source: DATP @@ -798,6 +815,7 @@ abilities: of this talent for the battle.' - tier: epic description: ' Once per day, you can increase the roll by 3 instead.' + tier: champion - name: Second Try _type: Talent source: DATP @@ -807,6 +825,7 @@ abilities: feats: - tier: epic description: ' You can now use two different powers a second time each battle.' + tier: champion - name: Ultimate Combat Reflexes _type: Talent source: DATP @@ -822,6 +841,7 @@ abilities: at the end of your turn, and use interrupt actions, intercepts and opportunity attacks normally, without any changes.' feats: [] + tier: champion - name: Weapon Specialization _type: Talent source: DATP @@ -832,103 +852,109 @@ abilities: description: ' Gain the bonus with a second weapon type.' - tier: epic description: ' Increase your WEAPON damage dice by one step with your chosen weapons.' + tier: champion - name: Bottoms Up - _type: Power 1 + _type: Maneuver 1 source: DATP description: 'Flexible melee or ranged attack - Triggering Roll: Any miss + **Triggering Roll:** Any miss - Effect: Drink a potion as a free action.' + **Effect:** Drink a potion as a free action.' feats: - tier: champion description: ' You can use an oil or a rune as a free action instead.' - tier: epic description: " You can pour a potion down a nearby unconscious ally\u2019s throat\ \ instead." + tier: champion level: 1 category: Maneuvers - name: Cover Shot - _type: Power 1 + _type: Maneuver 1 source: DATP description: 'Flexible ranged attack - Triggering Roll: Any natural odd miss + **Triggering Roll:** Any natural odd miss - Effect: An ally engaged with the target can pop free.' + **Effect:** An ally engaged with the target can pop free.' feats: - tier: adventurer description: ' You can trigger this maneuver on any natural odd roll.' + tier: champion level: 1 category: Maneuvers - name: Flanking Strike - _type: Power 1 + _type: Maneuver 1 source: DATP description: 'Flexible melee or ranged attack - Special: At least one ally must be engaged with the same enemy. + **Special:** At least one ally must be engaged with the same enemy. - Triggering Roll: Any natural even roll + **Triggering Roll:** Any natural even roll - Effect: Deal extra damage equal to your Intelligence modifier (x2 at 5th level; - x3 at 8th).' + **Effect:** Deal extra damage equal to your Intelligence modifier (x2 at 5th + level; x3 at 8th).' feats: - tier: champion description: ' Your ally can make a disengage check.' + tier: champion level: 1 category: Maneuvers - name: Minor Cleave - _type: Power 1 + _type: Maneuver 1 source: DATP description: 'Flexible melee attack - Triggering Roll: Any natural even roll + **Triggering Roll:** Any natural even roll - Effect: Deal your Strength modifier in damage (x2 at 5th level; x3 at 8th) to - a different enemy you are engaged with.' + **Effect:** Deal your Strength modifier in damage (x2 at 5th level; x3 at 8th) + to a different enemy you are engaged with.' feats: - tier: adventurer description: ' You can deal the damage to any nearby enemy.' - tier: champion description: ' Add your level to the damage.' + tier: champion level: 1 category: Maneuvers - name: Press Hard - _type: Power 1 + _type: Maneuver 1 source: DATP description: 'Flexible melee attack - Triggering Roll: Any natural odd roll + **Triggering Roll:** Any natural odd roll - Effect: Until the end of your next turn, the target has disadvantage on disengage + **Effect:** Until the end of your next turn, the target has disadvantage on disengage checks.' feats: - tier: adventurer description: ' You also gain a +1 bonus to your next melee attack against the target this battle.' + tier: champion level: 1 category: Maneuvers - name: Re-aim - _type: Power 1 + _type: Maneuver 1 source: DATP description: 'Flexible ranged attack - Triggering Roll: Natural even miss + **Triggering Roll:** Natural even miss - Effect: Until the end of your next turn, you gain a +2 bonus to ranged attacks + **Effect:** Until the end of your next turn, you gain a +2 bonus to ranged attacks against the target.' feats: - tier: adventurer @@ -936,115 +962,121 @@ abilities: extra WEAPON damage die (x2 at 5th level; x3 at 8th).' - tier: champion description: ' You can also use this maneuver on a natural odd miss.' + tier: champion level: 1 category: Maneuvers - name: Shift Weight - _type: Power 1 + _type: Maneuver 1 source: DATP description: 'Flexible melee attack - Special: You must be wielding a two-handed weapon. + **Special:** You must be wielding a two-handed weapon. - Triggering Roll: Any natural odd roll + **Triggering Roll:** Any natural odd roll - Effect: After resolving the attack, increase your WEAPON damage dice by one step - (usually from d10 to d12) until the end of your next turn.' + **Effect:** After resolving the attack, increase your WEAPON damage dice by one + step (usually from d10 to d12) until the end of your next turn.' feats: [] + tier: champion level: 1 category: Maneuvers - name: Strengthen Resolve - _type: Power 1 + _type: Maneuver 1 source: DATP description: 'Flexible melee or ranged attack - Triggering Roll: Any natural odd roll + **Triggering Roll:** Any natural odd roll - Effect: You gain a cumulative +1 bonus to saves against effects this battle, up - to a maximum of +5.' + **Effect:** You gain a cumulative +1 bonus to saves against effects this battle, + up to a maximum of +5.' feats: - tier: champion description: ' Increase the bonus to +2, and the maximum to +6.' + tier: champion level: 1 category: Maneuvers - name: Sucker Punch - _type: Power 1 + _type: Maneuver 1 source: DATP - description: 'You put your whole weight behind the strike to smack them down. + description: '_You put your whole weight behind the strike to smack them down._ Flexible melee attack - Special: You must be making an unarmed attack. + **Special:** You must be making an unarmed attack. - Triggering Roll: Natural even hit + **Triggering Roll:** Natural even hit - Effect: Add your Constitution modifier (x2 at 5th level; x3 at 8th) to damage.' + **Effect:** Add your Constitution modifier (x2 at 5th level; x3 at 8th) to damage.' feats: - tier: adventurer description: ' If the escalation die is 5+, the target is also dazed until the end of your next turn.' + tier: champion level: 1 category: Maneuvers - name: Calm the Mind - _type: Power 3 + _type: Maneuver 3 source: DATP description: 'Flexible melee or ranged attack - Triggering Roll: Any natural odd roll + **Triggering Roll:** Any natural odd roll - Effect: Until the end of the battle, you gain a cumulative +1 bonus to MD (up - to +4).' + **Effect:** Until the end of the battle, you gain a cumulative +1 bonus to MD + (up to +4).' feats: - tier: adventurer - description: ' You also gain resist psychic 14+.' + description: ' You also gain _resist psychic_ 14+.' + tier: champion level: 3 category: Maneuvers - name: Clothesline - _type: Power 3 + _type: Maneuver 3 source: DATP - description: 'You dive elbow first into the target to throw them to the ground. + description: '_You dive elbow first into the target to throw them to the ground._ Flexible melee attack - Special: You must be making an unarmed attack. + **Special:** You must be making an unarmed attack. - Triggering Roll: Natural even hit + **Triggering Roll:** Natural even hit - Effect: The next melee attack by an ally against the target has advantage. The - target can prevent this by taking a move action to stand up.' + **Effect:** The next melee attack by an ally against the target has advantage. + The target can prevent this by taking a move action to stand up.' feats: - tier: adventurer description: ' If the escalation die is 5+, kick the target on the ground for extra damage equal to your Strength modifier.' + tier: champion level: 3 category: Maneuvers - name: Dive for Cover - _type: Power 3 + _type: Maneuver 3 source: DATP description: 'Flexible ranged attack - Special: You cannot use this maneuver when engaged with an enemy. + **Special:** You cannot use this maneuver when engaged with an enemy. - Triggering Roll: Any natural even roll + **Triggering Roll:** Any natural even roll - Effect: Gain +2 AC until the end of your next turn.' + **Effect:** Gain +2 AC until the end of your next turn.' feats: - tier: adventurer description: ' You also gain the bonus to PD.' @@ -1052,55 +1084,60 @@ abilities: description: ' Against ranged attacks, increase the bonus to +4.' - tier: epic description: ' You can move to far away range as a quick action.' + tier: champion level: 3 category: Maneuvers - name: Get a Read - _type: Power 3 + _type: Maneuver 3 source: DATP - description: "Flexible melee or ranged attack\n\nTriggering Roll: Natural odd hit\n\ - \nEffect: Ask a question about the target, such as \u201CWhat are its vulnerabilities?\u201D\ - \ or \u201CWhat is its lowest defense?\u201D Make an Intelligence or Wisdom-based\ - \ skill check against its MD. If you succeed, you learn the answer to your question." + description: "Flexible melee or ranged attack\n\n**Triggering Roll:** Natural odd\ + \ hit\n\n**Effect:** Ask a question about the target, such as \u201CWhat are\ + \ its vulnerabilities?\u201D or \u201CWhat is its lowest defense?\u201D Make an\ + \ Intelligence or Wisdom-based skill check against its MD. If you succeed, you\ + \ learn the answer to your question." feats: - tier: adventurer description: ' On a natural 16+ on the skill check, you get the answer to a second question.' + tier: champion level: 3 category: Maneuvers - name: Hit a Wasp Nest - _type: Power 3 + _type: Maneuver 3 source: DATP - description: "Your stray arrow hit something that distracts the opponent for a moment.\ - \ It could be\_ snow from a tree branch, burning oil from a lamp, or a sail going\ - \ loose.\n\nFlexible ranged attack\n\nTriggering Roll: Any natural odd miss\n\n\ - Effect: The enemy takes a -2 penalty to AC, PD and MD until the start of your\ - \ next turn." + description: "_Your stray arrow hit something that distracts the opponent for a\ + \ moment. It could be\_ snow from a tree branch, burning oil from a lamp, or a\ + \ sail going loose._\n\nFlexible ranged attack\n\n**Triggering Roll:** Any natural\ + \ odd miss\n\n**Effect:** The enemy takes a -2 penalty to AC, PD and MD until\ + \ the start of your next turn." feats: - tier: champion description: ' Increase the penalty to -4.' + tier: champion level: 3 category: Maneuvers - name: Improvised Flank - _type: Power 3 + _type: Maneuver 3 source: DATP description: 'Flexible melee attack - Triggering Roll: Natural even hit + **Triggering Roll:** Natural even hit - Effect: An ally engaged with the same enemy can make a basic melee attack against - it with disadvantage.' + **Effect:** An ally engaged with the same enemy can make a basic melee attack + against it with disadvantage.' feats: - tier: adventurer description: " If the ally\u2019s attack hits, it deals additional damage equal\ \ to your Intelligence modifier (x2 at 5th level; x3 at 8th)." + tier: champion level: 3 category: Maneuvers - name: The Tombstone - _type: Power 3 + _type: Maneuver 3 source: DATP - description: 'You lift the target and plant it headfirst into the ground. + description: '_You lift the target and plant it headfirst into the ground._ Flexible melee attack; Once per battle @@ -1110,140 +1147,149 @@ abilities: - Special: You must be making an unarmed attack. + **Special:** You must be making an unarmed attack. - Triggering Roll: Natural odd hit + **Triggering Roll:** Natural odd hit - Effect: The target has disadvantage on their next attack.' + **Effect:** The target has disadvantage on their next attack.' feats: - tier: adventurer description: ' Add your Constitution modifier to the damage roll (x2 at 5th level; x3 at 8th).' - tier: champion description: ' You can use this maneuver at-will.' + tier: champion level: 3 category: Maneuvers usage: per-battle - name: Breaching Strike - _type: Power 5 + _type: Maneuver 5 source: DATP description: 'Flexible melee or ranged attack - Triggering Roll: Any natural even roll + **Triggering Roll:** Any natural even roll - Effect: If the target has any resistance against the attack, ignore the resistance + **Effect:** If the target has any resistance against the attack, ignore the resistance and deal full damage.' feats: - tier: champion description: ' Ignore the resistance of the target until the end of the battle.' + tier: champion level: 5 category: Maneuvers - name: Mark the Weak Spot - _type: Power 5 + _type: Maneuver 5 source: DATP description: 'Flexible melee or ranged attack - Triggering Roll: Natural 16+ + **Triggering Roll:** Natural 16+ - Effect: Until the end of your next turn, the target is vulnerable to all attacks.' + **Effect:** Until the end of your next turn, the target is vulnerable to all + attacks.' feats: - tier: champion description: " On a natural 18+, the effect is \u201Csave ends\u201D." + tier: champion level: 5 category: Maneuvers - name: Nutcracker Suite - _type: Power 5 + _type: Maneuver 5 source: DATP description: 'Flexible melee attack - Special: You must be making an unarmed attack. + **Special:** You must be making an unarmed attack. - Triggering Roll: Natural 18+ + **Triggering Roll:** Natural 18+ - Effect: The target is dazed (save ends).' + **Effect:** The target is dazed (save ends).' feats: - tier: champion description: ' The target also takes ongoing damage equal to twice your Constitution modifier (x3 at 8th level).' + tier: champion level: 5 category: Maneuvers - name: Off-Hand Parry - _type: Power 5 + _type: Maneuver 5 source: DATP description: 'Flexible melee attack - Special: You must be wielding two weapons. + **Special:** You must be wielding two weapons. - Triggering Roll: Natural 16+ + **Triggering Roll:** Natural 16+ - Effect: The next melee attack against you before the end of your next turn has - disadvantage on the attack roll.' + **Effect:** The next melee attack against you before the end of your next turn + has disadvantage on the attack roll.' feats: [] + tier: champion level: 5 category: Maneuvers - name: Reckless Swing - _type: Power 5 + _type: Maneuver 5 source: DATP description: 'Flexible melee attack - Special: You must be wielding a two-handed weapon. + **Special:** You must be wielding a two-handed weapon. - Triggering Roll: Any even miss + **Triggering Roll:** Any even miss - Effect: Deal half the damage of a hit instead of miss damage. Until the end of - your next turn, you take a -4 penalty to defenses.' + **Effect:** Deal half the damage of a hit instead of miss damage. Until the end + of your next turn, you take a -4 penalty to defenses.' feats: - tier: champion description: ' On an even miss, deal extra damage equal to your Dexterity modifier.' + tier: champion level: 5 category: Maneuvers - name: Risky Stab - _type: Power 5 + _type: Maneuver 5 source: DATP description: 'Flexible melee attack - Special: You must be wielding two weapons. + **Special:** You must be wielding two weapons. - Triggering Roll: Any even miss + **Triggering Roll:** Any even miss - Effect: Make a second melee attack against the target. This attack cannot trigger - maneuvers. If the attack misses, the target can make a melee attack against you - as a free action.' + **Effect:** Make a second melee attack against the target. This attack cannot + trigger maneuvers. If the attack misses, the target can make a melee attack against + you as a free action.' feats: - tier: champion description: " The target\u2019s follow-up attack has disadvantage." + tier: champion level: 5 category: Maneuvers - name: Staredown - _type: Power 5 + _type: Maneuver 5 source: DATP - description: "Flexible melee attack\n\nTriggering Roll: Natural odd miss\n\nEffect:\ - \ Make a Wisdom + level attack roll against the target\u2019s MD. If you hit,\ - \ the target is dazed until the end of your next turn. If you miss, you are dazed\ - \ until the end of your next turn." + description: "Flexible melee attack\n\n**Triggering Roll:** Natural odd miss\n\n\ + **Effect:** Make a Wisdom + level attack roll against the target\u2019s MD. If\ + \ you hit, the target is dazed until the end of your next turn. If you miss, you\ + \ are dazed until the end of your next turn." feats: [] + tier: champion level: 5 category: Maneuvers - name: Take a Breather - _type: Power 5 + _type: Maneuver 5 source: DATP description: 'Flexible melee or ranged attack; Once per battle @@ -1252,34 +1298,36 @@ abilities: - Triggering Roll: Natural odd miss + **Triggering Roll:** Natural odd miss - Effect: You can use a recovery to heal.' + **Effect:** You can use a recovery to heal.' feats: - tier: champion description: ' You can use this maneuver at-will.' + tier: champion level: 5 category: Maneuvers usage: per-battle - name: Fake Clumsiness - _type: Power 7 + _type: Maneuver 7 source: DATP description: 'Flexible melee attack - Triggering Roll: Natural 1 + **Triggering Roll:** Natural 1 - Effect: Your next melee attack against the target has advantage.' + **Effect:** Your next melee attack against the target has advantage.' feats: - tier: epic description: " Your next melee attack has advantage, even if it\u2019s against\ \ a different target." + tier: champion level: 7 category: Maneuvers - name: Porcupine Stance - _type: Power 7 + _type: Maneuver 7 source: DATP description: 'Flexible melee attack; Once per battle @@ -1288,22 +1336,23 @@ abilities: - Special: You must be wielding two weapons. + **Special:** You must be wielding two weapons. - Triggering Roll: Any natural odd roll + **Triggering Roll:** Any natural odd roll - Effect: Until the start of your next turn, you can make a basic melee attack as - an interrupt action against an enemy that makes a melee attack against you.' + **Effect:** Until the start of your next turn, you can make a basic melee attack + as an interrupt action against an enemy that makes a melee attack against you.' feats: - tier: champion description: ' The attack can trigger maneuvers.' + tier: champion level: 7 category: Maneuvers usage: per-battle - name: Raised Shield - _type: Power 7 + _type: Maneuver 7 source: DATP description: 'Flexible melee attack; Once per battle @@ -1312,55 +1361,59 @@ abilities: - Special: You must be wielding a shield. + **Special:** You must be wielding a shield. - Triggering Roll: Any natural odd roll + **Triggering Roll:** Any natural odd roll - Effect: The next time you or an adjacent ally takes damage from an attack against - AC or PD before the end of your next turn, halve it.' + **Effect:** The next time you or an adjacent ally takes damage from an attack + against AC or PD before the end of your next turn, halve it.' feats: - tier: champion description: ' If the attack targets both you and the ally, you can half the damage against both.' + tier: champion level: 7 category: Maneuvers usage: per-battle - name: Reckless Stance - _type: Power 7 + _type: Maneuver 7 source: DATP description: 'Flexible melee attack - Triggering Roll: Any natural odd hit + **Triggering Roll:** Any natural odd hit - Effect: Attacks against you have advantage until the end of your next turn. Your - first melee attack on your next turn deals double damage.' + **Effect:** Attacks against you have advantage until the end of your next turn. + Your first melee attack on your next turn deals double damage.' feats: - tier: champion description: ' Also gain a +2 bonus to the attack roll with your next attack.' + tier: champion level: 7 category: Maneuvers - name: Slice Wide Open - _type: Power 7 + _type: Maneuver 7 source: DATP description: 'Flexible melee or ranged attack - Triggering Roll: Natural 16+ + **Triggering Roll:** Natural 16+ - Effect: The target takes half damage immediately and half damage as ongoing damage.' + **Effect:** The target takes half damage immediately and half damage as ongoing + damage.' feats: - tier: champion description: ' Add your Dexterity modifier (x2; x3 at 8th level) to the ongoing damage.' + tier: champion level: 7 category: Maneuvers - name: Tactical Defense Line - _type: Power 7 + _type: Maneuver 7 source: DATP description: 'Flexible melee attack; Once per battle @@ -1369,20 +1422,21 @@ abilities: - Triggering Roll: Any natural even roll + **Triggering Roll:** Any natural even roll - Effect: Gain a bonus to all defenses equal to your Intelligence modifier until - the start of your next turn.' + **Effect:** Gain a bonus to all defenses equal to your Intelligence modifier + until the start of your next turn.' feats: - tier: champion description: ' If you are wielding a shield, you can also grant the bonus to an adjacent ally.' + tier: champion level: 7 category: Maneuvers usage: per-battle - name: Boom, Headshot - _type: Power 9 + _type: Maneuver 9 source: DATP description: 'Flexible ranged attack; Once per battle @@ -1391,16 +1445,17 @@ abilities: - Triggering Roll: Natural even hit + **Triggering Roll:** Natural even hit - Effect: Deal maximum damage instead of rolling damage dice.' + **Effect:** Deal maximum damage instead of rolling damage dice.' feats: [] + tier: champion level: 9 category: Maneuvers usage: per-battle - name: Brute Force - _type: Power 9 + _type: Maneuver 9 source: DATP description: 'Flexible melee attack; Once per battle @@ -1409,19 +1464,20 @@ abilities: - Special: You must be wielding a two-handed weapon + **Special: ** You must be wielding a two-handed weapon - Triggering Roll: Natural even hit + **Triggering Roll:** Natural even hit - Effect: Deal maximum damage instead of rolling damage dice.' + **Effect:** Deal maximum damage instead of rolling damage dice.' feats: [] + tier: champion level: 9 category: Maneuvers usage: per-battle - name: Expert Feint - _type: Power 9 + _type: Maneuver 9 source: DATP description: 'Flexible melee attack; Once per battle @@ -1430,71 +1486,76 @@ abilities: - Special: You must be wielding a one-handed melee weapon. + **Special:** You must be wielding a one-handed melee weapon. - Triggering Roll: Natural even miss + **Triggering Roll:** Natural even miss - Effect: Make a basic melee attack against the MD of the target.' + **Effect:** Make a basic melee attack against the MD of the target.' feats: - tier: epic description: ' The follow-up attack can also trigger maneuvers.' + tier: champion level: 9 category: Maneuvers usage: per-battle - name: Hail of Arrows - _type: Power 9 + _type: Maneuver 9 source: DATP description: 'Flexible ranged attack - Triggering Roll: Natural even hit + **Triggering Roll:** Natural even hit - Effect: Deal half damage to one other nearby enemy.' + **Effect:** Deal half damage to one other nearby enemy.' feats: - tier: epic description: ' Once per battle, deal half damage to one nearby enemy per point of escalation die with this maneuver.' + tier: champion level: 9 category: Maneuvers - name: Mark for Death - _type: Power 9 + _type: Maneuver 9 source: DATP description: 'Flexible melee or ranged attack - Triggering Roll: Natural odd hit + **Triggering Roll:** Natural odd hit - Effect: Until the end of your next turn, when you attack the target, treat the - escalation die as 6.' + **Effect:** Until the end of your next turn, when you attack the target, treat + the escalation die as 6.' feats: [] + tier: champion level: 9 category: Maneuvers - name: Skullbash - _type: Power 9 + _type: Maneuver 9 source: DATP - description: "Flexible melee attack\n\nSpecial: You must be wielding a two-handed\ - \ weapon.\n\nTriggering Roll: Natural odd hit\n\nEffect: Move the target to the\ - \ end of the initiative order. If the target already took a turn this round, it\ - \ doesn\u2019t get a second turn." + description: "Flexible melee attack\n\n**Special:** You must be wielding a two-handed\ + \ weapon.\n\n**Triggering Roll:** Natural odd hit\n\n**Effect:** Move the target\ + \ to the end of the initiative order. If the target already took a turn this round,\ + \ it doesn\u2019t get a second turn." feats: [] + tier: champion level: 9 category: Maneuvers - name: True Mastery - _type: Power 9 + _type: Maneuver 9 source: DATP description: 'Flexible melee or ranged attack - Triggering Roll: Natural 20 + **Triggering Roll:** Natural 20 - Effect: Trigger two other maneuvers you know with this attack. You can choose + **Effect:** Trigger two other maneuvers you know with this attack. You can choose a maneuver even if it normally could not be triggered on a natural 20.' feats: [] + tier: champion level: 9 category: Maneuvers # END DATP ABILITIES @@ -1623,7 +1684,7 @@ You only get to use one maneuver with each attack, so it's usually best to choos "Two-Weapon Pressure", ])} /> - + ## 3rd Level Maneuvers @@ -1636,7 +1697,7 @@ You only get to use one maneuver with each attack, so it's usually best to choos "Strong Guard", ])} /> - + ## 5th Level Maneuvers @@ -1647,7 +1708,7 @@ You only get to use one maneuver with each attack, so it's usually best to choos "Sword Master's Anticipation", ])} /> - + ## 7th Level Maneuvers @@ -1659,11 +1720,11 @@ You only get to use one maneuver with each attack, so it's usually best to choos "Sword of Destiny", ])} /> - + ## 9th Level Maneuvers - + From 66a09d683599c9d897046f30bc1f8ddd72400ac5 Mon Sep 17 00:00:00 2001 From: rsh Date: Fri, 10 Nov 2023 19:21:09 +0100 Subject: [PATCH 06/34] Standarize cleric abilities --- content/1e/classes/cleric.mdx | 87 +++++++++++------------------------ 1 file changed, 26 insertions(+), 61 deletions(-) diff --git a/content/1e/classes/cleric.mdx b/content/1e/classes/cleric.mdx index fd0e53d..31449ba 100644 --- a/content/1e/classes/cleric.mdx +++ b/content/1e/classes/cleric.mdx @@ -214,7 +214,7 @@ abilities: - tier: epic description: Allies now also get a damage bonus against such enemies equal to double your Charisma modifier. - name: Bless - _type: Spell + _type: Spell 1 usage: per-day description: |- Ranged spell; Daily @@ -237,7 +237,7 @@ abilities: 9th level spell: Each target also gains 3d10 temporary hit points instead of 2d10 per point of the attack bonus. - name: Cure Wounds - _type: Spell + _type: Spell 1 usage: per-day description: |- Ranged spell; Daily @@ -256,7 +256,7 @@ abilities: 9th level spell: This spell is now recharge 11+ instead. - name: Hammer of Faith - _type: Spell + _type: Spell 1 usage: per-day description: |- Range: Close-quarters spell @@ -275,7 +275,7 @@ abilities: 9th level spell: For the rest of the battle, change any of your basic melee attack damage dice rolls that are less than the escalation die to the escalation die value. - name: Javelin of Faith - _type: Spell + _type: Spell 1 usage: at-will description: |- Ranged spell; At-Will @@ -305,7 +305,7 @@ abilities: - tier: epic description: If your natural attack roll is an 18+, make the attack a second time against a different target as a free action. - name: Shield of Faith - _type: Spell + _type: Spell 1 usage: per-day description: |- Ranged spell; Daily @@ -328,7 +328,7 @@ abilities: 9th level spell: The bonus when cast for power increases to +4. The bonus when cast for broad effect increases to +2. - name: Spirits of the Righteous - _type: Spell + _type: Spell 1 usage: per-battle description: |- Ranged spell; Once per battle @@ -354,7 +354,7 @@ abilities: - tier: champion description: You also gain the bonus to AC until the end of your next turn on a hit. - name: Turn Undead - _type: Spell + _type: Spell 1 usage: per-day description: |- Range: Close-quarters spell @@ -390,7 +390,7 @@ abilities: - tier: epic description: Increase the targeting limit by 100 hp. - name: Cause Fear - _type: Spell + _type: Spell 3 usage: per-day description: |- Ranged spell; Daily @@ -411,7 +411,7 @@ abilities: 9th level spell: Target with 300 hp or fewer. - name: Combat Boon - _type: Spell + _type: Spell 3 usage: at-will description: |- Range: Close-quarters spell @@ -433,7 +433,7 @@ abilities: - tier: champion description: One nearby conscious ally can roll a save even if your attack misses. - name: Divine Endurance - _type: Spell + _type: Spell 3 usage: per-day description: |- Ranged spell; Daily @@ -454,7 +454,7 @@ abilities: 9th level spell: Temporary hp = 100/50. - name: Judgment - _type: Spell + _type: Spell 3 usage: per-day description: |- Ranged spell; Daily @@ -480,7 +480,7 @@ abilities: - tier: epic description: The spell is now recharge 16+ after battle instead of daily. - name: Mighty Healing - _type: Spell + _type: Spell 3 usage: per-day description: |- Ranged spell; Daily @@ -502,7 +502,7 @@ abilities: - tier: champion description: This spell is now a close-quarters spell. - name: Strength of the Gods - _type: Spell + _type: Spell 3 usage: per-day description: |- Ranged spell; Daily @@ -523,7 +523,7 @@ abilities: 9th level spell: Power +6d10, Broad +3d10. - name: Crisis of Faith - _type: Spell + _type: Spell 5 usage: per-day description: |- Range: Close-quarters spell @@ -540,7 +540,7 @@ abilities: 9th level spell: 250 hp or fewer. - name: Sanctuary - _type: Spell + _type: Spell 5 usage: per-day description: |- Range: Close-quarters spell @@ -555,7 +555,7 @@ abilities: 9th level spell: 250 hp or fewer. - name: Sphere of Radiance - _type: Spell + _type: Spell 5 usage: per-day description: |- Range: Close-quarters spell @@ -578,7 +578,7 @@ abilities: 9th level spell: 2d8 x 10 damage. - name: Circle of Protection - _type: Spell + _type: Spell 7 usage: per-day description: |- Range: Close-quarters spell @@ -597,7 +597,7 @@ abilities: - tier: epic description: The spell is now (recharge 16+) after battle instead of daily. - name: Resurrection - _type: Spell + _type: Spell 7 usage: other description: |- Ranged spell; **Special:** You can cast this spell only once per level, and a limited number of times in your life. @@ -628,7 +628,7 @@ abilities: 9th level spell: You no longer need to have most of the corpse to perform this spell. - name: Overworld Travel - _type: Spell + _type: Spell 9 usage: per-day description: |- Range: Close-quarters spell @@ -644,7 +644,7 @@ abilities: The destination can be in the overworld or in the land. It can’t be in the underworld. - name: Prayer for Readiness - _type: Spell + _type: Spell 9 usage: per-day description: |- Range: Close-quarters spell @@ -771,59 +771,24 @@ There are certain abilities specific to the cleric that can affect their powers: ## Class Talents - + ## 1st Level Spells - + ## 3rd Level Spells - + ## 5th Level Spells - + ## 7th Level Spells - + ## 9th Level Spells - + From 2b3ccf5929d46e867b3101b976919f4fe84e474a Mon Sep 17 00:00:00 2001 From: rsh Date: Sat, 11 Nov 2023 18:40:53 +0100 Subject: [PATCH 07/34] Fighter fixes & formatting --- content/1e/classes/fighter.mdx | 163 +++++++++++++++++++-------------- 1 file changed, 93 insertions(+), 70 deletions(-) diff --git a/content/1e/classes/fighter.mdx b/content/1e/classes/fighter.mdx index 7352026..a78e142 100644 --- a/content/1e/classes/fighter.mdx +++ b/content/1e/classes/fighter.mdx @@ -167,9 +167,10 @@ abilities: - name: Tough as Iron _type: Talent tier: adventurer + usage: per-battle description: Once per battle, you can rally using a quick action instead of a standard action. - name: Brace for It - _type: Maneuver + _type: Maneuver 1 usage: at-will description: |- Flexible melee attack @@ -185,7 +186,7 @@ abilities: - tier: champion description: Brace for it works against any number of critical hits before your next turn. - name: Carve an Opening - _type: Maneuver + _type: Maneuver 1 usage: at-will description: |- Flexible melee attack @@ -200,7 +201,7 @@ abilities: - tier: champion description: Feat The crit range bonus from carve an opening is +2 instead of +1. - name: Deadly Assault - _type: Maneuver + _type: Maneuver 1 usage: at-will description: |- Flexible melee or ranged attack @@ -216,7 +217,7 @@ abilities: - tier: champion description: Deadly assault now also triggers on a natural 17+. - name: Defensive Fighting - _type: Maneuver + _type: Maneuver 1 usage: at-will description: |- Flexible melee attack @@ -234,7 +235,7 @@ abilities: - tier: epic description: You also gain the bonus to Mental Defense. - name: Grim Intent - _type: Maneuver + _type: Maneuver 1 usage: at-will description: |- Flexible melee attack @@ -246,7 +247,7 @@ abilities: **Effect:** The next time you would deal miss damage with a melee attack, add a WEAPON die to that damage. At 5th level, instead add 2 total WEAPON dice; at 8th level, instead add 3 total WEAPON dice. - name: Heavy Blows - _type: Maneuver + _type: Maneuver 1 usage: at-will description: |- Flexible melee attack @@ -262,7 +263,7 @@ abilities: - tier: epic description: The bonus instead equals double the escalation die with a one-handed weapon, or triple it with a two-handed weapon. - name: Precision Attack - _type: Maneuver + _type: Maneuver 1 usage: at-will description: |- Flexible melee attack @@ -277,7 +278,7 @@ abilities: - tier: adventurer description: You can now use precision attack with a ranged attack. - name: Second Shot - _type: Maneuver + _type: Maneuver 1 usage: at-will description: |- Flexible ranged attack @@ -293,7 +294,7 @@ abilities: - tier: champion description: The second shot attack penalty is –2 instead. - name: Shield Bash - _type: Maneuver + _type: Maneuver 1 usage: at-will description: |- Flexible melee attack @@ -311,7 +312,7 @@ abilities: - tier: champion description: Once per battle, you can also daze the target (save ends) of your shield bash attack, if that enemy is staggered. - name: Two-Weapon Pressure - _type: Maneuver + _type: Maneuver 1 usage: at-will description: |- Flexible melee attack @@ -327,7 +328,7 @@ abilities: - tier: champion description: The bonus increases to +4. - name: Hack & Slash - _type: Maneuver + _type: Maneuver 3 usage: at-will description: |- Flexible melee attack @@ -340,7 +341,7 @@ abilities: **Effect:** Make another melee weapon attack against a different target. - name: Make 'em Flinch - _type: Maneuver + _type: Maneuver 3 usage: at-will description: |- Flexible ranged attack @@ -353,7 +354,7 @@ abilities: At 5th level the damage bonus increases to double your chosen modifier; at 8th level the damage bonus increases to triple it. - name: Punish Them - _type: Maneuver + _type: Maneuver 3 usage: at-will description: |- Flexible melee attack @@ -373,7 +374,7 @@ abilities: - tier: epic description: The target is now weakened (save ends) instead of dazed. - name: Steady Now - _type: Maneuver + _type: Maneuver 3 usage: at-will description: |- Flexible melee attack @@ -387,7 +388,7 @@ abilities: - tier: champion description: The temporary hit points increase to double your Constitution modifier. - name: Strong Guard - _type: Maneuver + _type: Maneuver 3 usage: at-will description: |- Flexible melee attack @@ -405,7 +406,7 @@ abilities: - tier: epic description: Bonus increases to +3. - name: A Dozen Cuts - _type: Maneuver + _type: Maneuver 5 usage: at-will description: |- Flexible melee attack @@ -419,7 +420,7 @@ abilities: - tier: champion description: Once per battle, you can trigger a dozen cuts with a natural odd hit. - name: Hero's Skill - _type: Maneuver + _type: Maneuver 5 usage: at-will description: |- Flexible melee or ranged attack @@ -435,7 +436,7 @@ abilities: - tier: epic description: The damage is no longer halved on a hit after using hero’s skill. - name: Sword Master's Anticipation - _type: Maneuver + _type: Maneuver 5 usage: at-will description: |- Flexible melee attack @@ -448,7 +449,7 @@ abilities: **Effect:** The next time you use Skilled Intercept this battle, your Skilled Intercept save automatically succeeds. - name: Never Surrender - _type: Maneuver + _type: Maneuver 7 usage: at-will description: |- Flexible melee attack @@ -462,7 +463,7 @@ abilities: - tier: epic description: You gain a +2 bonus to the save. - name: Spinning Charge - _type: Maneuver + _type: Maneuver 7 usage: at-will description: |- Flexible melee attack @@ -479,7 +480,7 @@ abilities: - tier: epic description: If the escalation die is 3+, the second spinning charge attack deals full damage. - name: Sword of Destiny - _type: Maneuver + _type: Maneuver 7 usage: at-will description: |- Flexible melee attack @@ -493,7 +494,7 @@ abilities: - tier: epic description: If the escalation die is 3+, you can now trigger sword of destiny with a natural 18+. - name: Combat Mastery - _type: Maneuver + _type: Maneuver 9 usage: at-will description: |- Flexible melee attack @@ -509,7 +510,7 @@ abilities: - tier: epic description: Combat mastery now also triggers on any natural even hit. - name: Set 'em Up - _type: Maneuver + _type: Maneuver 9 usage: at-will description: |- Flexible melee attack @@ -544,6 +545,7 @@ abilities: - name: Air of Authority _type: Talent source: DATP + usage: per-battle description: "Once per scene, you can make a Charisma + level \u201Cattack\u201D\ \ against the highest MD in the room. If you succeed, you can hush a room, stop\ \ a mob, or convince a bunch of thugs that you are not to be messed with." @@ -567,6 +569,7 @@ abilities: - name: Bravado _type: Talent source: DATP + usage: per-battle description: "Once per battle, as a standard action, you can pull off an attack\ \ that is outside of what is normally covered by the rules. Smash a pillar to\ \ collapse the ceiling. Flip a table and charge into a wall of enemies with it.\ @@ -673,6 +676,7 @@ abilities: - name: Power Block _type: Talent source: DATP + usage: per-battle description: Once per battle, you can force an opponent to reroll an attack against your AC or PD. If you wield a shield, the reroll is at a -2 penalty. feats: @@ -790,6 +794,7 @@ abilities: - name: Mage Slayer _type: Talent source: DATP + usage: per-battle description: "Once per battle, when an enemy targets you with a spell, you can roll\ \ a save (11+) to counter the spell as an interrupt action. Success means the\ \ spell has no effect on you. At the GM\u2019s discretion, this ability also protects\ @@ -807,6 +812,7 @@ abilities: - name: One with the Blade _type: Talent source: DATP + usage: per-battle description: Once per battle, you can increase the natural roll of one of your melee attacks by 1, after making the die roll. feats: @@ -819,6 +825,7 @@ abilities: - name: Second Try _type: Talent source: DATP + usage: per-battle description: Each battle, you can use one of your once-per-battle powers a second time. This can be a once-per-battle fighter talent, a fighter maneuver or a racial power. @@ -856,7 +863,10 @@ abilities: - name: Bottoms Up _type: Maneuver 1 source: DATP + usage: at-will description: 'Flexible melee or ranged attack + + ___ **Triggering Roll:** Any miss @@ -875,8 +885,10 @@ abilities: - name: Cover Shot _type: Maneuver 1 source: DATP + usage: at-will description: 'Flexible ranged attack + ___ **Triggering Roll:** Any natural odd miss @@ -891,8 +903,10 @@ abilities: - name: Flanking Strike _type: Maneuver 1 source: DATP + usage: at-will description: 'Flexible melee or ranged attack + ___ **Special:** At least one ally must be engaged with the same enemy. @@ -911,8 +925,10 @@ abilities: - name: Minor Cleave _type: Maneuver 1 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Any natural even roll @@ -930,8 +946,10 @@ abilities: - name: Press Hard _type: Maneuver 1 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Any natural odd roll @@ -948,8 +966,10 @@ abilities: - name: Re-aim _type: Maneuver 1 source: DATP + usage: at-will description: 'Flexible ranged attack + ___ **Triggering Roll:** Natural even miss @@ -968,8 +988,10 @@ abilities: - name: Shift Weight _type: Maneuver 1 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Special:** You must be wielding a two-handed weapon. @@ -986,8 +1008,10 @@ abilities: - name: Strengthen Resolve _type: Maneuver 1 source: DATP + usage: at-will description: 'Flexible melee or ranged attack + ___ **Triggering Roll:** Any natural odd roll @@ -1003,11 +1027,13 @@ abilities: - name: Sucker Punch _type: Maneuver 1 source: DATP + usage: at-will description: '_You put your whole weight behind the strike to smack them down._ Flexible melee attack + ___ **Special:** You must be making an unarmed attack. @@ -1026,8 +1052,10 @@ abilities: - name: Calm the Mind _type: Maneuver 3 source: DATP + usage: at-will description: 'Flexible melee or ranged attack + ___ **Triggering Roll:** Any natural odd roll @@ -1043,11 +1071,13 @@ abilities: - name: Clothesline _type: Maneuver 3 source: DATP + usage: at-will description: '_You dive elbow first into the target to throw them to the ground._ Flexible melee attack + ___ **Special:** You must be making an unarmed attack. @@ -1067,8 +1097,10 @@ abilities: - name: Dive for Cover _type: Maneuver 3 source: DATP + usage: at-will description: 'Flexible ranged attack + ___ **Special:** You cannot use this maneuver when engaged with an enemy. @@ -1090,7 +1122,8 @@ abilities: - name: Get a Read _type: Maneuver 3 source: DATP - description: "Flexible melee or ranged attack\n\n**Triggering Roll:** Natural odd\ + usage: at-will + description: "Flexible melee or ranged attack\n___\n**Triggering Roll:** Natural odd\ \ hit\n\n**Effect:** Ask a question about the target, such as \u201CWhat are\ \ its vulnerabilities?\u201D or \u201CWhat is its lowest defense?\u201D Make an\ \ Intelligence or Wisdom-based skill check against its MD. If you succeed, you\ @@ -1105,9 +1138,10 @@ abilities: - name: Hit a Wasp Nest _type: Maneuver 3 source: DATP + usage: at-will description: "_Your stray arrow hit something that distracts the opponent for a\ \ moment. It could be\_ snow from a tree branch, burning oil from a lamp, or a\ - \ sail going loose._\n\nFlexible ranged attack\n\n**Triggering Roll:** Any natural\ + \ sail going loose._\n\nFlexible ranged attack\n___\n**Triggering Roll:** Any natural\ \ odd miss\n\n**Effect:** The enemy takes a -2 penalty to AC, PD and MD until\ \ the start of your next turn." feats: @@ -1119,8 +1153,10 @@ abilities: - name: Improvised Flank _type: Maneuver 3 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural even hit @@ -1167,6 +1203,7 @@ abilities: - name: Breaching Strike _type: Maneuver 5 source: DATP + usage: at-will description: 'Flexible melee or ranged attack @@ -1184,8 +1221,10 @@ abilities: - name: Mark the Weak Spot _type: Maneuver 5 source: DATP + usage: at-will description: 'Flexible melee or ranged attack + ___ **Triggering Roll:** Natural 16+ @@ -1201,8 +1240,10 @@ abilities: - name: Nutcracker Suite _type: Maneuver 5 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Special:** You must be making an unarmed attack. @@ -1221,8 +1262,10 @@ abilities: - name: Off-Hand Parry _type: Maneuver 5 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Special:** You must be wielding two weapons. @@ -1239,8 +1282,10 @@ abilities: - name: Reckless Swing _type: Maneuver 5 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Special:** You must be wielding a two-handed weapon. @@ -1259,8 +1304,10 @@ abilities: - name: Risky Stab _type: Maneuver 5 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Special:** You must be wielding two weapons. @@ -1280,7 +1327,8 @@ abilities: - name: Staredown _type: Maneuver 5 source: DATP - description: "Flexible melee attack\n\n**Triggering Roll:** Natural odd miss\n\n\ + usage: at-will + description: "Flexible melee attack\n___\n**Triggering Roll:** Natural odd miss\n\n\ **Effect:** Make a Wisdom + level attack roll against the target\u2019s MD. If\ \ you hit, the target is dazed until the end of your next turn. If you miss, you\ \ are dazed until the end of your next turn." @@ -1312,6 +1360,7 @@ abilities: - name: Fake Clumsiness _type: Maneuver 7 source: DATP + usage: at-will description: 'Flexible melee attack @@ -1380,6 +1429,7 @@ abilities: - name: Reckless Stance _type: Maneuver 7 source: DATP + usage: at-will description: 'Flexible melee attack @@ -1397,8 +1447,10 @@ abilities: - name: Slice Wide Open _type: Maneuver 7 source: DATP + usage: at-will description: 'Flexible melee or ranged attack + ___ **Triggering Roll:** Natural 16+ @@ -1503,8 +1555,10 @@ abilities: - name: Hail of Arrows _type: Maneuver 9 source: DATP + usage: at-will description: 'Flexible ranged attack + ___ **Triggering Roll:** Natural even hit @@ -1520,8 +1574,10 @@ abilities: - name: Mark for Death _type: Maneuver 9 source: DATP + usage: at-will description: 'Flexible melee or ranged attack + ___ **Triggering Roll:** Natural odd hit @@ -1534,6 +1590,7 @@ abilities: category: Maneuvers - name: Skullbash _type: Maneuver 9 + usage: at-will source: DATP description: "Flexible melee attack\n\n**Special:** You must be wielding a two-handed\ \ weapon.\n\n**Triggering Roll:** Natural odd hit\n\n**Effect:** Move the target\ @@ -1546,8 +1603,10 @@ abilities: - name: True Mastery _type: Maneuver 9 source: DATP + usage: at-will description: 'Flexible melee or ranged attack + ___ **Triggering Roll:** Natural 20 @@ -1663,68 +1722,32 @@ Choose three of the following class talents. You get an additional fighter class talent at 6th level. Fighters have flexible attacks called maneuvers; you roll your attack and then choose which maneuver you want the attack to use. -You only get to use one maneuver with each attack, so it's usually best to choose maneuvers with a few different triggering rolls +You only get to use one maneuver with each attack, so it's usually best to choose maneuvers with a few different triggering rolls. - +### Adventurer Talents + + + +### Champion Talents + + ## 1st Level Maneuvers - ## 3rd Level Maneuvers - ## 5th Level Maneuvers - ## 7th Level Maneuvers - ## 9th Level Maneuvers - From bf269b657a39e1deb36dce03746efec357c74356 Mon Sep 17 00:00:00 2001 From: rsh Date: Sat, 11 Nov 2023 19:26:46 +0100 Subject: [PATCH 08/34] Bard fixes & formatting --- content/1e/classes/bard.mdx | 201 ++++++++++++++++++++---------------- 1 file changed, 112 insertions(+), 89 deletions(-) diff --git a/content/1e/classes/bard.mdx b/content/1e/classes/bard.mdx index aa422bc..faa3014 100644 --- a/content/1e/classes/bard.mdx +++ b/content/1e/classes/bard.mdx @@ -301,6 +301,8 @@ abilities: Quick action each turn; 11+ to sustain + ___ + **Opening & Sustained Effect:** You and your nearby allies gain a +1 attack bonus until the start of your next turn. **Final Verse:** The effect ends immediately, but one ally of your choice gains a +2 bonus to their next attack roll this battle. @@ -318,10 +320,10 @@ abilities: description: |- Daily - - - - Quick action each turn; 6+ to sustain + - - - **Opening & Sustained Effect:** Any attack against you takes a penalty equal to the number of your allies in the battle who have more hit points than you. **Final Verse:** The effect ends immediately, and you or one ally of your choice can heal using a recovery. @@ -733,11 +735,10 @@ abilities: _type: Spell 7 usage: recharge description: |- - **Range:** Close-quarters spell + Close-quarters spell; Recharge 16+ after battle; Quick action - Quick action to cast + ___ - **Recharge:** 16+ after battle **Effect:** You can swap your position and the positions of all your nearby allies, even if you can't see them when you cast the spell. Each position presently occupied by you or an ally must end up occupied after the swap, but otherwise you can swap freely. @@ -779,13 +780,9 @@ abilities: _type: Spell 9 usage: per-day description: |- - **Range:** Close-quarters spell - - **Special:** Escalation die must be 4+. - - Daily - + Close-quarters spell; Daily - - - + **Special:** Escalation die must be 4+. **Targets:** You and all nearby allies @@ -1023,6 +1020,7 @@ abilities: - name: Resounding Battle Cry _type: Talent source: DATP + usage: per-battle description: Once per battle, when you use a battle cry that affects only one target, you can affect multiple allies instead, equal to your Charisma modifier or the escalation die, whichever is lower. @@ -1075,8 +1073,10 @@ abilities: - name: "Can\u2019t Touch This!" _type: Battle Cry 1 source: DATP + usage: at-will description: 'Flexible melee attack - + + ___ **Triggering Roll:** Natural even roll @@ -1095,8 +1095,10 @@ abilities: - name: Follow the Beat! _type: Battle Cry 1 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural even roll @@ -1111,8 +1113,10 @@ abilities: - name: Ready to Rock! _type: Battle Cry 1 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural odd roll @@ -1127,8 +1131,10 @@ abilities: - name: "You Don\u2019t Dance!" _type: Battle Cry 1 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural odd hit @@ -1230,13 +1236,16 @@ abilities: category: Spells & Songs usage: at-will - name: Ditty of the Bumbling Fools - _type: Spell 1 + _type: Song 1 + usage: recharge source: DATP - description: 'Bardic song; Recharge 6+ after battle - + description: ' Recharge 6+ after battle + Quick action each turn; 11+ to sustain; automatic sustain if a natural 1 was rolled during or after your last turn + + ___ **Opening & Sustained Effect:** If an ally rolls a natural 1 on a d20 roll, they @@ -1422,10 +1431,11 @@ abilities: category: Spells & Songs usage: per-day - name: Song of Sustenance - _type: Spell 1 + _type: Song 1 source: DATP - description: "Bardic song; Recharge 11+ after battle; Quick action each turn; 11+\ - \ to sustain\n\n**Opening & Sustained Effect:** At the start of each of your\ + usage: recharge + description: " Recharge 11+ after battle\n\nQuick action each turn; 11+\ + \ to sustain\n___\n**Opening & Sustained Effect:** At the start of each of your\ \ nearby allies\u2019 turns, they heal damage equal to your Charisma bonus (minimum\ \ +1).\n\n**Final Verse:** The effect ends immediately, and one ally of your\ \ choice can immediately heal using a recovery.\n\n3rd level spell: The heal amount\ @@ -1436,11 +1446,15 @@ abilities: level: 1 category: Spells & Songs - name: Wild Dance - _type: Spell 1 + _type: Song 1 source: DATP - description: 'Bardic song; Recharge 11+ after battle; Quick action each turn; 11+ - to sustain + usage: recharge + description: ' Recharge 11+ after battle + + + Quick action each turn; 11+ to sustain + ___ **Opening & Sustained Effect:** You or a nearby ally can immediately pop free from all enemies or engage a nearby enemy as a free action. @@ -1461,8 +1475,10 @@ abilities: - name: Hammer Time! _type: Battle Cry 3 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural odd hit @@ -1505,7 +1521,8 @@ abilities: - name: This Will Blow Your Mind! _type: Battle Cry 3 source: DATP - description: "Flexible melee attack\n\n**Triggering Roll:** Natural even hit\n\n\ + usage: at-will + description: "Flexible melee attack\n___\n**Triggering Roll:** Natural even hit\n\n\ **Effect:** The next attack against the target\u2019s MD has advantage." feats: - tier: champion @@ -1515,8 +1532,10 @@ abilities: - name: Animated Theater _type: Spell 3 source: DATP + usage: recharge description: 'Ranged spell; Recharge 11+ + ___ **Effect:** You create a three-dimensional, animated visual illusion, roughly the size of a chest, for up to an hour. You can use the illusion to recreate events, @@ -1595,9 +1614,9 @@ abilities: category: Spells & Songs usage: per-day - name: March of the Emperor - _type: Spell 3 + _type: Song 3 source: DATP - description: "Bardic song; Daily; Quick action each turn; 16+ to sustain (11+ if\ + description: " Daily\n\nQuick action each turn; 16+ to sustain (11+ if\ \ you have a positive icon relationship with the Emperor)\n\n---\n\n\n**Opening\ \ & Sustained Effect:** \_A nearby group of mooks (with up to one mook per song\ \ level + your Charisma modifier) must succeed at a normal save. If they fail,\ @@ -1610,11 +1629,15 @@ abilities: category: Spells & Songs usage: per-day - name: Ode to Heroism - _type: Spell 3 + _type: Song 3 source: DATP - description: 'Bardic song; Recharge 16+ after battle; Quick action each turn; 11+ - to sustain (6+ if you have a positive icon relationship with the Great Gold Wyrm) + usage: recharge + description: ' Recharge 16+ after battle + + + Quick action each turn; 11+ to sustain (6+ if you have a positive icon relationship with the Great Gold Wyrm) + ___ **Opening & Sustained Effect:** Choose an enemy. You and all nearby allies are immune to its fear aura (if any), and gain a +2 bonus to saves against any save @@ -1659,17 +1682,14 @@ abilities: category: Spells & Songs usage: per-day - name: Song of Clashing Swords - _type: Spell 3 + _type: Song 3 source: DATP - description: 'Bardic song; Daily - - - --- - - + description: ' Daily + Quick action each turn; 16+ to sustain + ___ **Opening & Sustained Effect:** All nearby allies gain a +2 bonus to their AC against melee attacks. @@ -1686,8 +1706,10 @@ abilities: - name: Fear the Dark! _type: Battle Cry 5 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural odd hit @@ -1705,8 +1727,10 @@ abilities: - name: "I\u2019m Just Messing with You!" _type: Battle Cry 5 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural even miss @@ -1721,8 +1745,10 @@ abilities: - name: Stop Messing Around! _type: Battle Cry 5 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural even hit @@ -1738,8 +1764,10 @@ abilities: - name: "That\u2019s the Sound of Victory!" _type: Battle Cry 5 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural even hit @@ -1753,8 +1781,10 @@ abilities: - name: Time to Dance! _type: Battle Cry 5 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural 5, 6, 7, 8 @@ -1795,10 +1825,10 @@ abilities: category: Songs & Spells usage: per-day - name: Ethereal Dancers - _type: Spell 5 + _type: Song 5 source: DATP - description: "You summon a group of ghostly dancers who surround your enemies and\ - \ invite them to dance.\n\nBardic song; Daily\n\n---\n\n\nStandard action each\ + description: "_You summon a group of ghostly dancers who surround your enemies and\ + \ invite them to dance._\n\n Daily\n\n---\n\n\nStandard action each\ \ turn; 11+ to sustain\n\n**Opening & Sustained Effect:** Make the following\ \ attack against the nearby enemy with the lowest hit points. If it\u2019s a mook,\ \ target the entire group. Skip targets that are already under the effect of the\ @@ -1822,8 +1852,9 @@ abilities: - name: Glamor Shield _type: Spell 5 source: DATP + usage: recharge description: "Close-quarters spell; Daily (Recharge 16+ if you have a positive icon\ - \ relationship with the Elf Queen); Quick action\n\n**Always:** For the rest\ + \ relationship with the Elf Queen); Quick action\n___\n**Always:** For the rest\ \ of the battle, once per round when an enemy moves to engage you, you can make\ \ the following attack against it as a free action before it has the chance to\ \ attack in melee.\n\n**Attack:** Charisma + Level vs. MD\n\n_Natural Even Hit:_\ @@ -1840,17 +1871,14 @@ abilities: level: 5 category: Songs & Spells - name: Song of the Mockingbird - _type: Spell 5 + _type: Song 5 source: DATP - description: 'Bardic song; Daily - - - --- - - + description: ' Daily + Quick action each turn; 6+ to sustain + ___ **Opening & Sustained Effect:** All nearby enemies take a -2 penalty to their saves. If an enemy fails a save, it takes psychic damage equal to your level (but @@ -1908,11 +1936,11 @@ abilities: - name: Unleash Chaos & Mayhem _type: Spell 5 source: DATP - description: 'You animate nearby objects that are not nailed down to create a tornado - of flying hazards that strike at anyone who is not taking cover immediately. + description: '_You animate nearby objects that are not nailed down to create a tornado + of flying hazards that strike at anyone who is not taking cover immediately._ - Close-quarters, Daily + Close-quarters spell, Daily --- @@ -1993,8 +2021,10 @@ abilities: - name: Screw This! _type: Battle Cry 7 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural 1 @@ -2007,8 +2037,10 @@ abilities: - name: Welcome to my Nightmare! _type: Battle Cry 7 source: DATP + usage: at-will description: 'Flexible melee attack + ___ **Triggering Roll:** Natural odd hit @@ -2021,13 +2053,15 @@ abilities: level: 7 category: Battle Cries - name: Dancing Blade - _type: Spell 7 + _type: Song 7 source: DATP - description: 'Bardic song; Daily; Quick action; 6+ to sustain - - - --- + description: ' Daily + + + Quick action; 6+ to sustain + + ___ **Opening & Sustained Effect:** A melee weapon you are holding flies out to make @@ -2045,17 +2079,14 @@ abilities: category: Songs & Spells usage: per-day - name: Manic Cacophony - _type: Spell 7 + _type: Song 7 source: DATP - description: 'Bardic song; Daily - - - --- - - + description: ' Daily + Standard action each turn; 16+ to sustain + ___ **Opening & Sustained Effect:** Make the following against the 1d3 nearby enemies with the lowest hit point total. @@ -2110,15 +2141,15 @@ abilities: category: Songs & Spells usage: per-day - name: Roar of the Great Gold Wyrm - _type: Spell 7 + _type: Song 7 source: DATP - description: 'Bardic song; Daily; Quick action; 16+ to sustain - - - --- - - - + description: ' Daily + + + Quick action; 16+ to sustain + + ___ + **Opening & Sustained Effect:** Creatures with fewer hit points than you cannot attack you. @@ -2134,7 +2165,7 @@ abilities: - name: Time to Fly _type: Spell 7 source: DATP - description: "Close-quarters, Daily\n\n---\n\n\n**Target:** You and a number of\ + description: "Close-quarters spell; Daily\n\n---\n\n\n**Target:** You and a number of\ \ willing allies equal to your Charisma bonus\n\n**Effect:** You transform all\ \ targets and their equipment into birds. The main purpose of this spell is overland\ \ travel, as you can\u2019t use items or abilities while in bird form. The targets\ @@ -2263,17 +2294,14 @@ abilities: category: Songs & Spells usage: per-day - name: Wail of the Banshee - _type: Spell 9 + _type: Song 9 source: DATP - description: 'Bardic song; Daily - - - --- - + description: ' Daily Standard action each turn; 16+ to sustain + ___ **Opening & Sustained Effect:** Make the following attack against a nearby enemy. @@ -2403,9 +2431,8 @@ As a bard advances in level, they have three different types of powers to choose ## 1st Level Songs & Spells - + + ## 3rd Level Battle Cries @@ -2413,9 +2440,8 @@ As a bard advances in level, they have three different types of powers to choose ## 3rd Level Songs & Spells - + + ## 5th Level Battle Cries @@ -2423,9 +2449,8 @@ As a bard advances in level, they have three different types of powers to choose ## 5th Level Songs & Spells - + + ## 7th Level Battle Cries @@ -2433,9 +2458,8 @@ As a bard advances in level, they have three different types of powers to choose ## 7th Level Songs & Spells - + + ## 9th Level Battle Cries @@ -2443,6 +2467,5 @@ As a bard advances in level, they have three different types of powers to choose ## 9th Level Songs & Spells - + + From 720a445af4e7a8c4ed97b70aea622abcb2219daf Mon Sep 17 00:00:00 2001 From: cylss Date: Wed, 15 Nov 2023 19:56:06 +0100 Subject: [PATCH 09/34] Add monk abilities --- content/1e/classes/monk.mdx | 1333 +++++++++++++++++++++++++++++++++++ 1 file changed, 1333 insertions(+) diff --git a/content/1e/classes/monk.mdx b/content/1e/classes/monk.mdx index 16f11a8..c44322d 100644 --- a/content/1e/classes/monk.mdx +++ b/content/1e/classes/monk.mdx @@ -1181,6 +1181,1339 @@ abilities: feats: - tier: epic description: One battle per day, choose a monk talent you don’t ordinarily possess. This battle, you have that talent. +# BEGIN DATP ABILITIES + - name: Monk Talents and Forms + _type: Talent + source: DATP + description: '' + feats: [] + - name: Cycle Bonus (New Keyword) + _type: Talent + source: DATP + description: "This is a monk-specific keyword. You gain a cycle bonus for the duration\ + \ of your current attack progression, that is, for your opening, flow and finishing\ + \ attack, until the start of your next turn after using a finishing attack. It\ + \ also ends if anything breaks the current attack progression, such as the end\ + \ of the battle, when you don\u2019t attack for a round, or when you start a new\ + \ progression by using an opening attack." + feats: [] + - name: Adventurer Tier Talents + _type: Talent + source: DATP + description: '' + feats: [] + tier: adventurer + - name: Clarity of Mind + _type: Talent + source: DPAS + description: You gain an adventurer tier meditation spell from the fateweaver list + as a bonus power. The meditation is considered an opening attack for your monk + forms. + feats: + - tier: champion + description: ' When you have focus, roll twice on attack rolls and take the preferred + result.' + - tier: epic + description: ' Choose a champion tier meditation.' + tier: adventurer + - name: Crane Style + _type: Talent + source: DATP + description: 'You use Wisdom for attack and damage with unarmed attacks. However, + your base hit points are reduced by 1 to 6 + CON mod. + + + **Ki Power (Spread the Wings):** You can spend a ki point to add your Wisdom + modifier to a disengage check, after you roll.' + feats: + - tier: adventurer + description: ' Whenever you spend a ki point, also gain temporary hit points equal + to your level.' + - tier: champion + description: ' Whenever you spend a ki point, you also gain a +1 bonus to all + defenses until the end of your next turn.' + - tier: epic + description: ' Once per battle, as an interrupt action, you can spend a ki point + to make a melee basic attack against an enemy who misses you with a melee attack.' + tier: adventurer + - name: Crystal Mind + _type: Talent + source: DATP + description: 'When an attack that targets MD hits you, you can roll a normal save. + If you succeed, you take only half damage from the attack. + + + **Ki Power (Cleansing of Thought):** You can spend a ki point as a free action + to gain _resist psychic damage_ 16+ until the end of the battle.' + feats: + - tier: adventurer + description: ' Add your Wisdom modifier to Crystal Mind saves.' + - tier: champion + description: ' On a successful save, you also block any non-damage effect from + the attack.' + - tier: epic + description: ' If you roll a natural 18+ on the save, you instead take no damage + from the attack and can choose one nearby enemy. It takes one-quarter of the + damage as you deflect the attack, and suffers any effects from it.' + tier: adventurer + - name: Fire Fist (Seven Deadly Secrets) + _type: Talent + source: DATP + description: "**Special:** If you use Fire Fist in a battle, you can\u2019t use\ + \ any other Deadly Secrets talents that battle.\n\nYou gain the following power:\n\ + \nClose-quarters power; Once per battle; Quick action\n\n---\n\n\n**Effect:**\ + \ Until the end of the battle, if the escalation die is 1+, your JAB, PUNCH and\ + \ KICK attacks deal fire damage, and you deal 1d4 extra damage on a hit.\n\n2nd\ + \ level monk: 1d6 extra damage\n\n4th level monk: 1d8 extra damage\n\n6th level\ + \ monk: 2d6 extra damage\n\n8th level monk: 2d10 extra damage\n\n10th level monk:\ + \ 3d12 extra damage\n\n**Ki Power (Immolating Fist):** After rolling the extra\ + \ fire damage, you can spend a ki point to deal ongoing fire damage to the target\ + \ equal to the extra damage." + feats: + - tier: adventurer + description: ' Also deal the extra damage on a miss.' + - tier: champion + description: ' On a natural 18+ attack roll, deal maximum damage with the Fire + Fist extra damage.' + - tier: epic + description: ' Double the ongoing damage from Immolating Fist.' + tier: adventurer + usage: per-battle + - name: Freezing Fist (Seven Deadly Secrets) + _type: Talent + source: DATP + description: "**Special:** If you use Freezing Fist in a battle, you can\u2019\ + t use any other Deadly Secrets talents that battle.\n\nYou gain the following\ + \ power:\n\nClose-quarters power; Once per battle; Free action\n\n---\n\n\n**Trigger:**\ + \ You hit with an unarmed melee attack.\n\n**Effect:** Deal extra cold damage\ + \ equal to your level, and the target is dazed until the end of your next turn.\ + \ If it is staggered, it is frozen (as stunned; -4 to defenses and can\u2019t\ + \ take actions) until the end of your next turn instead.\n\n**Ki Power (Icy Breath):**\ + \ When you use Freezing Fist, spend a ki point to give all enemies engaged with\ + \ you disadvantage to disengage checks until the end of your next turn." + feats: + - tier: adventurer + description: ' Deal extra cold damage equal to twice your level.' + - tier: champion + description: ' You can spend a ki point to use freezing fist a second time in + a battle.' + - tier: epic + description: ' You now deal 1d8 per level extra cold damage instead.' + tier: adventurer + usage: per-battle + - name: Iron Body + _type: Talent + source: DATP + description: "_You can push your body beyond mortal limits. You can walk over hot\ + \ coals and meditate for hours in an ice-cold waterfall. You can put your body\ + \ in a state where you can survive days, months, even years with a minimum of\ + \ air, water, or food.\__\n\nYou take half damage from ongoing damage, and from\ + \ any damage caused by the surrounding environment.\n\n**Ki Power (Seal of Steel):**\ + \ You can spend a ki point to turn a failed save against ongoing damage, or the\ + \ weakened, hampered, vulnerable or stuck conditions, into a success." + feats: + - tier: adventurer + description: ' Increase your recovery dice to d10.' + - tier: champion + description: ' You gain _resist poison_ 16+.' + - tier: epic + description: ' At the start of each battle, you gain temporary hit points equal + to 10 times your Constitution modifier.' + tier: adventurer + - name: Kensai + _type: Talent + source: DATP + description: "Any melee weapon is a monk weapon for you. You wield them without\ + \ penalty, and you can use your monk forms with them. When wielding a melee weapon,\ + \ use that weapon\u2019s usual WEAPON damage die instead of your JAB, PUNCH or\ + \ KICK.\n\nWhen you wield a two-handed weapon, use Strength instead of Dexterity\ + \ for the attack roll. You don\u2019t reroll natural 2 on the attack, as you are\ + \ not two-weapon-fighting.\n\n**Ki Power (Soulblade):** As a free action, spend\ + \ a ki point to imbue a weapon you wield as a true magic item (+1 to attacks and\ + \ damage; +2 at 5th level; +3 at 8th) until the end of the battle. On your next\ + \ hit with it, deal one extra WEAPON die damage (x2 at 5th level; x3 at 8th)." + feats: + - tier: adventurer + description: ' You can use the Soulblade ki power once per day without spending + a ki point.' + - tier: champion + description: ' You can spend a ki point to recharge a magic item power of a true + magic item melee weapon.' + - tier: epic + description: ' If you have bonded with a weapon via Soulblade before, you can + spend a ki point to call it to your hand from a nearby or far away location.' + tier: adventurer + - name: Ninjutsu + _type: Talent + source: DATP + description: "You learn a rogue power of your level or lower. If it is an attack\ + \ power, you can use your JAB as the weapon, and it counts as an opening attack.\ + \ If you choose a momentum power, don\u2019t track momentum \u2014 instead, spend\ + \ one ki point to use the power.\n\n**Ki Power (Yamiuchi):** When you hit with\ + \ a melee attack against an enemy that is also engaged with one of your allies,\ + \ you can spend a ki point to deal Sneak Attack damage as a rogue of your level.\n\ + \nAdventurer Tier: Gain three background points towards a stealth and espionage\ + \ background." + feats: + - tier: champion + description: " Gain a second Rogue power, which counts as a PUNCH if it is an\ + \ attack, and can be used\_ as a flow attack." + - tier: epic + description: ' Gain a third Rogue power, which counts as a KICK if it is an attack, + and can be used as a finishing attack.' + tier: adventurer + - name: Shell of the Storm Turtle + _type: Talent + source: DATP + description: 'Increase your base AC in light or no armor to 14. This replaces the + variable defense bonus you gain from using your monk forms. + + + **Ki Power (Retreat into the Shell):** Once per battle, while you are not engaged + with any enemy, you can spend a ki point as a quick action to gain a +1 bonus + to AC until the end of the battle.' + feats: + - tier: adventurer + description: ' When you use Retreat into the Shell, you gain _resist lightning_ + 16+ until the end of the battle.' + - tier: champion + description: ' Retreat into the Shell also increases your PD by 1.' + - tier: epic + description: ' Retreat into the Shell now increases all defenses by 1.' + tier: adventurer + - name: Tattooed Monk + _type: Talent + source: DATP + description: 'You learn an additional adventurer tier form. + + + **Ki Power (Flow of the Ink):** Once per battle, as a quick action, you can spend + a ki point to move forward one step in the progression from opening to flow or + from flow to finishing.' + feats: + - tier: adventurer + description: ' You can switch one adventurer tier form you know for a different + one during a short rest.' + - tier: champion + description: ' You can choose a champion tier form as your bonus form instead.' + - tier: epic + description: ' You can choose an epic tier form as your bonus form instead.' + tier: adventurer + - name: Waterfall in the Clouded Gorge + _type: Talent + source: DATP + description: 'When you spend a recovery to heal, add your Wisdom modifier to the + amount you heal (x2 at 5th level; x3 at 8th). + + + **Ki Power (Crashing Waters):** Once per battle, you can spend a ki point to + rally as a quick action.' + feats: + - tier: adventurer + description: ' When you spend a recovery to heal, you also gain a +2 bonus to + PD and MD until the end of your next turn.' + - tier: champion + description: ' When you use Crashing Waters, also gain 5 temporary hit points + per level.' + - tier: epic + description: ' Once per day, use Crashing Waters without spending a ki point.' + tier: adventurer + - name: Champion Tier Talents + _type: Talent + source: DATP + description: '' + feats: [] + tier: champion + - name: Black Rose Acolyte + _type: Talent + source: DATP + description: 'Choose a necromancer spell of your level or lower as a bonus power. + You can choose any spell except summoning spells and spells granted by talents. + You can switch the spell after each full heal-up. If the spell is an at-will attack + spell, you can cast it in place of a flow attack. If the spell is a limited use + attack spell, you can cast it in place of a finishing attack, at the frequency + you can normally cast it (such as daily). Use your Wisdom as the ability score + that determines attack and damage with the spell. + + + **Ki Power (Tribute to Death):** If an enemy has 5 times your level in hit points + or less after you hit them with a monk melee attack, you can expend a ki point + to reduce them to zero hit points.' + feats: + - tier: champion + description: ' When you use a monk power that has an elemental damage type, such + as fire, you can change that damage to negative energy instead.' + - tier: epic + description: ' You can use the Tribute to Death ki power once per day without + expending a ki point.' + tier: champion + - name: Death Touch (Seven Deadly Secrets) + _type: Talent + source: DATP + description: "**Special:** If you use Death Touch in a battle, you can\u2019t use\ + \ any other Deadly Secrets talents that battle.\n\nYou gain the following power:\n\ + \nClose-quarters power; Once per battle; Free action\n\n---\n\n\n**Trigger:**\ + \ You hit an enemy with an unarmed melee attack.\n\n**Effect:** If the target\ + \ has 50 hit points or less after taking damage from the attack, you kill it.\ + \ Otherwise, the target is weakened (-4 to attacks and defenses; save ends).\n\ + \n7th level monk: 75 hit points or less\n\n9th level monk: 100 hit points or less\n\ + \n**Ki Power** (Fatal Surprise): Once per battle, you can spend a ki point to\ + \ use Death Touch even if you have already used a different Deadly Secret this\ + \ battle." + feats: + - tier: champion + description: ' If you kill a target with Death Touch, you can spend a ki point + to use a recovery to heal.' + - tier: epic + description: ' Kill a target with 150 hit points or less.' + tier: champion + usage: per-battle + - name: Magefist + _type: Talent + source: DATP + description: "Choose a swordmage spell of your level or lower as a bonus power.\ + \ You can cast it in place of a finishing attack, at the frequency you can normally\ + \ cast it (such as daily). You can switch the spell after each full heal-up. Use\ + \ your Wisdom instead of Intelligence as the ability score that determines attack\ + \ and damage with the spell, and KICK for WEAPON damage.\n\n**Ki Power (Ki Sigil):**\ + \ Choose a swordmage sigil when you gain this talent. You can spend a ki point\ + \ to place the sigil on an enemy with the Mark with Sigil spell.\_" + feats: + - tier: champion + description: ' Once per day, you can use ki sigil without expending a ki point.' + - tier: epic + description: ' Gain a second swordmage spell, at two levels below your monk level.' + tier: champion + - name: Perfect Kata + _type: Talent + source: DATP + description: 'If your flow attack is from the same form as your opening attack, + you gain a +1 bonus to your critical threat range with it. If your finishing attack + is from the same form as both your opening and flow attack, you gain a +2 bonus + to its critical threat range. + + + **Ki Power (Nidan):** Before making your attack roll, you can spend a ki point + to double the critical threat range bonus gained from this talent, i.e. +2 to + a flow attack or +4 to a finishing attack. If the power requires multiple attack + rolls this turn, you gain the benefit for all of them.' + feats: + - tier: champion + description: ' You can use the Nidan ki power once per day without expending a + ki point.' + - tier: epic + description: ' In addition to a bonus to your critical threat range, also gain + the same bonus to the attack roll. This bonus is also doubled when you expend + a ki point.' + tier: champion + - name: Prison Within + _type: Talent + source: DATP + description: "_Demons and evil spirits who possess the power to enter their victim\u2019\ + s mind are the most frightening adversaries of good, because they can hide among\ + \ the innocent and any attempt to purge the spirit puts them in danger too. Therefore,\ + \ most devout monks volunteer to imprison these creatures within themselves, where\ + \ they are under control and\_ prevented from doing mischief._\n\nOnce per day,\ + \ as a quick action when the escalation die is 1+, you can unleash the power of\ + \ the imprisoned demon. Until the end of the battle, you have advantage on melee\ + \ attacks. However, if both attack rolls show the same number, the demon eats\ + \ away at your soul, and you lose a recovery. If you have no recoveries left,\ + \ you take a -1 penalty to attacks and defenses until your next full heal-up.\n\ + \n**Ki Power (The Demon Roars):** When you unleash the demon, if both dice of\ + \ your melee attack show the same number, you can spend a ki point to deal 1d6\ + \ fire damage per level to the target." + feats: + - tier: champion + description: ' You also gain _resist fire_ 16+ while the demon is unleashed.' + - tier: epic + description: ' You can spend a 5 or 6 with the Diabolist to gain an additional + use of this talent that day.' + tier: champion + - name: Shuriken Master + _type: Talent + source: DATP + description: 'Once per battle, you can make a ranged basic attack with a small thrown + weapon as a quick action. + + + **Ki Power (Back of the Hand):** You can spend a ki point to use this talent + an additional time per battle.' + feats: + - tier: champion + description: ' Increase your damage dice with small thrown weapons to d6.' + - tier: epic + description: ' Once per battle, you can make an opening attack as a ranged attack + with a small thrown weapon instead of its usual type.' + tier: champion + - name: Epic Tier Talents + _type: Talent + source: DATP + description: At epic tier, you can choose **One with the Void** to regain a ki + point on a quick rest. **Midnight Storm** gives a bit of extra punch. **Moonlight + Reflection** summons a double of yourself. **Wind in the Reeds** allows you + to massively reduce the damage you take from one attack. + feats: [] + tier: epic + - name: Midnight Storm Topples the Oak + _type: Talent + source: DATP + description: 'Once per battle, you can make a monk basic melee attack as a quick + action, using the same damage die (JAB, PUNCH or KICK) as your last melee attack. + + + **Ki Power (Morning Tempest):** You can spend a ki point to gain a second use + of this talent in a battle, when the escalation die is 3+.' + feats: + - tier: epic + description: ' Once per day, you can use the Morning Tempest ki power without + spending a ki point.' + tier: epic + - name: Moonlight Reflection + _type: Talent + source: DATP + description: 'For one battle per day, as a quick action, you can summon a shadow + double of yourself. At the end of your turn, roll a d6. If the result is lower + than the escalation die, the shadow double makes a melee basic attack against + a nearby enemy of your choice, using your stats and doing JAB, PUNCH or KICK damage + based on your current stage in the cycle. The double does not interact with the + battle in any other way. + + + **Ki Power (Ripples in the Pond):** You can spend a ki point to set the d6 to + 1 after you roll it (potentially triggering the shadow double attack).' + feats: + - tier: epic + description: ' Damage by your shadow double is either holy or negative energy + damage (choose when you take the feat).' + tier: epic + - name: One with the Void + _type: Talent + source: DATP + description: 'You regain a ki point when you take a quick rest. + + + **Ki Power (One with the World):** You can spend a ki point to increase the natural + roll of any d20 roll by 1, not just attack rolls.' + feats: + - tier: epic + description: ' When you spend a ki point to increase a natural roll, you can increase + it by two instead.' + tier: epic + - name: Wind in the Reeds + _type: Talent + source: DATP + description: 'The first time you are hit in a battle, make a save. If you succeed, + you only take damage equal to the level of the enemy. + + + **Ki Power (Another Petal Falls):** You can spend a ki point to use this power + a second time in a battle.' + feats: + - tier: epic + description: ' If you fail the save, you take only half damage.' + tier: epic + - name: Monk Forms + _type: Talent + source: DATP + description: '' + feats: [] + tier: epic + - name: Adventurer Tier Forms + _type: Form + source: DATP + description: '' + feats: [] + tier: adventurer + category: Forms + - name: Crazed Monkey + _type: Form + source: DATP + description: '### Opening Attack (Monkey Screech) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** JAB + Strength damage + + + _Cycle bonus:_ You take a -2 penalty to AC, but all JAB, PUNCH and KICK damage + dice are exploding dice (including this attack). + + + **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle + bonus. + + + ### Flow Attack (Monkey Jump) + + + Melee attack + + + **Always:** You can pop free and engage a different nearby enemy. + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** PUNCH + Strength damage + + + _Natural even hit:_ Pop free, engage a different enemy, and make a second attack + with JAB damage. + + + **Miss:** Damage equal to your level + + + ### Finishing Attack (Monkey Swing) + + + Melee attack + + + **Always:** Pop free and make an acrobatic stunt, swinging across the battlefield + on a rope, chandelier, or whatever is available, and engage the target of the + attack. + + + **Target:** One nearby or far away enemy + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** KICK + Strength damage + + + _Natural even hit:_ Deal 1d4 extra damage per point of Dexterity modifier. + + + **Miss:** Damage equal to your level + + + 3rd level monk: Use d6 for extra damage + + + 5th level monk: Use d8 for extra damage + + + 7th level monk: Use d10 for extra damage + + + 9th level monk: Use d12 for extra damage' + feats: + - tier: adventurer + description: ' You can spend a ki point on this attack to target one additional + enemy.' + tier: adventurer + category: Forms + - name: Drunken Fist + _type: Form + source: DATP + description: "### Opening Attack (Wine-Addled Step)\n\nMelee attack\n\n**Attack:**\ + \ Dexterity + Level vs. the target\u2019s lowest defense\n\n**Hit:** JAB + Strength\ + \ damage, and the next attack against you has disadvantage.\n\n_Cycle bonus:_\ + \ You can spend a ki point as a free action to give the next attack against you\ + \ disadvantage.\n\n**Miss:** One enemy you are engaged with (GM\u2019s choice)\ + \ can make a melee attack against you as a free action. The enemy has disadvantage\ + \ on the attack.\n\n### Flow Attack (Swig from the Jug)\n\nMelee attack\n\n**Always:**\ + \ You can drink a potion as a free action.\n\n**Attack:** Dexterity + Level\ + \ vs. the target\u2019s lowest defense\n\n**Hit:** PUNCH + Strength damage\n\n\ + **Miss:** One enemy you are engaged with (GM\u2019s choice) can make a melee\ + \ attack against you as a free action. The enemy has disadvantage on the attack.\n\ + \n**Ki Power (Power Brew):** If the potion has a random effect (like the bonus\ + \ hit points gained from a healing potion), you can spend a ki point to set the\ + \ result as the maximum.\n\n### Finishing Attack (Swaggering Spin)\n\nMelee attack\n\ + \n**Attack:** Dexterity + Level vs. the target\u2019s lowest defense\n\n**Hit:**\ + \ KICK + Strength damage\n\n_Natural even hit:_ The target has disadvantage on\ + \ its attack rolls (save ends).\n\n**Miss:** One enemy you are engaged with (GM\u2019\ + s choice) can make a melee attack against you as a free action. The enemy has\ + \ disadvantage on the attack." + feats: + - tier: adventurer + description: ' If an enemy misses you with a melee attack during this cycle, deal + psychic damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th).' + tier: adventurer + category: Forms + - name: Firewalker + _type: Form + source: DATP + description: '**Ki Power (Firewalk):** Spend a ki point to gain _resist fire_ 12+ + until the end of the battle. If you already have fire resistance, increase it + by 2. + + + 5th level monk: Increase the resistance to 16+. + + + ### Opening Attack (Flying Cinders) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** JAB + Strength fire damage + + + _Cycle bonus:_ Whenever an enemy makes a melee attack against you, deal fire damage + equal to your Wisdom modifier (x2 at 5th level; x3 at 8th) to the attacker. + + + **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle + bonus. + + + ### Flow Attack (Awaken the Flames) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** Ongoing fire damage equal to 5 times your level + + + **Miss:** Damage equal to your level + + + ### Finishing Attack (Fan of Flames) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC. If the target is taking ongoing fire damage, + you have advantage on the attack roll. + + + **Hit:** KICK + Strength fire damage. Deal fire damage equal to your Wisdom modifier + (x2 at 5th level; x3 at 8th) to 1d4 nearby enemies. + + + **Miss:** Damage equal to your level' + feats: + - tier: adventurer + description: ' Add your level to the damage dealt with the cycle bonus.' + tier: adventurer + category: Forms + - name: Rabid Badger + _type: Form + source: DATP + description: "### Opening Attack (Badger)\n\nMelee attack\n\n**Attack:** Dexterity\ + \ + Level -4 vs. AC\n\n**Hit:** JAB + Strength + 1d6 per level damage\n\n**Miss:**\ + \ 1d6 damage (5th level: 2d6; 8th level: 3d6)\n\n### Flow Attack (Badger Badger)\n\ + \nMelee attack\n\n**Target:** Two enemies\n\n**Attack:** Dexterity + Level -4\ + \ vs. AC\n\n**Hit:** PUNCH + Strength damage\n\n**Miss:** 1d6 damage (5th level:\ + \ 2d6; 8th level: 3d6)\n\n### Finishing Attack (Badger Badger Badger)\n\nMelee\ + \ attack\n\n**Attack:** Dexterity + Level -4 vs. AC\n\n**Hit:** KICK + Strength\ + \ damage\n\n**Miss:** 1d6 damage (5th level: 2d6; 8th level: 3d6)\n\n**Always:**\ + \ Make two follow-up attacks against the same target.\n\n**Attack:** Dexterity\ + \ + Level -4 vs. AC\n\n**Hit:** JAB damage\n\n**Miss:** \u2014" + feats: + - tier: adventurer + description: ' Reduce the attack penalty of all attacks in this form to -2.' + tier: adventurer + category: Forms + - name: Red Cliff + _type: Form + source: DATP + description: '### Opening Attack (Raise the Wall) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** JAB + Strength damage + + + _Cycle bonus:_ Enemies take a penalty to disengage from you equal to your Wisdom + modifier. + + + **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle + bonus. + + + ### Flow Attack (Break the Barrier) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** PUNCH + Strength damage + + + **First Miss:** Repeat the attack once against a different enemy you are engaged + with. + + + **Second Miss:** Pop free from all enemies. + + + ### Finishing Attack (Force Retreat) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** The target can choose to either take no damage, pop free and retreat + to a far away location, OR take double KICK + Strength damage. + + + **Miss:** 1d8 damage (5th level: 2d8; 8th level: 3d8)' + feats: + - tier: adventurer + description: ' With the cycle bonus, also reduce the damage you take from enemy + attacks by your level.' + tier: adventurer + category: Forms + - name: Shadow Fist + _type: Form + source: DATP + description: '### Opening Attack (Embrace the Shadow) + + + Melee attack + + + **Attack:** Dexterity + Level vs. MD + + + **Hit:** JAB + Strength damage + + + _Cycle bonus:_ Gain a bonus to disengage checks equal to your Wisdom modifier. + + + **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle + bonus. + + + ### Flow Attack (Shadow Curtain) + + + Melee attack + + + **Attack:** Dexterity + Level vs. MD + + + **Hit:** PUNCH + Strength damage, and if the next attack against you is a natural + odd roll, change the target to this enemy. + + + **Miss:** Damage equal to your level + + + ### Finishing Attack (Shadow Dance) + + + Melee attack + + + **Attack:** Dexterity + Level vs. MD + + + **Hit:** KICK + Strength damage, and you teleport to a nearby location you can + see. + + + **Miss:** You can spend a ki point to reroll the attack, and add your Wisdom + modifier as a bonus to the attack.' + feats: + - tier: adventurer + description: ' On a hit, you can teleport the target instead.' + tier: adventurer + category: Forms + - name: Sacred Fist + _type: Form + source: DATP + description: '### Opening Attack (Sacred Willow Sutra) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** JAB + Wisdom holy damage + + + _Cycle bonus:_ Your melee attacks deal holy damage, and you can replace Strength + with Wisdom for damage. + + + **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle + bonus. + + + ### Flow Attack (Clear Spring Under the Weeping Willow) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** PUNCH + Wisdom damage. You or a nearby conscious ally can heal hit points + equal to 1d4 + your Wisdom modifier (2d4 + Wis x2 at 5th level; 4d4 + Wis x3 at + 8th). + + + **Miss:** The target takes a -2 penalty to attacks against you until the end + of your next turn. + + + ### Finishing Attack (Moonlight Reflection in the Stream) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** KICK + Wisdom damage. Spend a recovery to heal. Heal half yourself, + and grant the same amount to the nearby wounded ally with the lowest hit point + total. You gain a +2 bonus to AC until the end of your next turn. + + + **Miss:** You gain a +2 bonus to AC until the end of your next turn, and the + nearby ally with the lowest hit point total heals hit points equal to your level.' + feats: + - tier: adventurer + description: ' With the cycle bonus, add both Strength AND Wisdom to damage rolls + instead of replacing one with the other.' + - tier: champion + description: ' On a hit, the target of your healing also gains a +2 bonus to AC + until the end of your next turn.' + tier: adventurer + category: Forms + - name: Champion Tier Forms + _type: Form + source: DATP + description: '' + feats: [] + tier: champion + category: Forms + - name: Calm of the Lotus Pond + _type: Form + source: DATP + description: "### Opening Attack (Lotus Bloom)\n\nMelee attack\n\n**Attack:** Dexterity\ + \ + Level vs. AC\n\n**Hit:** JAB + Strength damage\n\n_Cycle bonus:_ Roll saves\ + \ at the start of your turn instead of at the end.\n\n**Miss:** Damage equal\ + \ to your level. You can spend a ki point to gain the cycle bonus.\n\n### Flow\ + \ Attack (Koi in the Water)\n\nMelee attack\n\n**Attack:** Dexterity + Level\ + \ vs. AC\n\n**Hit:** PUNCH + Strength damage. Starting from next turn, change\ + \ your position in the initiative order to act directly after one ally of your\ + \ choice.\n\n**Miss:** Damage equal to your level\n\n### Finishing Attack (Frog\ + \ Croaking in the Pond)\n\nMelee attack\n\n**Target:** One nearby enemy\n\n**Attack:**\ + \ Dexterity + Level vs. AC\n\n**Hit: ** KICK + Strength damage. The target\u2019\ + s next attack roll is a miss, unless the natural roll is an 18+.\n\n**Miss:**\ + \ Damage equal to your level" + feats: + - tier: champion + description: ' If the escalation die is 4+, you can target two enemies you are + engaged with.' + tier: champion + category: Forms + - name: Forbidden Teachings of Kok Abaator + _type: Form + source: DATP + description: '### Opening Attack (Finger of Dust) + + + Melee attack + + + **Attack:** Dexterity + Level vs. PD + + + **Hit:** JAB + Strength negative energy damage, plus 1d6 damage for each icon + relationship point with the Lich King. + + + _Cycle bonus:_ When a target has 25 hp or fewer after you hit it with a melee + attack, you reduce it to zero hp. + + + **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle + bonus. + + + 7th level monk: 1d10 per icon relationship point; 40 hp or fewer + + + 9th level monk: 2d8 per icon relationship point; 60 hp or fewer + + + ### Flow Attack (Finger of Bones) + + + Melee attack + + + **Target:** One nearby enemy + + + **Attack:** Dexterity + Level vs. PD + + + **Hit: ** KICK + Strength negative energy damage. If you reduce the target to + 0 hp or fewer, raise it as a 5th level just-ripped-free skeleton mook (13TW p. + 88) under your control. + + + **Miss:** Damage equal to your level + + + 7th level monk: 7th level mook + + + 9th level monk: 9th level mook + + + ### Finishing Attack (Finger of Blood) + + + Melee attack + + + **Attack:** Dexterity + Level vs. PD + + + **Hit:** PUNCH + Strength negative energy damage. You can spend a recovery to + heal hit points equal to the damage (instead of a recovery roll). + + + _Natural even hit:_ You can spend a ki point instead of a recovery. + + + **Miss:** Half damage, and heal hit points equal to your level.' + feats: + - tier: champion + description: ' You can target any nearby enemy with this attack, without being + engaged.' + tier: champion + category: Forms + - name: Great Wave of Crashing Waters + _type: Form + source: DATP + description: "### Opening Attack (Storm Gathering at Sea)\n\nMelee attack\n\n**Attack:**\ + \ Dexterity + Level vs. AC\n\n**Hit:** JAB + Strength damage\n\n_Cycle bonus:_\ + \ When you hit with a melee attack, you can force the target to pop free from\ + \ you. If you do, reroll any damage dice that come up as natural 1.\n\n**Miss:**\ + \ Damage equal to your level. You can spend a ki point to gain the cycle bonus.\n\ + \n### Flow Attack (Ship Rocking on the Waves)\n\nMelee attack\n\n**Attack:** \ + \ Dexterity + Level vs. AC\n\n**Hit:** KICK + Strength damage. Until the end\ + \ of your next turn, you gain a +4 bonus to AC against melee attacks.\n\n**Miss:**\ + \ Damage equal to your level\n\n### Finishing Attack (Wave Crashes Against the\ + \ Coast)\n\nMelee attack\n\n**Attack:** Make three separate attack rolls, Dexterity\ + \ + Level vs. each of the target\u2019s three defenses (AC, PD and MD). If at\ + \ least one of the rolls hits, the attack is a hit.\n\n**Hit:** PUNCH + Strength\ + \ damage. For each defense that you hit, gain an additional effect as below.\n\ + \n_Hit against AC:_ Deal 1d12 extra damage (8th level: 2d12).\n\n_Hit against\ + \ PD:_ The target is forced to pop free from you, and you push it to a nearby\ + \ location of your choice. If the location is dangerous (acid pit, over a ledge\ + \ etc.), it can make a save to prevent that danger.\n\n_Hit against MD:_ The target\ + \ is hampered until the end of your next turn.\n\n**Miss:** \u2014" + feats: + - tier: epic + description: ' Before making the attack, you can engage a nearby enemy as a free + action.' + tier: champion + category: Forms + - name: Polished Jade + _type: Form + source: DATP + description: "### Opening Attack (Jade Jewel)\n\nMelee attack\n\n**Attack:** Dexterity\ + \ + Level vs. MD\n\n**Hit:** JAB + Strength damage\n\n_Cycle bonus:_ Gain a +2\ + \ bonus to MD.\n\n**Miss:** Damage equal to your level + Wisdom modifier. You\ + \ can spend a ki point to gain the cycle bonus.\n\n### Flow Attack (Jade Cut)\n\ + \nMelee attack\n\n**Attack:** Dexterity + Level vs. PD\n\n**Hit:** PUNCH + Strength\ + \ damage\n\n_Natural 16+:_ The attack deals maximum damage.\n\n**Miss:** Damage\ + \ equal to your level\n\n### Finishing Attack (Jade and Pearl)\n\nMelee attack\n\ + \n**Target:** One nearby enemy\n\n**Attack:** Dexterity + Level vs. PD\n\n**Hit:\ + \ ** KICK + Strength damage. The target cannot reduce this damage in any way,\ + \ such as through resistance. The attack also doesn\u2019t trigger interrupt actions.\n\ + \n**Miss:** Damage equal to your level" + feats: + - tier: champion + description: ' Deal half damage on a miss.' + tier: champion + category: Forms + - name: Scales of The Serpent + _type: Form + source: DATP + description: '### Opening Attack (Serpentine Gaze) + + + Close-quarters attack + + + **Target:** One nearby enemy + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** Psychic damage equal to twice your level + + + _Cycle bonus:_ The target cannot attack you until you make an attack against it. + You cannot affect the same enemy twice in the same battle with this power. + + + **Miss:** Damage equal to your level + + + ### Flow Attack (Slithering Coil) + + + Melee attack + + + **Target:** One nearby enemy + + + **Always:** Move to engage the enemy. This movement cannot be intercepted. + + + **Special:** If the target is under your Serpentine Gaze effect, you can spend + a ki point to gain advantage on the attack roll. + + + **Attack:** Dexterity OR Strength + Level vs. AC + + + **Hit:** You grab the target, and it takes ongoing poison damage equal to twice + your level (save ends both). + + + **Miss:** Damage equal to your level + + + ### Finishing Attack (Death Fang) + + + Melee attack + + + **Special: ** If the target is grabbed by you, you can spend a ki point to gain + advantage on the attack roll. + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** 40 ongoing poison damage + + + **Miss:** Half damage + + + 7th level form: 70 ongoing damage + + + 9th level form: 100 ongoing damage' + feats: + - tier: champion + description: ' Each time the target fails a save against the ongoing damage, increase + that damage by twice your level.' + tier: champion + category: Forms + - name: White Dragon Mountain + _type: Form + source: DATP + description: "### Opening Attack (Glacial Touch)\n\nMelee attack\n\n**Target:**\ + \ One nearby enemy\n\n**Attack:** Dexterity + Level vs. PD\n\n**Hit:** JAB\ + \ + Strength + Wisdom cold damage\n\n_Cycle bonus:_ When you miss with an attack,\ + \ deal extra cold damage equal to twice your Wisdom modifier (x3 at 8th level).\n\ + \n**Miss:** Damage equal to your level + twice your Wisdom modifier (x3 at 8th\ + \ level). You can spend a ki point to gain the cycle bonus.\n\n### Flow Attack\ + \ (Spread the Ice)\n\nMelee attack\n\n**Target:** All enemies you are engaged\ + \ with\n\n**Always:** Any targets that don\u2019t fly have disadvantage on disengage\ + \ checks until the end of your next turn.\n\n**Attack:** Dexterity + Level vs.\ + \ PD\n\n**Hit:** PUNCH + Strength + Wisdom cold damage\n\n**Miss:** Damage equal\ + \ to your level\n\n### Finishing Attack (Avalanche Breath)\n\nClose-quarters power\n\ + \n**Target:** 1d3 nearby enemies\n\n**Attack:** Dexterity + Level vs. PD\n\n\ + **Hit:** 1d10 per level + Strength + Wisdom cold damage\n\n**Miss:** Half damage\n\ + \n**Always:** Until the end of the battle, when your monk attack is a natural\ + \ 1-5, you can spend 2 ki points to use Avalanche Breath as a quick action once\ + \ on the same turn." + feats: + - tier: champion + description: ' On a natural even hit, the target is dazed until the end of your + next turn.' + tier: champion + category: Forms + - name: Epic Tier Forms + _type: Form + source: DATP + description: '' + feats: [] + tier: epic + category: Forms + - name: Clouds of the Morning Mist + _type: Form + source: DATP + description: '### Opening Attack (Step between the Clouds) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** JAB + Strength damage + + + _Cycle bonus:_ You have _resist physical damage _16+. + + + **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle + bonus. + + + ### Flow Attack (Step from the Clouds) + + + Melee attack + + + **Target:** One nearby or far away enemy + + + **Always:** Teleport to engage the enemy + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** PUNCH + Strength damage + + + **Miss:** Damage equal to your level + + + ### Finishing Attack (Vanish without a Trace) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** KICK + Strength damage, and you are invisible until the start of your + next turn. + + + **Miss:** Choose to deal half damage OR become invisible until the start of your + next turn.' + feats: + - tier: epic + description: ' Deal half damage on a miss.' + tier: epic + category: Forms + - name: Ghost Fist + _type: Form + source: DATP + description: "### Opening Attack (Ghosts Awaken)\n\nMelee attack\n\n**Attack:**\ + \ Dexterity + Level vs. AC\n\n**Hit:** JAB + Strength damage.\n\n_Cycle bonus:_\ + \ When a nearby enemy makes a melee attack against you, you can spend a ki point\ + \ to make the attack below as an interrupt action. The interrupt resolves before\ + \ their attack.\n\n**Target:** The enemy who attacked you\n\n**Attack:** Dexterity\ + \ + Level vs. PD\n\n**Hit:** JAB + Strength force damage, and the target\u2019\ + s attack has disadvantage.\n\n**Miss:** Damage equal to your level\n\n**Miss:**\ + \ Damage equal to your level\n\n### Flow Attack (Shatter the Spirit)\n\nMelee\ + \ attack\n\n**Attack:** Dexterity + Level vs. AC\n\n**Hit:** PUNCH + Strength\ + \ damage, and the target is hampered (save ends). The target can choose to take\ + \ five times its level in damage to shake off the condition as a free action,\ + \ without a save.\n\n**Miss:** Damage equal to your level\n\n### Finishing Attack\ + \ (Possessing Spirit)\n\nMelee attack\n\n**Attack:** Wisdom + Level vs. MD; if\ + \ the target is hampered, you have advantage on the attack.\n\n**Hit:** KICK\ + \ psychic damage. The target immediately makes an attack against another nearby\ + \ enemy of your choosing.\n\n**Miss:** Half damage" + feats: + - tier: epic + description: ' You can make the interrupt attack granted by the cycle bonus when + attacked by a nearby enemy with a ranged or close-quarters attack. You can pop + free and engage the enemy to make the attack.' + tier: epic + category: Forms + - name: Heavenly Kick + _type: Form + source: DATP + description: '### Opening Attack (Foot Parts the Clouds) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** KICK + Strength damage. You can spend a ki point to reroll any number + of damage dice once. + + + **Miss:** Damage equal to your level + + + ### Flow Attack (Prodigious Leap) + + + Melee attack + + + **Always:** Fly to engage a nearby or far away enemy. + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** KICK + Strength damage + + + _Natural even hit:_ Deal half damage to a different nearby enemy. You can spend + a ki point to deal half damage to a second nearby enemy. + + + **Miss:** Damage equal to your level + + + ### Finishing Attack (Stomping Storm Giant) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** KICK + Strength + 3d6 lightning damage + + + _Natural even hit:_ If the target has 150 hp or fewer after the attack, it is + stunned until the end of your next turn. You can spend a ki point to increase + the limit to 500 hp. + + + **Miss:** Lightning damage equal to your level + 3d6. + + + 10th level monk: Increase the bonus damage to 5d6, and the stun limit to 250 / + 1000 hp.' + feats: [] + tier: epic + category: Forms + - name: Quivering Palm + _type: Form + source: DATP + description: '### Opening Attack (Interrupted Ki Flow) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** JAB + Strength damage. The target is vulnerable to your attacks, and + it cannot gain temporary hit points or heal (save ends both). + + + **Miss:** Damage equal to your level + + + ### Flow Attack (Ki Block) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** PUNCH + Strength damage, and the target is ki blocked (save ends). + + + _Ki blocked:_ The target cannot roll saves against other effects, including ongoing + damage, until it saves against this effect. + + + **Miss:** Damage equal to your level + + + ### Finishing Attack (Marked for Death) + + + Melee attack + + + **Attack:** Dexterity + Level vs. AC + + + **Hit:** The target takes double damage from all attacks against it (save ends; + the effect also ends if the target is staggered by an attack). + + + **Miss:** The next attack that hits the target deals 25 extra damage.' + feats: + - tier: epic + description: ' You can target PD instead of AC with Quivering Palm attacks.' + tier: epic + category: Forms + - name: Rise of the Red Dragon + _type: Form + source: DATP + description: "### Opening Attack (The Dragon Awakens)\n\nClose-quarters power\n\n\ + **Effect (cycle bonus):** For the current attack cycle, you change your shape\ + \ into a humanoid-sized dragon. You can fly and you have _resist fire_ 16+. Once\ + \ per round, you can spend a ki point to make the following breath weapon attack\ + \ as a quick action.\n\n**Target:** 1d3 nearby enemies\n\n**Attack:** Dexterity\ + \ + Level vs. PD\n\n**Hit:** 5d6 + Strength fire damage\n\n**Miss:** Damage\ + \ equal to your level\n\n### Flow Attack (Swooping Dragon)\n\nMelee attack\n\n\ + **Special:** If you fly to engage the enemy before making this attack, gain a\ + \ +2 bonus to the attack roll.\n\n**Attack:** Dexterity + Level vs. AC\n\n**Hit:**\ + \ PUNCH + Strength damage\n\n_Natural even hit:_ If the target is humanoid size\ + \ or smaller, you can grab it.\n\n**First Miss:** Make a second attack roll against\ + \ the same enemy.\n\n**Second Miss:** \u2014\n\n### Finishing Attack (Rampaging\ + \ Dragon)\n\nMelee attack\n\n**Attack:** Dexterity + Level vs. AC\n\n**Hit:**\ + \ KICK + Strength damage, and nearby staggered enemies are struck with fear (-4\ + \ to attack and can\u2019t use the escalation die) until the end of your next\ + \ turn. If you hit with the breath weapon attack gained from _The Dragon Awakens_\ + \ this turn, deal double damage.\n\n**Miss:** Half damage" + feats: + - tier: epic + description: ' The first time you use your breath weapon in a battle, it does + not cost a ki point.' + tier: epic + category: Forms + # END DATP ABILITIES --- ## Ability Scores From a2011c1758a0cd0c0ac7b18f3c92afaeae3c8aeb Mon Sep 17 00:00:00 2001 From: cylss Date: Sat, 18 Nov 2023 20:31:57 +0100 Subject: [PATCH 10/34] Add cleric abilities --- content/1e/classes/cleric.mdx | 3724 ++++++++++++++++++++++++++++++++- 1 file changed, 3723 insertions(+), 1 deletion(-) diff --git a/content/1e/classes/cleric.mdx b/content/1e/classes/cleric.mdx index 31449ba..ceca053 100644 --- a/content/1e/classes/cleric.mdx +++ b/content/1e/classes/cleric.mdx @@ -663,6 +663,3728 @@ abilities: feats: - tier: epic description: This spell is now a quick action to cast. +# BEGIN DATP ABILITIES + - name: Cleric Domains + _type: Talent + source: DATP + description: '' + feats: [] + - name: Domain Spells + _type: Talent + source: DATP + description: '**Source** DaTP + + + To give clerics of different faiths more individual flavor, this book gives each + domain, including the ones from the Core Book, access to a separate list of domain + spells. These spells work like standard cleric spells, except that you can only + choose them if you have that domain as a talent.' + feats: [] + - name: Paladins, Rangers and Domain Spells + _type: Talent + source: DATP + description: 'To give paladins with Cleric Training and rangers with Ranger Ex Cathedral + a chance to use the new material, allow PCs with these talents access to the spells + of the following domains: + + + **Paladin:** Good, Justice, Protection, Strength, War + + + **Ranger:** Animal, Archery, Freedom, Plant + + + Paladins can also gain access to any domain with the Divine Domain talent. + + + Note that this is a default selection for PCs who fit the archetype of that class. + Based on backgrounds, race, icon relationships or One Unique Thing there may be + domains that fit better. Talk to your GM.' + feats: + - tier: adventurer + description: ' You gain the at-will attack spell of a cleric domain as a once-per-battle + bonus spell. (This feat requires the Cleric Training, Divine Domain or Ranger + Ex Cathedral talent)' + - name: Air / Storm / Thunder + _type: Talent + source: DATP + description: '_Since ancient times, people have looked to the sky to pray._ + + + Gain a spell from a different class at your level or lower as a bonus spell. The + spell must deal lightning or thunder damage, or have air, wind or storm in the + name. You can replace the ability score used for attack and damage with Wisdom. + + + Whenever a spell deals holy damage, you can change that damage to lightning damage. + + + **Invocation of Air / Storm / Thunder:** Until the end of the battle, you can + fly to a nearby location as a move action.' + feats: + - tier: adventurer + description: ' You have resist _lightning and thunder_ 16+.' + - tier: champion + description: ' When you deal lightning or thunder damage with an attack, increase + the damage dice by one step.' + - tier: epic + description: ' You now fly normally and no longer need to land at the end of your + move action. While airborne, you have a -2 penalty to attack rolls and you are + vulnerable to attacks.' + - name: Thundering Blow (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength thunder damage + + + **Miss:** Thunder damage equal to your level + Wisdom modifier (x2 at 5th level; + x3 at 8th).' + feats: + - tier: adventurer + description: ' On a natural even attack roll, the target pops free from you.' + - tier: champion + description: ' On a hit, deal WEAPON + Strength + Wisdom thunder damage.' + usage: at-will + - name: Air Bubble (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily; Quick action + + + --- + + + + **Effect:** You create a zone of breathable air around you, that holds back water, + poisonous gases and the like. One normal-sized creature per spell level can be + in the zone with you. The zone lasts for 5 minutes per spell level.' + feats: [] + usage: per-day + - name: Storm Cloud (3rd Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** You summon a\ + \ storm cloud in the air above you. Until the end of the battle, you can make\ + \ the following attack as a free action at the start of your turn.\n\n**Target:**\ + \ One nearby or far away enemy\n\n**Attack:** Wisdom + Level vs. PD; if the\ + \ target is flying, you gain a +2 bonus to the attack roll\n\n**Hit:** 2d8 +\ + \ Wisdom lightning damage\n\n**Miss:** \u2014\n\n**Any natural even roll:** \ + \ Deal thunder damage equal to your Strength OR Wisdom modifier (x2 at 5th level;\ + \ x3 at 8th) to 1d3 nearby enemies in the same group.\n\n5th level spell: 4d8\ + \ damage\n\n7th level spell: 6d8 damage\n\n9th level spell: 8d8 damage" + feats: + - tier: champion + description: ' On a natural odd miss, repeat the attack against a different nearby + enemy.' + usage: per-day + - name: Animal / Beast + _type: Talent + source: DATP + description: "_You worship the divine spark in every living creature._\n\nYou can\ + \ speak with animals, as per the druid\u2019s Nature Talking class feature.\n\n\ + **Invocation of Animal / Beast:** You call a beast to aid you in battle. The\ + \ beast has the stats of an animal companion, as per the ranger talent, at one\ + \ level below your class level." + feats: + - tier: adventurer + description: ' Once per battle or scene, you have advantage on an animal-related + skill check.' + - tier: champion + description: " When you use the invocation, gain a spell from the druid\u2019\ + s Circle of the Fang at your class level or lower as a bonus spell." + - tier: epic + description: ' When you cast a cleric spell for broad effect, you can add one + nearby animal companion as a bonus target.' + - name: Poison Claw (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; At-will + + + --- + + + + **Target:** One enemy engaged with you, or engaged with a nearby animal companion + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** 1d8 + Strength poison damage + + + _Natural 18+:_ 5 ongoing poison damage + + + **Miss:** Damage equal to your level + + + 3rd level spell: 3d8 damage; 10 ongoing damage + + + 5th level spell: 5d8 damage; 15 ongoing damage + + + 7th level spell: 7d8 damage; 20 ongoing damage + + + 9th level spell: 10d8 damage; 25 ongoing damage' + feats: + - tier: adventurer + description: ' Reroll the first natural even miss with this spell in a battle.' + usage: at-will + - name: Voice of Beasts (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Target:** One nearby animal + + + **Effect:** The animal can speak one language that you know until the end of + the scene. The conversation with the animal will still be limited by its intelligence + and general outlook on the world, although most animals are smarter than you think. + Its speech patterns will keep traces of its natural voice.' + feats: [] + usage: per-day + - name: Celestial Guardian (3rd Level) + _type: Talent + source: DATP + description: "Ranged spell; Once per battle\n\n---\n\n\n**Effect:** Summon a celestial\ + \ beast next to you. It can move to engage an enemy and make the following melee\ + \ attack.\n\n**Attack:** Wisdom + Level vs. AC\n\n**Hit:** 3d8 + Wisdom holy\ + \ damage\n\n**Miss:** \u2014\n\n_Natural even roll:_ The beast remains summoned.\ + \ On your next turn, as a quick action, you can direct it to engage and attack\ + \ again.\n\n_Natural odd roll:_ The beast vanishes after the attack.\n\n**Special:**\ + \ The beast has your AC, PD and MD, and hit points equal to 10 times the spell\ + \ level. It can make one opportunity attack between your turns.\n\n5th level spell:\ + \ 5d8 damage\n\n7th level spell: 7d8 damage\n\n9th level spell: 10d8 damage" + feats: + - tier: adventurer + description: " Increase the beast\u2019s defenses by 2." + usage: per-battle + - name: Archery / Hunting + _type: Talent + source: DATP + description: '_With divine help, your arrows always find their target._ + + + You can use all ranged weapons without attack penalty. + + + **Invocation of Archery / Hunting:** Choose a nearby enemy. The target is vulnerable + to attacks from you and all your allies until the end of the battle.' + feats: + - tier: adventurer + description: ' You can use a true magic item ranged weapon as an implement for + your cleric spells.' + - tier: champion + description: ' If you kill the target with a critical hit, you immediately regain + this invocation.' + - tier: epic + description: ' If the escalation die is 4+, increase the critical threat range + bonus from the vulnerability to +4.' + - name: Exalted Shot (1st Level) + _type: Talent + source: DATP + description: 'Ranged attack; At-will + + + --- + + + + **Target:** One nearby or far away enemy + + + **Attack:** Dexterity OR Wisdom + Level vs. AC + + + **Hit:** (ranged) WEAPON + Dexterity + Wisdom holy damage + + + _Natural 20:_ The target is hampered until the end of your next turn. + + + **Miss:** Damage equal to your level' + feats: + - tier: adventurer + description: ' Reroll the first natural even miss with this spell in a battle.' + usage: at-will + - name: Blessing of the Hunt (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Target:** You, and one nearby ally per point of Wisdom modifier + + + **Effect:** For one hour per spell level, reduce the difficulty of all skill + checks the targets make to track creatures and move unnoticed by one step (-5).Adventurer + Feat: When casting the spell, you get a general sense of where game can be found + nearby.' + feats: [] + usage: per-day + - name: Holy Arrow (1st Level) + _type: Talent + source: DATP + description: "Ranged attack; Daily\n\n---\n\n\n**Target:** One nearby or far away\ + \ enemy\n\n**Attack:** Dexterity OR Wisdom + Level vs. AC\_\n\n**Special:** \ + \ Against undead and demons, you have advantage on the attack roll.\n\n**Hit:**\ + \ WEAPON + Dexterity + Wisdom holy damage. If the target is undead or a demon,\ + \ deal 5 ongoing holy damage and the target is weakened (save ends both).\n\n\ + **Miss:** Half damage\n\n3rd level spell: 10 ongoing holy damage\n\n5th level\ + \ spell: 15 ongoing holy damage\n\n7th level spell: 25 ongoing holy damage\n\n\ + 9th level spell: 40 ongoing holy damage" + feats: [] + usage: per-day + - name: Chaos / Disorder / Rebellion + _type: Talent + source: DATP + description: "_Like children rebelling against their parents, gods rebel against\ + \ the divine order._\n\nWhen you save against an effect, and the save is a natural\ + \ odd success, transfer the effect to a random nearby enemy.\n\n**Invocation of\ + \ Chaos / Disorder / Rebellion:** Roll on the chaos mage\u2019s High Weirdness\ + \ table (13TW p. 18). At the end of your turn, use the chaos mage spell selection\ + \ method to gain a chaos mage at-will or once-per-battle spell as a bonus spell.\ + \ You can use the spell once this battle." + feats: + - tier: champion + description: ' Once per battle, transfer an effect on any natural odd save.' + - tier: adventurer + description: ' You can choose a chaos mage daily spell instead.' + - name: Chaos Hammer (1st Level) + _type: Talent + source: DATP + description: "Melee attack; At-will\n\n---\n\n\n**Attack:** Strength OR Wisdom\ + \ + Level vs. AC\n\n**Hit:** WEAPON + Strength damage. Roll a d6 on the chaos\ + \ mage\u2019s attack warp table to determine the additional effect.\n\n**Miss:**\ + \ Damage equal to your level." + feats: + - tier: adventurer + description: ' On a natural even miss, roll on the defense warp table.' + usage: at-will + - name: Haywire (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Target:** One nearby enemy + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** When the target makes an attack, determine the target of the attack + randomly among all creatures within range (save ends). + + + **Miss:** The spell is not expended.' + feats: + - tier: adventurer + description: ' If the randomly determined target is an ally, the attack is at + a -2 penalty.' + usage: per-day + - name: Incite Rebellion (3rd Level) + _type: Talent + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Target:** 1d3 nearby enemies. This\ + \ spell can only target creatures that are under someone else\u2019s control.\_\ + \_\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** The target shakes free from\ + \ whatever or whoever controlled it. It is now free to act as it pleases, which\ + \ usually means fleeing from the battlefield to a nearby safe location.\n\n**Miss:**\ + \ The target is dazed until the end of your next turn." + feats: + - tier: adventurer + description: ' When targeting mooks, count a group of them as a single target.' + usage: per-day + - name: Construction + _type: Talent + source: DATP + description: 'You gain 4 additional background points that must be used on a craft + or construction trade such as architecture. + + + **Invocation of Construction:** This battle, every construct you hit with a melee + attack is weakened until the start of your next turn. You can weaken each construct + in the battle only once.' + feats: + - tier: adventurer + description: ' You gain a +2 attack bonus against constructs.' + - tier: champion + description: ' You gain +2 to all defenses against attacks from constructs.' + - tier: epic + description: ' Once per battle, you can instantly reprogram a staggered construct + to fight for you for one round. It moves and attacks as you direct.' + - name: Darkness / Night + _type: Talent + source: DATP + description: "_And have you felt your neck skin crawl when you\u2019re searching\ + \ for the light?_\n\nGain a spell from the sorcerer\u2019s Umbral Bloodline of\ + \ up to your level as a bonus spell. You can replace Charisma with Wisdom in the\ + \ spell description.\n\n**Invocation of Darkness / Night:** Give yourself and\ + \ all nearby allies advantage on the next skill check to be stealthy until the\ + \ end of the battle or scene." + feats: + - tier: adventurer + description: ' You have advantage on skill checks to notice things in dimly lit + and dark conditions.' + - tier: epic + description: ' When you cast a daily cleric spell at night, the spell becomes + Recharge 16+.' + - tier: champion + description: ' Invocation of Darkness gives you and all nearby allies advantage + on your initiative roll if you use it to sneak up on an enemy.' + - name: Embrace of the Night (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; At-will + + + --- + + + + **Target:** Two nearby enemies in a group + + + **Attack:** Wisdom + Level vs. PD + + + **Natural Even Hit:** 1d6 + Wisdom cold damage, and one ally engaged with the + target can pop free from it. + + + **Natural Odd Hit:** Wisdom cold damage, and the target is stuck until the end + of your next turn. + + + **Miss:** One ally engaged with the target can pop free from it. + + + 3rd level spell: 2d6 damage on even hit + + + 5th level spell: 3d6 damage on even hit + + + 7th level spell: 5d6 damage on even hit + + + 9th level spell: 8d6 damage on even hit' + feats: + - tier: adventurer + description: ' On a natural odd hit, the target also takes a -2 penalty to attack + rolls until the end of your next turn.' + usage: at-will + - name: Darkness (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Effect:** You create a stationary\ + \ zone of darkness that lasts for 5 minutes or until the end of the battle. Creatures\ + \ can move in and out of the zone as a move action. While a creature is in the\ + \ zone, it has disadvantage on all attacks against enemies it is not engaged with.\ + \ You are immune to the effect, and so are creatures that are adapted to darkness\ + \ (cats, drow) or that don\u2019t rely on sight (bats, purple worms)." + feats: + - tier: adventurer + description: ' Your allies are immune to the effect.' + usage: per-day + - name: Meld into the Shadows (3rd Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Target:** You + + + **Effect:** Until the end of the scene, you are invisible as long as you stay + in a dimly lit or dark area. The effect ends if you step into the light or make + an attack.' + feats: + - tier: adventurer + description: ' You can target one ally per Wisdom modifier point with this spell.' + usage: per-day + - name: Disappear into the Night (7th Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Special:** You can cast this spell only once per level. + + + **Target:** You and all nearby allies + + + **Effect:** Flee from the current battle. Your party does not suffer a campaign + loss, but everyone loses their current 5 and 6 on icon relationship dice.' + feats: [] + usage: per-day + - name: Doom / Destruction + _type: Talent + source: DATP + description: "_Come in like a divine wrecking ball._\n\nGain a spell from the terrain\ + \ druid\u2019s Ruins terrain at your class level or lower as a bonus spell.\n\n\ + **Invocation of Doom / Destruction:** Choose a nearby enemy. Until the end of\ + \ the battle, attacks against the target gain a bonus to their critical threat\ + \ range equal to the escalation die." + feats: + - tier: adventurer + description: ' Basic attacks against the target deal half damage on a miss instead + of their normal damage.' + - tier: champion + description: ' Once per battle, you can use this invocation for free. If you do + so, you cannot cast healing spells until the end of the battle.' + - name: Doomhammer (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength holy damage. The damage dice of this spell are exploding + dice. + + + **Miss:** Damage equal to your Strength + Level' + feats: + - tier: champion + description: ' This spell deals triple damage on a critical hit.' + usage: at-will + - name: Doom (1st Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Special:**\ + \ You can cast this spell for power or for broad effect.\n\n**Target:** When\ + \ cast for power, target one nearby enemy; when cast for broad effect, 3 nearby\ + \ enemies\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** The target has disadvantage\ + \ on attack rolls and saves (except against this spell). When cast for broad effect,\ + \ the spell lasts until the end of the target\u2019s next turn. When cast for\ + \ power, it is \u201Csave ends\u201D.\n\n**Miss:** \u2014" + feats: + - tier: adventurer + description: ' This spell is now Recharge 16+ after battle.' + usage: per-day + - name: Touch of Despair (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Target:** One enemy you are engaged with + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 10 ongoing psychic damage. If the target makes an attack while it takes + ongoing damage from this spell, it takes additional psychic damage equal to your + Wisdom modifier (x2 at 5th level; x3 at 8th). + + + **Miss:** The spell is not expended. + + + 3rd level spell: 20 ongoing damage + + + 5th level spell: 30 ongoing damage + + + 7th level spell: 50 ongoing damage + + + 9th level spell: 80 ongoing damage' + feats: + - tier: champion + description: ' Deal psychic damage equal to twice your level on a miss.' + usage: per-day + - name: Dragon + _type: Talent + source: DATP + description: "_Dragon worship started with the first humanoid begging not to be\ + \ eaten._\n\nGain a spell from the sorcerer\u2019s Draconic bloodline of up to\ + \ your class level as a bonus spell. You can replace Charisma with Wisdom in the\ + \ spell description.\n\n**Invocation of Dragons:** Gain a dragon aspect until\ + \ the end of the battle or scene. Roll 1d6:\n\n1. Claws and Teeth: You can make\ + \ unarmed attacks at no penalty, with a d8 damage die.\n2. Wings: You can fly\ + \ to a nearby location as a move action, but you can\u2019t stay airborne.\n3.\ + \ Tail: You can make a melee basic attack as a quick action once per round with\ + \ a d4 damage die.\n4. Resistance: Choose fire, cold, acid, poison or lightning,\ + \ and gain _resist that element_ 16+.\n5. Scales: Gain a +2 bonus to AC and PD.\n\ + 6. Choose one of the above.\n" + feats: + - tier: adventurer + description: ' You have advantage on skill checks pertaining to dragons, and you + learn Draconic as a bonus language.' + - tier: epic + description: " While in (or near) a dragon lair, your divine daily spells are\ + \ \u201CRecharge 18+ after battle\u201D." + - tier: champion + description: ' Roll twice and gain both aspects (reroll duplicates).' + - tier: epic + description: ' You can now fly and hover between turns with the wings, but you + are vulnerable to attacks and take a -2 penalty to attack rolls while airborne.' + - name: Divine Odem (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; At-will + + + --- + + + + **Target:** One nearby enemy + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** 1d8 + Wisdom holy OR fire damage + + + _Natural even hit:_ Deal damage equal to your Wisdom modifier (x2 at 5th level, + x3 at 8th) to a different nearby enemy. + + + **Miss:** Damage equal to your level + + + 3rd level spell: 3d8 damage + + + 5th level spell: 5d8 damage + + + 7th level spell: 7d8 damage + + + 9th level spell: 10d8 damage' + feats: + - tier: adventurer + description: ' If the escalation die is 3+, on a natural even hit, deal half damage + to the second target instead.' + usage: at-will + - name: Sense Dragons (1st Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** You sense how\ + \ many dragons are within roughly a mile area, and the direction they are in.\n\ + \n3rd level spell: You sense whether they are chromatic or metallic dragons (or\ + \ something completely different).\n\n5th level spell: You sense the dragon\u2019\ + s color.\n\n7th level spell: You sense the dragon\u2019s age." + feats: [] + usage: per-day + - name: Summon Dragon (3rd Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Special:** You can cast this spell only once per level. + + + **Effect:** If your cult worships metallic dragons, you summon a medium brass + dragon (13TW p. 184, 31 hp) or a medium bronze dragon (13TW p. 184, 50 hp). If + you worship chromatic dragons, you summon a medium white dragon (CB p. 218, 38 + hp) or a medium black dragon (CB p. 218, 42 hp). The dragon is a divine emissary + coming to your help. If it considers the fight a worthy cause, and if it is given + the proper respect, it will fight for you until the end of the battle, or until + it drops to 0 hp. You control it according to the summoning rules on page XX, + except the dragon is free to ignore your orders or leave the battle whenever it + desires. + + + As you cast the spell at higher levels, you can summon the following dragons: + + + 5th level spell: Medium copper dragon (13TW p. 184, 44 hp) or medium green dragon + (CB p. 219, 60 hp) + + + 7th level spell: Medium silver dragon (13TW p. 185, 90 hp) or a medium blue dragon + (CB p. 219, 76 hp) + + + 9th level spell: Medium gold dragon (13TW p. 186, 85 hp) or a medium red dragon + (CB p. 219, 90 hp)' + feats: + - tier: epic + description: ' Summon a large dragon of any color instead.' + usage: per-day + - name: Earth / Mountain + _type: Talent + source: DATP + description: "_How can you look at a majestic peak and not see the divine that resides\ + \ there?_\n\nGain a spell from the terrain druid\u2019s Cave or Mountain terrain\ + \ at your class level or lower as a bonus spell.\n\n**Invocation of Earth / Mountain:**\ + \ Until the end of the battle, all nearby enemies take a -2 penalties to disengage\ + \ checks. Airborne enemies must succeed at a save at the start of their turn,\ + \ or they are pulled towards the ground and can\u2019t use their flight ability\ + \ until the start of their next turn." + feats: + - tier: adventurer + description: ' Whenever you let an ally use a recovery to heal, that ally also + gains _resist all_ 14+ until the end of your next turn.' + - tier: champion + description: ' Both you and the ally gain the resistance.' + - tier: epic + description: ' Increase the resistance to 16+.' + - name: Earthen Hail (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength damage + + + _Natural Even hit:_ Deal 1d4 damage to a different nearby enemy. + + + _Natural Odd Hit:_ You grant a nearby ally a +2 bonus to AC and PD until the end + of your next turn. + + + **Miss:** Damage equal to your level + + + 3rd level spell: 1d8 damage on natural even hit + + + 5th level spell: 2d6 damage on natural even hit + + + 7th level spell: 2d10 damage on natural even hit + + + 9th level spell: 3d8 damage on natural even hit' + feats: + - tier: adventurer + description: ' You also grant the AC/PD bonus on a natural odd miss.' + usage: at-will + - name: Return to Dust (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; At-will; Quick action + + + --- + + + + **Target:** A nearby corpse + + + **Effect:** You turn the corpse into soil. This prevents necromantic magic from + being used on the body.' + feats: [] + usage: at-will + - name: Rock Shield (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily; Interrupt action + + + --- + + + + **Trigger:** You are targeted by an attack against your AC or PD. + + + **Effect:** Take half damage from the attack. Ignore any non-damage effects of + the attack.' + feats: + - tier: adventurer + description: ' If the attack has more than one target, all targets are protected + by the spell.' + usage: per-day + - name: Tremors (3rd Level) + _type: Talent + source: DATP + description: 'Ranged Spell; Once per battle + + + --- + + + + **Target:** 1d3 nearby enemies + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** 4d6 + Wisdom damage + + + _Natural even hit:_ The target is knocked prone (melee attacks have advantage + against it until it takes a move action to stand up) and all allies engaged with + the target can pop free from it. + + + **Miss:** Half damage + + + 5th level spell: 6d6 damage + + + 7th level spell: 9d6 damage + + + 9th level spell: 12d6 damage' + feats: + - tier: champion + description: ' You can target 1d4 nearby enemies.' + - tier: epic + description: ' On a natural odd hit, the target is stuck (save ends).' + usage: per-battle + - name: Evil / Egoism + _type: Talent + source: DATP + description: '_Worship someone who is worth it. Worship yourself._ + + + You can target yourself with spells you cast for power, and any other spell that + can normally be cast on allies only. You can also target allies with enemy-only + spells and enemies with ally-only spells. + + + When you cast a daily cleric spell on yourself and no other targets, it becomes + recharge 18+ after battle. + + + **Invocation of Egoism / Evil:** This battle, when you would spend a recovery, + you can force a nearby creature to make a hard save (16+). On a success, you spend + the recovery normally. On a failure, your recovery is free and the target loses + a recovery. If it is not a PC or NPC that has recoveries, it takes twice your + level in negative energy damage instead.' + feats: + - tier: champion + description: ' The spell is now recharge 16+ after battle.' + - tier: adventurer + description: ' This battle, when you would roll a death save, you can force a + nearby creature to roll a hard save (16+) instead. If the target succeeds, your + death save fails. If the target fails, your death save succeeds and the target + failed a death save for this battle. If it is not a PC or NPC that rolls death + saves, it takes twice your level in negative energy damage instead.' + - name: Festering Evil (1st Level) + _type: Talent + source: DATP + description: "Ranged attack; At-will\n\n---\n\n\n**Attack:** Wisdom + Level vs.\ + \ the lower of the target\u2019s PD or MD\n\n**Hit:** 1d8 + Wisdom damage. If\ + \ you attack PD, deal poison damage. If you attack MD, deal psychic damage. Until\ + \ the end of your next turn, the target can\u2019t be healed, it can\u2019t benefit\ + \ from any positive effects granted by its allies, and it can\u2019t grant any\ + \ positive effects to its allies.\n\n**Miss:** Damage equal to your level\n\n\ + 3rd level spell: 3d8 damage\n\n5th level spell: 5d8 damage\n\n7th level spell:\ + \ 7d8 damage\n\n9th level spell: 10d8 damage" + feats: + - tier: adventurer + description: ' If you miss a target you have hit with this spell at least once + this battle, deal half damage.' + usage: at-will + - name: Blasphemy (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; Once per battle\n\n---\n\n\n**Target:** The nearby\ + \ enemy with the fewest hit points\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:**\ + \ 4d6 + Wisdom psychic damage, and the target is dazed until the end of your\ + \ next turn.\n\n**Miss:** \u2014\n\n_Natural even miss:_ The target is dazed\ + \ until the end of your next turn.\n\n3rd level spell: 7d6 damage\n\n5th level\ + \ spell: 7d10 damage\n\n7th level spell: 10d12 damage\n\n9th level spell: 2d8\ + \ x 10 damage" + feats: + - tier: adventurer + description: ' Hit or miss, deal damage equal to your level to all enemies engaged + with you.' + - tier: champion + description: ' The daze effect is (save ends).' + usage: per-battle + - name: Egomania (3rd Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Target:** You + + + **Effect:** Until the end of the battle, whenever a positive effect targets an + ally, that ally can choose to have it target you instead, and whenever a negative + effect targets you, an ally can choose to have it target them instead. Whenever + an ally agrees to this, you grant them a +1 bonus to their next attack roll (which + stacks).' + feats: [] + usage: per-day + - name: Rise above the Peons (9th Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Target:** You + + + **Effect:** Until the end of the battle, you can fly, you take half damage from + enemy attacks, and you have your own escalation die, which is always 6.' + feats: [] + usage: per-day + - name: Farming / Harvest + _type: Talent + source: DATP + description: '_Fertility gods throw the best parties._ + + + During a quick rest, you can enchant food, such as berries, to allow you and every + ally to reroll 1 on recovery rolls they spend during that rest. + + + **Invocation of Farming / Harvest:** Summon a feast that feeds up to five people + per level. The feast gives everyone a +1 bonus to savessaving throws and _resist + poison_ 12+ until the end of the next battle.' + feats: + - tier: adventurer + description: ' Reroll 1 and 2.' + - tier: champion + description: ' Increase the resistance to 16+.' + - tier: epic + description: ' The bonuses last for the next two battles.' + - name: Cut the Weeds (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength damage. Deal damage equal to your Strength modifier + to all other enemies engaged with you. + + + **Miss:** Damage equal to your level.' + feats: + - tier: adventurer + description: ' You gain a +2 bonus to attack against mooks.' + usage: at-will + - name: Protect the Harvest (1st Level) + _type: Talent + source: DATP + description: '_A divine blessing meant to protect the fields, that also proves its + value when surrounded by zombies._ + + + Ranged spell; Daily + + + --- + + + + **Target:** The nearby area + + + **Effect:** Until the end of the battle or scene, non-humanoid creatures must + succeed at a save to enter the target area. After they succeed at one save, they + are no longer affected by the spell. Creatures already in the area have disadvantage + to all attacks until they leave the area or succeed at a save.' + feats: + - tier: adventurer + description: ' Add your Wisdom modifier to the difficulty of the save.' + usage: per-day + - name: Reap What You Sow (1st Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Once per battle; Interrupt action\n\n---\n\n\ + \n**Trigger:** You take damage from an enemy\u2019s attack.\n\n**Effect:** Gain\ + \ advantage on your next attack roll against the target. If your attack is a hit,\ + \ deal extra damage equal to half the damage you took from the attack." + feats: + - tier: adventurer + description: ' You can cast this spell on an ally who was attacked.' + usage: per-battle + - name: Fire / Volcano + _type: Talent + source: DATP + description: '_Gods of fire range from benevolent protectors of the hearth to raging + forces of nature that blow up mountains._ + + + Gain a spell from a different class at your level or lower as a bonus spell. The + spell must deal fire damage, or have fire, flame or burn in the name. You can + replace the ability score used for attack and damage with Wisdom. + + + Whenever a spell deals holy damage, you can change that damage to fire damage + instead. + + + **Invocation of Fire / Volcano:** Until the end of the battle or scene, increase + all damage dice of attacks that deal fire damage by one step.' + feats: + - tier: adventurer + description: ' Gain _resist fire_ 16+.' + - tier: champion + description: ' Enemies are vulnerable to your spells that deal fire damage.' + - tier: epic + description: " When you reduce an enemy to zero hp or below with fire damage,\ + \ you can teleport to that enemy\u2019s location as a free action." + - name: Burning Brand (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength damage + + + _Natural even hit:_ Ongoing fire damage equal to your Wisdom modifier (x2 at 5th + level, x3 at 8th). + + + **Miss:** Damage equal to your level' + feats: + - tier: adventurer + description: ' Add your level to the ongoing damage.' + usage: at-will + - name: Penance by Fire (3rd Level) + _type: Talent + source: DATP + description: 'Ranged attack; Once per battle + + + --- + + + + **Target:** One nearby enemy + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 1d4 x 10 + Wisdom fire damage and the target is vulnerable to attacks + until the end of your next turn. The target can choose to pray fervently for absolution. + It takes no damage and avoids the vulnerability, but loses its next standard action. + + + **Miss:** Half damage (unless the target prays for absolution) + + + 5th level spell: 1d6 x 10 damage + + + 7th level spell: 2d4 x 10 damage + + + 9th level spell: 2d8 x 10 damage' + feats: + - tier: champion + description: ' If the target has dealt damage to you during the battle, deal extra + damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th), and even + if the target prays for absolution, it takes half damage on a hit.' + usage: per-battle + - name: Flame Strike (5th Level) + _type: Talent + source: DATP + description: 'Ranged Spell; Daily + + + --- + + + + **Special:** You can cast this spell for power or for broad effect. + + + _Cast for power:_ + + + **Target:** One nearby enemy + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** 8d8 + Wisdom fire damage + + + **Miss:** Half damage + + + _Cast for broad effect:_ + + + **Target:** Three nearby enemies + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** 4d8 + Wisdom fire damage + + + **Miss:** Half damage + + + 7th level spell: 2d6 x 10 / 1d6 x 10 damage + + + 9th level spell: 3d6 x 10 / 1d10 x 10 damage' + feats: + - tier: champion + description: ' Targets that are vulnerable to holy damage are also vulnerable + to this spell.' + usage: per-day + - name: Freedom / Travel + _type: Talent + source: DATP + description: "_Freedom is the most precious gift once your belly is filled._\n\n\ + You are immune to the stuck and hampered conditions.\n\n**Invocation of Freedom\ + \ / Travel:** You and all nearby allies can make a save against all \u201Csave\ + \ ends\u201D conditions." + feats: + - tier: adventurer + description: ' Nearby allies gain a +1 bonus to saves against these conditions.' + - tier: champion + description: " The targets can even save against conditions that don\u2019t normally\ + \ allow a save, such as \u201Cend of your next turn\u201D effects." + - tier: epic + description: ' You can use this invocation twice per day.' + - name: Freedom Bells (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; At-will + + + --- + + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 1d8 + Wisdom damage. All allies engaged with the target can pop free. + + + **Miss:** Damage equal to your level + + + 3rd level spell: 3d8 damage + + + 5th level spell: 5d8 damage + + + 7th level spell: 7d8 damage + + + 9th level spell: 10d8 damage' + feats: + - tier: adventurer + description: ' If the target of the spell is under mind control or a similar effect, + you can choose to deal half damage to it and allow it to save against the effect.' + usage: at-will + - name: Blessed Journey (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Target:** You and one nearby ally\ + \ per Wisdom modifier\n\n**Effect:** Double the target\u2019s overland speed\ + \ for a day as they travel without tiring." + feats: + - tier: adventurer + description: ' You can bless vehicles, such as carts and ships, with this spell.' + usage: per-day + - name: Freedom of Movement (3rd Level) + _type: Talent + source: DATP + description: 'Ranged Spell; Daily; Quick action + + + --- + + + + **Effect:** You can cast this spell for power or for broad effect. + + + _Cast for power:_ You or a nearby ally ends all effects that hinder their movement, + including penalties to disengage checks, the stuck and hampered conditions, and + getting grabbed by enemies. The target is immune to these effects until the end + of the battle. + + + _Cast for broad effect:_ As above, but target three allies (you can include yourself), + but no ongoing immunity.' + feats: + - tier: champion + description: ' The spell is now Recharge 11+ after battle.' + usage: per-day + - name: "Traveller\u2019s Footsteps (5th Level)" + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily; Quick action + + + --- + + + + **Effect:** Until the end of the battle, you can teleport to a nearby location + as a move action once per round.' + feats: + - tier: champion + description: ' You can cast this spell on a nearby ally.' + usage: per-day + - name: Good / Selflessness + _type: Talent + source: DATP + description: '_All religions claim they are for the benefit of the common folk. + Yours takes that pledge seriously._ + + + Whenever you cast a cleric daily spell on your allies, but not on yourself, the + spell is recharge 18+ after battle. + + + **Invocation of Good / Selflessness:** Transfer all negative effects that your + nearby allies are suffering from to yourself. If several allies are suffering + from the same effect, transfer all of them, but you still suffer the effect only + once.' + feats: + - tier: epic + description: ' The spell is now recharge 16+.' + - tier: adventurer + description: ' This battle, when you roll a death save, increase the escalation + die by one.' + - tier: champion + description: ' You can use this invocation twice per day.' + - name: Aiding Strike (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Special:** You have disadvantage on the attack roll. Keep the higher die roll. + The next ally to attack the target can switch their natural attack roll for the + die you kept. + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength damage + + + **Miss:** Holy damage equal to your level' + feats: + - tier: adventurer + description: ' If both dice come up as the same result, you can choose to reroll + both.' + usage: at-will + - name: "Martyr\u2019s Shield (1st Level)" + _type: Talent + source: DATP + description: 'Ranged spell; Once per battle; Interrupt action + + + --- + + + + **Trigger:** A nearby ally is hit by an attack. + + + **Effect:** The attacker rerolls the attack. If the reroll is a natural odd hit, + the attack hits you instead.' + feats: + - tier: adventurer + description: ' Halve the damage that the triggering attack deals to either you + or the ally.' + usage: per-battle + - name: Righteous Resolve (3rd Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily; Quick action + + + --- + + + + **Effect:** Cast this spell for power or for broad effect. + + + _Cast for power:_ A nearby ally gains a +2 bonus to all savessaving throws, including + death saves until the end of the battle. + + + _Cast for broad effect:_ Up to three nearby allies (including you) gain a +1 bonus + to all saving throws, including death saves until the end of the battle.' + feats: + - tier: adventurer + description: " The targets can make a save against a \u201Csave ends\u201D effect\ + \ immediately." + - tier: champion + description: " Targets who successfully save against a \u201Csave ends\u201D effect\ + \ also heal hit points equal to twice the spell level." + usage: per-day + - name: Carry On, My Friend (5th Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily; No Action + + + --- + + + + **Special:** You can only cast this spell when you are unconscious, or dead, + i.e. fighting in spirit. + + + **Effect:** You grant a bonus standard action to a nearby ally.' + feats: [] + usage: per-day + - name: Healing + _type: Talent + source: DATP + description: '_Let me guess, the party needed a cleric?_ + + + (See the 13th Age Core Book p. 95 for details.)' + feats: [] + - name: Healing Strike (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength damage, and a nearby conscious ally heals hit points + equal to your Wisdom modifier (x2 at 5th level; x3 at 8th). + + + **Miss:** Damage equal to your level' + feats: + - tier: adventurer + description: ' Add your level to the number of hit points healed.' + - tier: champion + description: ' On a natural 18+, a nearby unconscious ally can use a recovery + to heal (and they can then benefit from the additional healing on a hit).' + usage: at-will + - name: Restoration (3rd Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily; Quick action + + + --- + + + + **Effect:** Cast this spell for power or for broad effect. + + + _Cast for power:_ Remove all effects that a save can end, including last gasp + save effects, from one nearby ally. + + + _Cast for broad effect:_ Remove one effect that a save can end, including last + gasp save effects, from three nearby creatures, including yourself.' + feats: + - tier: champion + description: ' The target(s) can also heal using a recovery.' + usage: per-day + - name: Flash Heal (5th Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily; Free Action + + + --- + + + + **Special:** You can cast this spell at any time during battle, including enemy + turns. + + + **Effect:** Cast this spell for power or for broad effect. + + + _Cast for power:_ A nearby ally can heal using a recovery, and double the hit + points gained. + + + _Cast for broad effect:_ Up to three nearby allies (including you) can heal using + a recovery.' + feats: + - tier: champion + description: ' The spell is now recharge 11+ after battle.' + usage: per-day + - name: Justice / Vengeance + _type: Talent + source: DATP + description: '_And I will strike down upon thee with great vengeance and furious + anger._ + + + (See the 13th Age Core Book p. 95 for details.)' + feats: [] + - name: Hammer of Retribution (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength damage. Until the end of your next turn, whenever + the target makes an attack against a staggered or unconscious creature, they take + holy damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th). + + + **Miss:** Damage equal to your level' + feats: + - tier: adventurer + description: ' Increase your critical threat range with this attack by 1 for each + ally (including you) that was knocked below 0 hp this battle.' + - tier: champion + description: ' Add your level to the retribution damage.' + usage: at-will + - name: Eyes of the Judge (1st Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** Until the end\ + \ of the battle or scene, you gain True Sight. You see objects and creatures for\ + \ what they truly are, ignoring any illusion or transformation effects. The GM\ + \ may require a skill check to unmask a creature or spell of a higher level than\ + \ yours. You can also see in a person\u2019s aura when they tell a deliberate\ + \ lie or falsehood." + feats: [] + usage: per-day + - name: Compel Duel (3rd Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily; Quick action + + + --- + + + + **Target:** One nearby enemy and one nearby ally (or you) + + + **Effect:** Until the end of the battle, or until one of the targets is unconscious, + both targets have disadvantage on all attack rolls against targets other than + each other. In addition, attacks by anyone else against either of the targets + have disadvantage.' + feats: [] + usage: per-day + - name: Banishment (5th Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Target:** 1d3 nearby enemies + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** If the target is summoned from a different plane, such as a demon from + the abyss, it is banished back to that plane. Other creatures are stunned (save + ends) if they have 80 hp or less, or dazed (save ends) otherwise. + + + **Miss:** The target is dazed until the end of its next turn. + + + 7th level spell: Stunned at 120 hp or less. + + + 9th level spell: Stunned at 180 hp or less.' + feats: + - tier: champion + description: ' You can target a group of up to five mooks as one enemy.' + usage: per-day + - name: Knowledge / Lore + _type: Talent + source: DATP + description: _Strongholds of faith are strongholds of learning._ + feats: [] + - name: Sacred Mantra (1st Level) + _type: Talent + source: DATP + description: '_You utter words of power in the old language of the scripture._ + + + Close-quarters spell; At-will + + + --- + + + + **Target:** The nearby enemy with the lowest MD (choose in case of a tie) + + + **Attack:** Automatic hit + + + **Effect:** 1d4 + Wisdom holy damage + + + 3rd level spell: 1d8 damage5th level spell: 2d8 damage7th level spell: 3d8 damage9th + level spell: 5d8 damage' + feats: + - tier: adventurer + description: ' If the target is dazed, hampered, weakened, or stunned, reroll + all natural 1s on the damage dice.' + - tier: champion + description: ' The first time you use this spell in a battle, deal maximum damage + with it.' + usage: at-will + - name: Divine Insight (1st Level) + _type: Talent + source: DATP + description: "Close-quarter spell; Daily\n\n---\n\n\n**Effect:** Choose a wizard\ + \ utility spell from the Divination school of this spell\u2019s level or lower.\ + \ Duplicate its effect." + feats: [] + usage: per-day + - name: Pious Tongue (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Effect:** Until the end of the scene, you are able to understand all languages, + and your words can be understood by any intelligent being. Your words ring as + a deep divine truth, which allows you to substitute Wisdom for Charisma in social + interaction skill checks.' + feats: + - tier: adventurer + description: ' The spell is now recharge 16+.' + usage: per-day + - name: Intuitive Reading (3rd Level) + _type: Talent + source: DATP + description: "Ranged spell; Recharge 11+\n\n**Target:** A nearby creature you have\ + \ eye contact with\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** Ask a question\ + \ about the target\u2019s soul. Below are some examples.\n\n\u201CWhich icon are\ + \ you loyal to / do you consider an enemy?\u201D\n\n\u201CWhat is your greatest\ + \ hope / greatest fear?\u201D\n\n\u201CWhat was the most happy / terrifying experience\ + \ in your life?\u201D\n\n\u201CWhich person do you love / hate the most?\u201D\ + \n\nYou perceive the answer as an image that appears in your mind.\n\n**Miss:**\ + \ \u2014" + feats: + - tier: adventurer + description: ' Ask up to three questions.' + - name: Life / Death + _type: Talent + source: DATP + description: '_Lovers, forever nourishing and destroying each other._ + + + (See the 13th Age Core Book p. 96 for details.)' + feats: [] + - name: Invigorate (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; At-will + + + --- + + + + **Target:** A nearby ally + + + **Effect:** The ally gains a +2 bonus to their next attack roll. If the attack + hits, it deals 1d8 extra damage. + + + 3rd level spell: 3d8 extra damage + + + 5th level spell: 5d8 extra damage + + + 7th level spell: 7d8 extra damage + + + 9th level spell: 10d8 extra damage' + feats: + - tier: adventurer + description: ' Increase the attack bonus to +3.' + usage: at-will + - name: Death Ward (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily; Quick action + + + --- + + + + **Target:** You or a nearby ally + + + **Effect:** The first time the target is reduced to zero hit points this battle, + it can spend a recovery to heal as an interrupt action and double the amount healed.' + feats: + - tier: adventurer + description: ' When the target uses the interrupt, it also gains a +4 bonus to + all defenses until it is missed by an attack.' + - tier: champion + description: ' The spell is now Recharge 16+.' + usage: per-day + - name: Symbol of Life (3rd Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ + \ You create a glowing holy symbol that floats in mid-air until the end of the\ + \ battle. The symbol starts with a strength equal to the spell level. As a quick\ + \ action, you or a nearby ally can spend a point of the symbol\u2019s strength\ + \ to use a recovery to heal. The symbol fades if its strength is reduced to zero." + feats: + - tier: adventurer + description: ' The symbol keeps floating nearby you when you move. It does not + fade at the end of the battle if it has strength left. It fades after 1d6 hours.' + - tier: champion + description: ' You or an ally can also spend a point of strength of the symbol + to reroll a death save once. This is not an action.' + - tier: epic + description: ' You or an ally can spend two points to use two recoveries, or reroll + a death save with a +5 bonus.' + usage: per-day + - name: Raise Dead (5th Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Target:** A nearby creature that has been killed within a day. You need an + intact corpse to cast this spell. + + + **Effect:** You reset the target to zero hit points and zero failed death saves. + The target starts making death saves, even outside of combat. If it fails four + death saves, it is permanently dead. It cannot take recoveries or heal, even through + magic, until it succeeds at a death save. + + + Being raised from the dead is very strenuous. The target takes a -2 penalty to + attack rolls, defenses, skill checks and saves until the next full heal-up. + + + In addition, one randomly chosen ability score of the target is permanently reduced + by 2, and it permanently loses a recovery. They also end up with a permanent quirk + that is related to how they died. For example, if they died from a fireball, they + might end up with permanent flame marks on their skin and a strong fear of fire. + + + If Raise Dead is cast on a target a second time before it gains a level, the spell + fails.' + feats: [] + usage: per-day + - name: Slay Living (7th Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Target:** One enemy you are engaged with + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** If the target has 150 hit points or less, it dies. If it has more hit + points, it takes 100 negative energy damage. + + + **Miss:** 3d10 negative energy damage + + + 9th level spell: Death on 250 hit points or less; 150 damage otherwise; 5d10 damage + on miss' + feats: + - tier: epic + description: ' You can use this spell as a ranged attack against a nearby enemy.' + usage: per-day + - name: Gate to the Underworld (9th Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Special:** You must cast this spell at a site that has a connection to the + dead, such as a graveyard, a crypt, or the site of a large, ancient battle. + + + **Effect:** The spell enables you and a group of nearby allies to travel to any + location in the underworld, the world of spirits and the dead. Some knowledge + of the underworld is required to know where you are going, which can be gained + from past travels, scrying rituals, or the guidance of the soul of a deceased. + Travel takes between an hour and a day, depending on distance and the amount of + effort exerted. + + + After you enter the underworld, the gate remains and can be unlocked with the + right passphrase. You have to return to the same location within the underworld + to return. You can also cast this spell again to open a gate back to the surface.' + feats: + - tier: epic + description: ' You can open the gate to return from anywhere within the Underworld + with a passphrase.' + usage: per-day + - name: Love / Beauty + _type: Talent + source: DATP + description: (See the 13th Age Core Book p. 96 for details.) + feats: [] + - name: Radiant Heart (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; At-will + + + --- + + + + **Target:** A nearby enemy + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 1d6 + Wisdom holy damage. Choose a nearby ally. The target is unable + to attack you or the chosen ally until the end of your next turn, or until you + or that ally attack it. + + + **Miss:** Damage equal to your level + + + 3rd level spell: 3d6 damage + + + 5th level spell: 5d6 damage + + + 7th level spell: 7d6 damage + + + 9th level spell: 10d6 damage' + feats: + - tier: adventurer + description: ' On a natural even hit, the chosen ally heals hit points equal to + your Charisma modifier (x2 at 5th level; x3 at 8th).' + usage: at-will + - name: Call for a White Knight (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby creature with\ + \ 60 hp or fewer\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** The target\ + \ sees you as a hapless damsel in distress that needs protection. On its turn,\ + \ it won\u2019t take any actions except move close to you, if possible. When adjacent\ + \ to you, it has a 50% chance of taking a hit that was meant for you. Once between\ + \ its turns, it can make a counterattack against a creature attacking you as an\ + \ interrupt. The effect ends on a normal save, or if the target is attacked by\ + \ you or one of your allies.\n\n**Miss:** \u2014\n\n3rd level spell: Target with\ + \ 100 hp or fewer\n\n5th level spell: Target with 150 hp or fewer\n\n7th level\ + \ spell: Target with 250 hp or fewer\n\n9th level spell: Target with 400 hp or\ + \ fewer" + feats: + - tier: adventurer + description: " If you don\u2019t attack during your turn, the target\u2019s save\ + \ is a hard save (16+)." + - tier: champion + description: ' On a miss, the spell is not expended.' + usage: per-day + - name: Love Charm (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby creature with\ + \ 40 hp or fewer\n\n**Special:** This spell cannot be cast during combat or on\ + \ a target that has rolled initiative to fight.\n\n**Attack:** Wisdom + Level\ + \ vs. MD\n\n**Hit:** The target falls in love with you. It will follow you around\ + \ and try to please you. The effect ends if you reject the target\u2019s advances,\ + \ or if you or an ally tries to harm it. If combat starts, the target can save\ + \ against the effect normally.\n\n**Miss:** The target feels warm and fuzzy,\ + \ but can\u2019t quite tell why.\n\n3rd level spell: Target with 64 hp or fewer\n\ + \n5th level spell: Target with 96 hp or fewer\n\n7th level spell: Target with\ + \ 160 hp or fewer\n\n9th level spell: Target with 266 hp or fewer" + feats: [] + usage: per-day + - name: Luck / Fortune + _type: Talent + source: DATP + description: '**Source** DATP + + + Choose a spell from the Fateweaver class of your level or lower as a bonus spell. + + + **Invocation of Luck / Fortune:** This battle, whenever you or a nearby ally + rolls a natural 1 on a d20, flip a coin and call heads or tails. If you win, treat + the roll as a natural 20 instead.' + feats: + - tier: adventurer + description: ' You can Gather Focus like a Fateweaver for the chosen spell.' + - tier: champion + description: ' Gain an adventurer-tier meditation from the class as a bonus spell.' + - name: Lucky Star (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; At-will\n\n---\n\n\n**Target:** A nearby enemy\n\n\ + **Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d4 + Wisdom holy damage. Give\ + \ a luck token to yourself or a nearby ally. The token can be used to increase\ + \ a natural d20 roll by 1 this battle. You can\u2019t give a token to someone\ + \ who already has a token.\n\n**Miss:** Damage equal to your level\n\n3rd level\ + \ spell: 3d4 damage\n\n5th level spell: 5d4 damage\n\n7th level spell: 7d4 damage\n\ + \n9th level spell: 10d4 damage" + feats: + - tier: adventurer + description: ' On a natural 20, gain a second luck token.' + usage: at-will + - name: "Fortuna\u2019s Frown (1st Level)" + _type: Talent + source: DATP + description: 'Ranged spell; Recharge 16+ after battle; Interrupt action + + + **Trigger:** You or a nearby ally is hit by an attack + + + **Target:** The attacker + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** The target cannot benefit from effects that are triggered by specific + attack roll, such as an even hit (save ends). + + + **Miss:** Damage equal to your level' + feats: [] + - name: Serendipity (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; Daily; Free action\n\n---\n\n\n**Target:** You or a\ + \ nearby ally\n\n**Effect:** When the spell is cast, a good thing happens to\ + \ the target through sheer dumb luck. Maybe they kick a stone down the dark tunnel\ + \ to disarm a deadly trap, lean against a wall to find the secret door everyone\ + \ is looking for, or just happen to recognize the shopkeeper as an old childhood\ + \ friend to get a big discount.\n\nIt\u2019s best to cast the spell when there\ + \ is a specific problem that the party is facing. The GM then decides what boon\ + \ to grant the PC, and the player can narrate the details of what happens." + feats: + - tier: adventurer + description: ' The spell is now Recharge 16+.' + usage: per-day + - name: Madness / Nightmare + _type: Talent + source: DATP + description: '_You are the only sane person in the room._ + + + You are immune to the dazed and confused conditions. + + + **Invocation of Madness / Nightmare:** The next enemy you hit with a cleric spell + this battle is also confused (save ends).' + feats: + - tier: adventurer + description: ' Nearby allies gain a +1 bonus to saves against the dazed and confused + conditions.' + - tier: champion + description: ' When an enemy attack affects you with the dazed or confused condition, + gain a +1 bonus to your next attack roll instead.' + - tier: epic + description: ' Enemies that are dazed or confused are vulnerable to your attacks.' + - name: Manic Cackle (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; At-will + + + --- + + + + **Target:** One nearby enemy + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 1d6 + Wisdom psychic damage + + + _Natural 18+:_ The target immediately makes an attack against its own ally. + + + **Miss:** Damage equal to your level + + + 3rd level spell: 3d6 damage + + + 5th level spell: 5d6 damage + + + 7th level spell: 7d6 damage + + + 9th level spell: 10d6 damage' + feats: + - tier: champion + description: ' Once per battle, when the escalation die is odd, attack 1d3 enemies + with this spell.' + usage: at-will + - name: Manic Reflection (3rd Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Recharge 16+ after battle; Interrupt action + + + **Trigger:** An enemy hits you with a melee attack. + + + **Effect:** The attacker must reroll the attack. You must accept the new result. + If the reroll is a miss, the attacker takes psychic damage equal to half the damage + of a hit.' + feats: + - tier: adventurer + description: ' The reroll takes a penalty equal to your Charisma modifier.' + - tier: champion + description: ' If the reroll is a hit, you regain this spell at the end of the + battle.' + - name: Waking Nightmare (5th Level) + _type: Talent + source: DATP + description: '_Listen to the voices. Your friends are out to get you._ + + + Ranged spell; Daily + + + --- + + + + **Target:** One nearby enemy with 160 hp or fewer + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** The target is confused (save ends). Whenever the target hits an ally, + it takes half the damage it dealt as psychic damage. + + + **Miss:** The target is dazed until the end of your next turn. + + + 7th level spell: Target with 250 hp or fewer + + + 9th level spell: Target with 500 hp or fewer' + feats: + - tier: champion + description: ' The target adds the escalation die to attacks against its allies.' + - tier: epic + description: ' Double the hit point limit for enemies you can target.' + usage: per-day + - name: Fever Dream (7th Level) + _type: Talent + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby enemy\n\n\ + **Special:** If you collect three personal items from the target and create a\ + \ little effigy of it, you can cast this spell as a ritual on the effigy and affect\ + \ the target over a distance of several miles.\n\n**Attack:** Wisdom + Level\ + \ vs. MD\n\n**Hit:** The next time the target sleeps, it will be plagued by a\ + \ nightmare you create for it. If it succeeds at a save, it still regains half\ + \ of its recoveries and spells that night. If it fails the save, it does not recover\ + \ any. For NPCs that don\u2019t have recoveries or spell slots, the GM should\ + \ reduce their stats or remove a number of powers on the next day.\n\n**Miss:**\ + \ \u2014" + feats: [] + usage: per-day + - name: Magic / Arcana + _type: Talent + source: DATP + description: '_Arcane magic is but a shard of the divine._ + + + Gain a wizard spell, or a sorcerer spell from the arcane bloodline, of up to your + level as a bonus spell. You can switch out Intelligence or Charisma for Wisdom + in the spell description. + + + **Invocation of Magic / Arcana:** Choose yourself or a nearby ally. The next + spell cast by the target is treated as if it was two levels higher. If the spell + is already at 9th level, increase its effect by 50% (caster chooses one: number + of targets, damage, healing, granted bonus).' + feats: + - tier: adventurer + description: " You can now choose the wizard\u2019s utility spell (CB 150) as\ + \ your bonus spell." + - tier: champion + description: ' If the invocation would end at the end of your turn, roll a d6. + On a 6, it is active for another turn.' + - name: Magic Spark (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; At-will\n\n---\n\n\n**Target:** A nearby enemy\n\n\ + **Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d6 + Wisdom force damage\n\n\ + _Natural even hit:_ A nearby ally can add your Charisma modifier to their next\ + \ attack roll against the target.\n\n**Miss:** \u2014\n\n_Natural even miss:_\ + \ You gain a +1 bonus to your next spell attack this battle.\n\n3rd level spell:\ + \ 3d6 damage\n\n5th level spell: 5d6 damage\n\n7th level spell: 7d6 damage\n\n\ + 9th level spell: 10d6 damage" + feats: + - tier: adventurer + description: ' Increase the attack bonus on natural even miss to +2.' + - tier: champion + description: ' On a natural odd miss, repeat the attack once against a different + nearby enemy.' + usage: at-will + - name: Might of Magic (5th Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Recharge 11+; Quick action\n\n**Target:** A\ + \ nearby enemy\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** The target cannot\ + \ use resistances or other abilities to reduce the damage it takes (save ends).\n\ + \n**Miss:** \u2014" + feats: + - tier: champion + description: ' The save against this spell is a hard save (16+).' + - name: Shield of the Archons (5th Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ + \ You can cast this spell for power or for broad effect.\n\n_Cast for power:_\ + \ Choose a nearby ally. The next magical attack against the target this battle\ + \ is absorbed without effect. Roll a save \u2014 on a success the shield persists\ + \ and absorbs a second attack.\n\n_Cast for broad effect:_ Target three nearby\ + \ allies (including you). The next time the target is subject to a magical attack\ + \ this battle, roll a save. On a success, the attack is absorbed without effect." + feats: + - tier: champion + description: ' This spell is now Recharge 11+.' + usage: per-day + - name: Metal / Smithing + _type: Talent + source: DATP + description: '_Dwarves shape metal like the gods shaped the first dwarf._ + + + Up to one item per level (a sword, armor, shield and so on) that you have forged + yourself is considered an adventurer level true magic item of the appropriate + chakra when you or an ally wears it. The item only has the basic enchantment effect + (+1 to attack and damage for a weapon), but it can acquire an additional effect + through story events or icon relations. + + + **Invocation of Metal / Smithing:** Until the end of the battle, you deal an + extra WEAPON damage die with metal weapons (5th level: two dice; 8th level: 3 + dice).' + feats: + - tier: adventurer + description: ' Gain 3 points towards a background in smithing.' + - tier: champion + description: ' Your smithed items are considered champion level items.' + - tier: epic + description: ' Your smithed items are considered epic level items.' + - tier: adventurer + description: ' Also grant the bonus to two nearby allies.' + - name: Blessed Steel (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength damage + + + _Natural 16+:_ Deal extra holy damage equal to your Wisdom modifier (x2 at 5th + level; x3 at 8th) + + + **Miss:** Damage equal to your level' + feats: + - tier: adventurer + description: ' Deal half damage on a miss.' + - tier: champion + description: ' Deal triple damage on a natural 20.' + usage: at-will + - name: Heat Metal (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby enemy in heavy\ + \ armor, wearing metal armor, or using metal weapons\n\n**Attack:** Wisdom +\ + \ Level vs. PD\n\n**Hit:** 3d6 + Wisdom fire damage,\_ 10 ongoing fire damage,\ + \ and the target is dazed (save ends both).\n\n**Miss:** 10 ongoing fire damage\n\ + \n3rd level spell: 5d6 damage; 15 ongoing damage\n\n5th level spell: 5d10 damage;\ + \ 25 ongoing damage\n\n7th level spell: 9d10 damage; 40 ongoing damage\n\n9th\ + \ level spell: 10d12 damage; 50 ongoing damage" + feats: [] + usage: per-day + - name: Blade Barrier (5th Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Target:** All enemies engaged with you + + + **Attack:** Wisdom + Level vs. AC + + + **Hit:** 6d8 + Wisdom damage + + + **Miss:** Half damage + + + **Always:** Until the end of the battle, when an enemy engages you, deal 3d8 + damage to them. + + + 7th level spell: 9d8 / 4d8 damage + + + 9th level spell: 12d8 / 6d8 damage + + + Champion: Increase the damage dice to d10s.' + feats: [] + usage: per-day + - name: Mind / Dream + _type: Talent + source: DATP + description: '**Source** EC + + + Every attack you make deals psychic damage instead of other types of damage unless + you choose otherwise for a specific attack. + + + **Invocation of Mind/Dream:** When you cast a daily cleric spell this battle, + roll a d6. If you roll less than or equal to the escalation die, you regain the + use of that daily spell after the battle.' + feats: + - tier: adventurer + description: " If your attack already deals psychic damage, it gains the following\ + \ bonus damage\u2014adventurer tier: +1 damage; champion tier: +2 damage; epic\ + \ tier: +3 damage." + - tier: champion + description: ' You gain a +2 bonus to all defenses against attacks by aberrations.' + - tier: epic + description: " The invocation also affects your allies\u2019 daily spells." + - name: Music / Song + _type: Talent + source: DATP + description: '_Music moves hearts and minds as easily as the strongest magic._ + + + Gain a bardic song (CB p. 83) of up to your level as a bonus spell. You can replace + Charisma with Wisdom in the spell description. + + + You can conceal your divine spellcasting as part of music or singing, as long + as the spell effect itself is subtle, i.e. not like a Flamestrike. + + + **Invocation of Music:** Grant yourself and all nearby allies a d6 inspiration + die, which you can add as a bonus to any d20 roll before the end of the battle + or scene. You can decide whether to use the bonus after making the roll.' + feats: + - tier: adventurer + description: ' You gain 3 points towards a background in musical performance.' + - tier: champion + description: ' Increase the die to a d8.' + - name: Divine Cantata (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; At-will + + + --- + + + + **Target:** Up to two nearby enemies + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** 1d4 + Wisdom holy damage, and a nearby ally gains a +1 bonus to their + next savesaving throw. + + + **Miss:** Damage equal to your level + + + 3rd level spell: 1d12 damage + + + 5th level spell: 2d8 damage + + + 7th level spell: 2d12 damage + + + 9th level spell: 4d12 damage' + feats: + - tier: adventurer + description: ' If both attacks hit and you grant both save bonuses to the same + ally, increase the total save bonus to +4.' + usage: at-will + - name: Sacred Hymn (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Effect:** Increase the escalation die by 1. Until the end of the battle, any + enemy attempting to use the escalation die (or steal it, or otherwise manipulate + it) takes holy damage equal to your Charisma modifier (x2 at 5th level; x3 at + 8th) + the spell level. + + + 5th level spell: You can now cast this spell as a quick action.' + feats: + - tier: adventurer + description: ' Until the end of the battle, you and all allies can add the escalation + die to sustain checks for bard songs.' + usage: per-day + - name: Angelic Chorus (7th Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ + \ You call celestial beings to the battlefield until the end of the battle. While\ + \ they don\u2019t interact with any creatures directly, they can take one standard\ + \ action on your turn to cast any of your cleric spells as if you had cast it.\ + \ The spell is expended as if you had cast it." + feats: [] + usage: per-day + - name: Nature + _type: Talent + source: DATP + description: "**Source** EB\n\nYou have the ability to briefly converse in rudimentary\ + \ fashion with animals and plant creatures, subject to the limits of the creatures\u2019\ + \ intelligence, interest, and vocabulary. Extended conversations are beyond the\ + \ scope of the domain ability.\n\n**Invocation of Nature:** Nature: Nearby and\ + \ far away enemies find their footing surprisingly treacherous, so you and your\ + \ allies can disengage safely as a move action with an easy (6+) save" + feats: + - tier: adventurer + description: ' Once per day, you can pull off a terrain stunt, as defined in the + Tracker talent that the Ranger possesses' + - tier: champion + description: ' You gain +2 to all defenses against attacks from beasts.' + - tier: epic + description: ' Once per day, you can use the overworld travel spell, but both + the origin and destination must be within the wilderness.' + - name: Oracle + _type: Talent + source: DATP + description: "**Source** DPAS\n\nYou can use the Follow the Thread fateweaver class\_\ + feature once per day. Starting at 3rd level, you can take a fateweaver spell in\ + \ place of cleric spells. The\_fateweaver spell must be two levels lower than\ + \ the cleric spell." + feats: + - tier: adventurer + description: " Gain a fateweaver adventurer-tier meditation as a bonus power.\ + \ You can expend\_focus to deal maximum damage with a Cleric spell,\_or to allow\ + \ an ally to heal the maximum amount\_when you grant them the use of a recovery." + - name: Pain / Suffering + _type: Talent + source: DATP + description: '_I will face my fear. I will permit it to pass over me and through + me. Where the fear has gone there will be nothing. Only I will remain._ + + + While you are staggered, increase the damage die of each spell you cast by one + step (d4 -> d6 and so on). + + + **Invocation of Pain:** When you deal damage to an enemy, you can activate this + power as a free action to deal ongoing damage to the target equal to the damage + you just inflicted.' + feats: + - tier: adventurer + description: ' While you are staggered, increase the difficulty of saves against + effects you place on enemies by 2.' + - tier: champion + description: ' If you use this invocation while you are staggered, you regain + it at the end of the battle.' + - name: Inflict Wounds (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; At-will + + + --- + + + + **Target:** One nearby enemy you are engaged with + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** 1d8 + Wisdom negative energy damage + + + **Miss:** Negative energy damage equal to your level + + + 3rd level spell: 3d8 damage + + + 5th level spell: 5d8 damage + + + 7th level spell: 7d8 damage + + + 9th level spell: 10d8 damage' + feats: + - tier: adventurer + description: ' You gain a +2 bonus to hit against staggered enemies.' + - tier: champion + description: ' On a natural 18+, the target is weakened until the end of its next + turn.' + usage: at-will + - name: Thorny Crown (3rd Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily; Quick action + + + --- + + + + **Effect:** Cast this spell for power or for broad effect. + + + _Cast for power:_ A nearby ally gains _resist all_ 16+ until the end of the battle. + When damage is resisted, the resisted part of the damage is reflected to the attacker, + and the spell ends. + + + _Cast for broad effect:_ As cast for power, but target 3 nearby allies with _resist + all_ 12+.' + feats: + - tier: champion + description: ' The spell no longer ends when a target resists damage.' + usage: per-day + - name: Harm (7th Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Target:** One nearby enemy you are engaged with + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** 2d8 x 10 negative energy damage + + + _Natural 16+:_ If the target has 120 hit points or fewer after taking damage, + it starts making last gasp saves (16+). + + + **Miss:** 1d4 x 10 negative energy damage + + + 9th level spell: 3d8 x 10 damage on a hit; 1d8 x 10 damage on a miss; 180 hp or + fewer' + feats: + - tier: champion + description: ' You can cast this spell as a ranged spell against a nearby enemy.' + usage: per-day + - name: Plant / Forest + _type: Talent + source: DATP + description: "_Revere the ancient trees, taller, stronger and filled with more wisdom\ + \ than any temple._\n\nGain a spell from the Forest terrain of the druid\u2019\ + s Circle of the Lands of up to your level as a bonus spell.\n\n**Invocation of\ + \ Plant:** Deal 3 times your level in ongoing poison damage to all nearby enemies\ + \ that are stuck." + feats: + - tier: adventurer + description: ' You and any nearby allies ignore movement penalties or restrictions + in dense or hazardous vegetation. Any related skill checks are one step easier + (-5).' + - tier: champion + description: ' The targets have disadvantage on their next save against ongoing + poison damage and the stuck effect.' + - tier: epic + description: ' Increase the ongoing damage to 5 times your level.' + - name: Thorn Whip (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; At-will + + + --- + + + + **Target:** One nearby enemy you are engaged with + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** 1d6 per level + Strength poison damage + + + _Natural even hit:_ The target is stuck until the end of your next turn. + + + **Miss:** Damage equal to your level' + feats: + - tier: adventurer + description: ' You can attack nearby enemies you are not engaged with.' + usage: at-will + - name: Binding Vines (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; Once per battle; Quick Action + + + --- + + + + **Target:** A nearby enemy + + + **Attack:** Wisdom + Level vs. AC; you have a -4 penalty to the attack roll against + large, huge, and flying enemies + + + **Hit:** The target is stuck (save ends).' + feats: + - tier: adventurer + description: ' You can target 1d3 enemies with this spell.' + - tier: champion + description: ' The target is also dazed (save ends both).' + - tier: epic + description: ' The target is also vulnerable to attacks (save ends all).' + usage: per-battle + - name: Ensnaring Roots (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Effect:** Until the end of the\ + \ battle, tree roots in the nearby area start writhing and grabbing for your enemies\u2019\ + \ legs. When an enemy moves on the ground, it must succeed at an easy save (6+),\ + \ or it is stuck until the start of its next turn.\n\n3rd level spell: You can\ + \ now cast this spell as a quick action.\n\n5th level spell: The save is now a\ + \ normal save (11+) for normal-sized and smaller enemies." + feats: [] + usage: per-day + - name: Protection / Community + _type: Talent + source: DATP + description: '_A temple without a flock is a crypt of dead teachings._ + + + (See the 13th Age Core Book p. 97 for details.)' + feats: [] + - name: Shielding Strike (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength damage, and you grant a nearby ally a +2 bonus to + AC until the end of your next turn. + + + **Miss:** Grant a nearby ally a +1 bonus to AC.' + feats: + - tier: adventurer + description: ' If you wield a shield, grant the bonus to PD too.' + usage: at-will + - name: Blessed Orator (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Effect:** Until the end of the scene, you have advantage on Wisdom and Charisma-checks + when speaking to a group.' + feats: [] + usage: per-day + - name: Shield Other (1st Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Recharge 11+ after battle; Interrupt action\n\ + \n**Trigger:** An attack hits a nearby ally\u2019s AC.\n\n**Effect:** The attacker\ + \ must reroll the attack, and use the second result.\n\n3rd level spell: The ally\ + \ gains a +2 AC bonus against the rerolled attack.\n\n5th level spell: You can\ + \ trigger the spell against attacks that target PD; replace references to AC with\ + \ PD.\n\n7th level spell: The bonus to AC/PD on the rerolled attack increases\ + \ to +4.\n\n9th level spell: The bonus to AC/PD on the rerolled attack increases\ + \ to +6." + feats: + - tier: adventurer + description: ' You can now choose either of the attack rolls, in case the second + one crits or is otherwise bad for your ally.' + - tier: champion + description: ' Recharge roll after battle is now 6+.' + - tier: epic + description: ' Hit or miss, the ally takes only half damage from any attack you + use Shield Other against.' + - name: Summon Guardian of Faith (3rd Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** This spell calls\ + \ a Guardian of Faith as a superior summoned creature according to the summoning\ + \ rules on page XX. The guardian takes a shape determined by your faith, often\ + \ an animal associated with strength, valor and protection, such as a lion, or\ + \ a knightly saint. The level of the guardian is the same as the spell\u2019s\ + \ level.\n\n### _Summoned Guardian of Faith_\n\n3rd level troop [Celestial beast]\n\ + \nInitiative: +5\n\n**Celestial weapon +8 vs. AC** \u201410 holy damage.\n\nNatural\ + \ even hit: The guardian can use both defend self and defend other this turn.\n\ + \n_Defend self (quick action):_ The guardian gains a +2 bonus to all defenses\ + \ until the end of its next turn.\n\n_Defend others (quick action):_ The ally\ + \ closest to the guardian gains a +2 bonus to all defenses until the end of its\ + \ next turn.\n\n**Guardian of Faith Level Progression** " + feats: + - tier: adventurer + description: ' If you summon the guardian to defend a holy site, it has a +2 bonus + to attacks and defenses and twice the starting hit points.' + - tier: champion + description: ' The guardian has _resist negative energy_ 16+.' + - tier: epic + description: " The guardian\u2019s defend abilities grant a +3 bonus to defenses." + usage: per-day + - name: Walk Unharmed (3rd Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Special:** You can only cast this spell outside of battle. + + + **Effect:** Until the end of the scene, you and up to one nearby ally per point + of Wisdom modifier cannot be attacked. Only creatures of a higher level than you, + or direct icon interference (watch those complications from 5s!) can break the + effect. The effect also ends if you or one of your allies makes an attack. + + + 5th level spell: The effect lasts one hour. + + + 7th level spell: The effect lasts 1d6 hours. + + + 9th level spell: The effect lasts 2d4 hours.' + feats: [] + usage: per-day + - name: Secrets / Cultism + _type: Talent + source: DATP + description: "_Your church, or at least the branch you belong to, prefers to operate\ + \ without drawing attention to itself. You generally don\u2019t disclose your\ + \ status to those who are not part of your faith._\n\nYour divine magic is subtle,\ + \ and hard to detect. Outside of blatant elemental effects, only direct targets\ + \ of the spell, and those with a supernatural ability to detect divine presence\ + \ will notice your divine aura or your spellcasting.\n\n**Invocation of Secrets\ + \ / Cultism:** Choose a nearby person. Gain a hint about a secret they are hiding.\ + \ The hint should be significant enough to drive the story forward, but not so\ + \ complete that no further investigation is required. If in doubt, the invocation\ + \ gives an inspiration about where to look for more information." + feats: + - tier: adventurer + description: " Your ranged divine spells don\u2019t provoke opportunity attacks." + - tier: champion + description: ' When casting a divine ritual to uncover secrets or find forbidden + information, you gain advantage on the skill check.' + - tier: epic + description: ' Once per day, you can use a secret you know about a target to gain + advantage on a spell attack roll against them.' + - name: Ominous Chant (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; At-will + + + --- + + + + **Target:** One nearby enemy + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 1d8 + Wisdom psychic damage + + + **Miss:** Damage equal to your level + + + **Any natural even roll:** The target takes a -4 penalty to MD until the end + of your next turn. + + + 3rd level spell: 3d8 damage + + + 5th level spell: 5d8 damage + + + 7th level spell: 7d8 damage + + + 9th level spell: 10d8 damage' + feats: + - tier: adventurer + description: ' The damage dice of this spell are exploding dice.' + usage: at-will + - name: Encrypt (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Target:** A letter, book etc. + + + **Effect:** You obfuscate the words, and make the writing appear as a harmless + text or complete gibberish. Only you, and any person designated by you, can read + the original text.' + feats: [] + usage: per-day + - name: Erase Memory (5th Level) + _type: Talent + source: DATP + description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby creature\n\ + \n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** You cause the target to forget\ + \ a small piece of information, such as the face of a stranger, a password or\ + \ the location of a meeting. The target can save against the effect after 24 hours,\ + \ and each day after that.\n\n**Miss:** \u2014\n\n_Natural odd miss:_ The target\ + \ notices the attempt to mess with its mind, and it will be quite unhappy about\ + \ it.\n\n7th level spell: The target forgets something much closer to them, such\ + \ as the name of a good friend.\n\n9th level spell: You can erase a larger chunk\ + \ of memory, up to a year\u2019s worth." + feats: + - tier: champion + description: ' Instead of erasing the memory, you can subtly alter it. For example, + you can make the target remember a different face.' + usage: per-day + - name: Spirits / Undeath + _type: Talent + source: DATP + description: '_Eternal life at any cost._ + + + Gain a necromancer spell (13TW p. 85) of your level or lower as a bonus spell. + You can switch Intelligence for Wisdom in the spell description. + + + **Invocation of Spirits / Undeath:** Until the end of the battle, deal negative + energy damage equal to your level to each enemy who makes an attack against you. + If an undead creature attempts to attack you, it must roll a save. If the save + fails, they cannot attack you, but they do not lose the action used for the attack. + If the save succeeds, they can now attack you freely until the end of the battle.' + feats: + - tier: adventurer + description: ' If the save is a natural 1, the target is stunned until the start + of its next turn.' + - name: Withering Touch (1st Level) + _type: Talent + source: DATP + description: "Close-quarters spell; At-will\n\n---\n\n\n**Target:** One enemy you\ + \ are engaged with\n\n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d12 + Wisdom\ + \ negative energy damage\n\n**Miss:** \u2014\n\n_Natural odd miss:_ You take\ + \ 1d6 negative energy damage.\n\n3rd level spell: 5d6 damage, 2d6 damage on odd\ + \ miss\n\n5th level spell: 5d8 damage, 2d8 damage on odd miss\n\n7th level spell:\ + \ 7d10 damage, 3d10 damage on odd miss\n\n9th level spell: 10d10 damage, 4d6 damage\ + \ on odd miss" + feats: + - tier: champion + description: ' You can now use the spell as a ranged spell.' + usage: at-will + - name: Captive Spirit (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; Once per battle + + + --- + + + + **Effect:** You summon one captive spirit mook as per the summoning rules on + page XX. The spirit fights for you until the end of the battle, or until it drops + to 0 hp, whichever comes first.' + feats: [] + usage: per-battle + - name: Bolster Undead (3rd Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily; Quick action + + + --- + + + + **Effect:** You can cast this spell for power or for broad effect. + + + _Cast for power:_ One nearby undead creature gains 20 temporary hit points and + a +2 bonus to hit until the end of the battle. + + + _Cast for broad effect_: Choose up to three nearby undead creatures; each target + gains 10 temporary hit points and a +1 bonus to hit until the end of the battle. + + + 5th level spell: Temporary hp = 30/15 + + + 7th level spell: Temporary hp = 40/20 + + + 9th level spell: Temporary hp = 50/25' + feats: [] + usage: per-day + - name: Strength + _type: Talent + source: DATP + description: '_You worship physical prowess._ + + + (See the 13th Age Core Book p. 97 for details.)' + feats: [] + - name: Powerful Blow (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength + Level vs. AC + + + **Hit:** WEAPON + Strength damage + + + _Natural odd hit:_ The target pops free from you. + + + **Miss:** Damage equal to your Strength modifier (x2 at 5th level; x3 at 8th) + + Level' + feats: + - tier: adventurer + description: ' On a natural even hit, deal extra damage equal to your level.' + - tier: champion + description: ' On a natural odd hit, you knock the target prone. Melee attacks + have advantage against the target until it takes a move action to stand up.' + usage: at-will + - name: Bend Bars and Lift Gates (1st Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Once per scene; Free action\n\n**Trigger:**\ + \ You or a nearby ally makes a Strength check or a Strength-based skill check.\n\ + \n**Effect:** Triple the target\u2019s Strength modifier for the check." + feats: + - tier: adventurer + description: ' You can target 1d3 allies (including yourself).' + - name: Siphon Strength (3rd Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Target:** One nearby enemy with 96 hp or fewer + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** 4d12 + Wisdom negative energy damage, and the target is weakened (save + ends) + + + **Miss:** Half damage + + + 5th level spell: 7d12 damage + + + 7th level spell: 2d6 x 10 damage + + + 9th level spell: 2d10 x 10 damage' + feats: + - tier: adventurer + description: ' The spell can now target an enemy with any number of hit points + while the escalation die is 3+.' + - tier: champion + description: ' The save against weakened is now a hard save (16+).' + - tier: epic + description: ' On a miss, the target is also dazed (save ends).' + usage: per-day + - name: Sun / Anti-Undead + _type: Talent + source: DATP + description: '_The sun, all-seeing and eternal, is the center of the sky and of + many pantheons._ + + + (See the 13th Age Core Book p. 97 for details.)' + feats: [] + - name: Ray of Light (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; At-will + + + --- + + + + **Target:** A nearby enemy + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 1d6 + Wisdom holy damage. Deal maximum damage against undead. + + + **Miss:** Damage equal to your level + + + 3rd level spell: 3d6 damage + + + 5th level spell: 5d6 damage + + + 7th level spell: 7d6 damage + + + 9th level spell: 10d6 damage' + feats: + - tier: adventurer + description: ' Against undead, deal half damage on a miss.' + - tier: champion + description: ' Increase the damage dice to d8.' + usage: at-will + - name: Consecration (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Effect:** You create a consecrated area that covers the nearby battlefield + until the end of the battle. Within the area, undead, demons and devils lose their + resistances and become vulnerable to all attacks. Against creatures that are already + vulnerable to holy damage, you deal extra damage equal to your Wisdom modifier + (x2 at 5th level; x3 at 8th). + + + 3rd level spell: You can now cast this spell as a quick action.' + feats: + - tier: adventurer + description: ' Allies gain a bonus die to their recovery rolls while within the + consecrated area (5th level: 2 dice; 8th level: 3 dice).' + - tier: champion + description: ' The spell is now Recharge 16+.' + usage: per-day + - name: Searing Light (3rd Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Target:** One nearby enemy per point of escalation die + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 5d8 + Wisdom holy damage. If the target is a demon or undead, it is + also dazed (save ends). + + + **Miss:** Half damage + + + 5th level spell: 1d8 x 10 damage + + + 7th level spell: 1d8 x 15 damage + + + 9th level spell: 2d8 x 10 damage' + feats: + - tier: adventurer + description: ' Gain a +3 bonus to hit against demons and undead.' + usage: per-day + - name: Time + _type: Talent + source: DATP + description: '_No one can escape time._ + + + Choose a wizard spell of your level or lower from the following list as a bonus + spell: Feather Fall, Haste, Slow, Time Stop. + + + **Invocation of Time:** Grant a nearby ally a standard action.' + feats: + - tier: adventurer + description: ' Once per battle, when the escalation die is increased by one, move + yourself up 1d4 positions in the initiative order.' + - tier: champion + description: ' Also grant a move action.' + - name: Sands of Time (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; At-will + + + --- + + + + **Target:** A nearby enemy + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 1d4 + Wisdom ongoing holy damage + + + **Miss:** Damage equal to your level + + + 3rd level spell: 2d8 ongoing damage + + + 5th level spell: 4d6 ongoing damage + + + 7th level spell: 6d6 ongoing damage + + + 9th level spell: 7d10 ongoing damage' + feats: + - tier: adventurer + description: ' The target also takes a -2 penalty to disengage checks (save ends + both).' + usage: at-will + - name: Temporal Disruption (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Target:** 1d3 nearby enemies + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 4d6 + Wisdom holy damage. Move the target to the end of the initiative + queue. If it has already taken its turn this round, it takes its next turn in + the next round. + + + **Miss:** Half damage + + + 3rd level spell: 7d6 damage + + + 5th level spell: 10d6 damage + + + 7th level spell: 15d6 damage + + + 9th level spell: 2d6 x 10 damage' + feats: [] + usage: per-day + - name: Visions of the Past (1st Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ + \ Focus on a nearby person, place, or object, and decide a rough time range (1\ + \ day, 1 month, 1 year, 100 years \u2026). You see a vision of that person, place,\ + \ or object at the time. You can improve the vision if you focus longer, touch\ + \ the object, and succeed at skill check at a normal difficulty.\n\n5th level\ + \ spell: The difficulty of skill checks for the spell is now easy." + feats: [] + usage: per-day + - name: Trickery / Illusion + _type: Talent + source: DATP + description: '_Every family has its black sheep, every pantheon has its trickster._ + + + (See the 13th Age Core Book p. 97 for details.)' + feats: [] + - name: Wink of the Trickster (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; At-will\n\n---\n\n\n**Target:** A nearby enemy\n\n\ + **Attack:** Wisdom + Level vs. MD\n\n**Hit:** 1d6 + Wisdom psychic damage\n\n\ + _Natural even hit:_ The next attack by the target against you has disadvantage\ + \ as you create an illusory double of yourself.\n\n**Miss:** \u2014\n\n_Natural\ + \ even miss:_ The next attack against a nearby ally of your choice has disadvantage.\n\ + \n3rd level spell: 3d6 damage\n\n5th level spell: 5d6 damage\n\n7th level spell:\ + \ 7d6 damage\n\n9th level spell: 10d6 damage" + feats: + - tier: adventurer + description: ' You can use this spell as a melee attack that deals WEAPON + Wisdom + damage.' + - tier: champion + description: ' On a natural 20, the target is confused until the end of its next + turn.' + usage: at-will + - name: Taunt and Tease (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; Once per battle + + + --- + + + + **Target:** One nearby enemy + + + **Attack:** Wisdom + Level vs. MD + + + **Hit:** 4d6 + Wisdom psychic damage, and the target takes a -4 penalty to attacks + until the end of your next turn, unless it attacks you. If it misses with an attack + against any target, it takes psychic damage equal to your Charisma modifier (x2 + at 5th level; x3 at 8th) + twice the spell level. + + + **Miss:** Damage equal to your level + + + 3rd level spell: 5d8 damage. + + + 5th level spell: 7d10 damage. + + + 7th level spell: 10d12 damage. + + + 9th level spell: 2d8 x 10 damage.' + feats: + - tier: adventurer + description: ' You can make the target think the attack comes from an ally it + is engaged with instead of you. It now has a -4 penalty to attacks against everyone + except that ally.' + - tier: champion + description: ' A natural even miss does not expend the spell.' + usage: per-battle + - name: "Trickster\u2019s Guise (1st Level)" + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily + + + --- + + + + **Effect:** This spell provides you with an effective magical disguise that lasts + about ten minutes, making the skill check to avoid unmasking one step easier (-5 + to the difficulty). The spell only affects your general appearance, not your size. + It can be used to hide your features behind the generic features of another person + or race. Using it to impersonate a specific creature makes it less effective as + a disguise (-2 to -5 penalty to the check). + + + 3rd level spell: The spell lasts for 1 hour. + + + 5th level spell: The spell also provides smell; +2 bonus to any checks. + + + 7th level spell: The spell also handles accurate-sounding vocal patterns and rough + mannerisms; +4 bonus to any checks.' + feats: + - tier: champion + description: ' You can cast the spell on yourself plus one ally per point of Wisdom + modifier. All disguises will be of the same type, for example all orcs or all + city guards.' + usage: per-day + - name: Borrowed Trick (5th Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily; Quick action + + + --- + + + + **Target:** One nearby ally + + + **Effect:** Choose a spell, maneuver or power of the target. You can use it at + its normal frequency until the end of the battle.' + feats: [] + usage: per-day + - name: Cheat All Except Death (7th Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily; Quick action + + + --- + + + + **Target:** You + + + **Effect:** Until the end of the battle, you can set a d20 roll as a natural + 20 after making the roll. Each time you do so, you add one failed death save for + this battle. As usual, you die after the fourth failed death save, regardless + of your current hit point total.' + feats: [] + usage: per-day + - name: War / Leadership + _type: Talent + source: DATP + description: '_The fiercest battles are fought when both sides pray to the same + god._ + + + (See the 13th Age Core Book p. 97 for details.)' + feats: [] + - name: Lead the Assault (1st Level) + _type: Talent + source: DATP + description: 'Melee attack; At-will + + + --- + + + + **Attack:** Strength OR Wisdom + Level vs. AC + + + **Hit:** WEAPON + Strength damage. Until the end of your next turn, your allies + have a +2 bonus to their critical threat range against the target. + + + **Miss:** Damage equal to your level' + feats: + - tier: adventurer + description: ' Also grant the crit bonus on an even miss.' + usage: at-will + - name: Booming Command (1st Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily\n\n---\n\n\n**Target:** One nearby enemy\n\ + \n**Effect:** You give the target a simple, three-word command, such as \u201C\ + drop your weapon\u201D or \u201Crun away quickly\u201D. If the target obeys, no\ + \ other effect happens. If it doesn\u2019t, make the following attack against\ + \ it:\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** 3d8 + Wisdom thunder\ + \ damage\n\n**Miss:** Damage equal to your level\n\n3rd level spell: 4d8 thunder\ + \ damage\n\n5th level spell: 6d8 thunder damage\n\n7th level spell: 9d8 thunder\ + \ damage\n\n9th level spell: 2d6 x 10 thunder damage" + feats: + - tier: adventurer + description: ' The command can be up to 5 words.' + - tier: champion + description: ' Target 1d3 enemies.' + - tier: epic + description: ' Target 1d4 enemies.' + usage: per-day + - name: Elevated Command (3rd Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; Daily; Quick action + + + --- + + + + **Effect:** Until the end of the battle, when you grant an ally an attack bonus + from the War Domain, increase it +2.' + feats: + - tier: adventurer + description: " The War domain\u2019s attack bonus now lasts until the end of your\ + \ next turn, and you can benefit from it yourself." + usage: per-day + - name: Water / Sea / River + _type: Talent + source: DATP + description: "_From the tiniest stream to the endless oceans, where there is water,\ + \ there is divine power._\n\nChoose a spell from the Ocean or River terrains of\ + \ the druid\u2019s Circle of the Lands of up to your level as a bonus spell.\n\ + \n**Invocation of Water:** A foggy mist fills the battlefield that gives you\ + \ and all allies in the nearby area a +2 bonus to defenses against ranged and\ + \ close-quarters attacks, and _resist fire and poison_ 12+." + feats: + - tier: adventurer + description: ' You gain _resist poison_ 16+.' + - tier: champion + description: ' Increase the resistances to 14+.' + - name: Jetblast (1st Level) + _type: Talent + source: DATP + description: 'Close-quarters spell; At-will + + + --- + + + + **Target:** A nearby enemy + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** 1d6 + Wisdom damage. If the target has an attack that deals fire damage, + it is dazed (doused) until the end of your next turn. + + + _Natural even hit:_ If the target is engaged with you, you force it to pop free. + + + **Miss:** Damage equal to your level + + + 3rd level spell: 3d6 damage + + + 5th level spell: 5d6 damage + + + 7th level spell: 7d6 damage + + + 9th level spell: 10d6 damage' + feats: + - tier: champion + description: " You can choose to attack two targets with this spell, but you take\ + \ a \u20134 penalty to your attack roll." + usage: at-will + - name: Neutralize Poison (1st Level) + _type: Talent + source: DATP + description: 'Ranged spell; Recharge 11+ after battle; Quick action + + + **Effect:** You can cast this spell for power or for broad effect. + + + _Cast for power:_ End any ongoing poison effect on a nearby ally, and grant them + _resist poison_ 18+ until the end of the battle. + + + _Cast for broad effect:_ As with casting for power, but on 3 allies, including + yourself, and the resistance is 14+.' + feats: + - tier: champion + description: ' The target gains a +4 bonus to defenses against attacks that deal + poison damage until the end of the battle (broad effect: +2).' + - name: Purification (1st Level) + _type: Talent + source: DATP + description: "Close-quarters spell; Daily\n\n---\n\n\n**Target:** 1d4 nearby enemies\n\ + \n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d8 + Wisdom holy damage. Until\ + \ the end of your next turn, the enemy\u2019s attacks cannot impose conditions\ + \ on their targets.\n\n**Miss:** Half damage\n\n3rd level spell: 3d8 damage\n\ + \n5th level spell: 5d8 damage\n\n7th level spell: 7d8 damage\n\n9th level spell:\ + \ 10d8 damage" + feats: + - tier: adventurer + description: ' Nearby allies heal hit points equal to the spell level.' + usage: per-day + - name: Winter / Ice + _type: Talent + source: DATP + description: "_Before every new beginning, there must be an end._\n\nChoose a spell\ + \ from the Ice terrain of the druid\u2019s Circle of the Lands of up to your level\ + \ as a bonus spell.\n\nWhen you cast a spell that deals holy damage, you can deal\ + \ cold damage instead.\n\n**Invocation of Winter:** Until the end of the battle,\ + \ all enemies that don\u2019t have resistance to cold damage are vulnerable to\ + \ cold damage." + feats: + - tier: adventurer + description: ' You gain _resist cold_ 16+.' + - tier: champion + description: ' When you deal cold damage, increase all damage dice by one step.' + - name: Ice Shards (1st Level) + _type: Talent + source: DATP + description: "Ranged spell; At-Will\n\n---\n\n\n**Targets:** 1d3 nearby enemies\ + \ in a group\n\n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d6 + Wisdom cold\ + \ damage\n\n**Miss:** \u2014\n\n_Natural 1:_ Deal cold damage equal to your level\ + \ to a nearby ally.\n\n3rd level spell: 2d6 damage\n\n5th level spell: 3d6 damage\n\ + \n7th level spell: 6d6 damage\n\n9th level spell: 8d6 damage" + feats: + - tier: adventurer + description: ' Gain a +1 bonus to your critical threat range.' + usage: at-will + - name: Frost Hammer (1st Level) + _type: Talent + source: DATP + description: "Melee attack; Daily\n\n---\n\n\n**Attack:** Strength OR Wisdom +\ + \ Level vs. AC\n\n**Hit:** WEAPON + Strength cold damage, and if the target\u2019\ + s hit points are equal to the spell level x 50 or fewer after taking damage, it\ + \ is frozen (-4 to defenses and can\u2019t take actions) until the end of your\ + \ next turn.\n\n**Miss:** Half damage" + feats: + - tier: adventurer + description: ' On a natural even miss, the target is dazed until the end of your + next turn.' + - tier: champion + description: ' Also deal 10 times the spell level in ongoing cold damage.' + usage: per-day + - name: Snow Storm (5th Level) + _type: Talent + source: DATP + description: 'Ranged spell; Daily + + + --- + + + + **Effect:** You summon icy winds across the battlefield. For the next three rounds, + you can make the following attack at the start of your turn. + + + **Target:** 1d3 nearby enemies + + + **Attack:** Wisdom + Level vs. PD + + + **Hit:** 2d8 + Wisdom cold damage, and the target has disadvantage on saves to + disengage until the end of your next turn. + + + _Natural 18+:_ The target also has disadvantage on attack rolls. + + + **Miss:** Damage equal to your level + + + 7th level spell: 4d8 damage + + + 9th level spell: 7d8 damage' + feats: + - tier: champion + description: ' You can now target 1d4 enemies with this spell.' + usage: per-day + - name: Cleric Spells (All Domains) + _type: Talent + source: DATP + description: '' + feats: [] + - name: 1st Level Spells + _type: Spell 1 + source: DATP + description: '' + feats: [] + level: 1 + category: Spells + - name: Divine Guidance + _type: Spell 1 + source: DATP + description: '**Source** DaTP + + + Close-quarters spell; Recharge 16+ after the scene; Free action + + + **Trigger:** A nearby ally makes a skill check. + + + **Effect:** Grant the ally a 1d8 bonus to the check. If the skill check is related + to one of your domains, increase the bonus to 2d8.' + feats: + - tier: adventurer + description: ' If you fail the recharge roll, you still gain another use of the + spell, but the bonus is only 1d6 / 2d6.' + level: 1 + category: Spells + - name: Minor Miracle + _type: Spell 1 + source: DATP + description: "**Source** DaTP\n\nRanged spell; At-will\n\n---\n\n\n**Effect:**\ + \ You create a small miracle effect to strengthen your believer\u2019s faith\ + \ in your deity. Below are some example effects.\n\n_Create Water or Wine:_ Create\ + \ one serving of a beverage of your choice.\n\n_Divine Light:_ Create an ongoing\ + \ light effect, roughly the strength of a torch.\n\n_Glowing Scripture:_ Write\ + \ the words of the scripture in glowing letters into the air or on a wall.\_\n\ + \n_Mend What is Broken:_ Repair an object by magically gluing together the pieces.\n\ + \n_Purify Food and Water:_ Cleanse a single serving of food so that it can be\ + \ safely consumed.\n\n_Soothe Pain:_ The target does not feel pain from illness\ + \ or injury.\n\nYou can only have one ongoing effect from this spell at the same\ + \ time.\n\nAt higher levels, increase the scale of the miracle you create. At\ + \ 3rd level, you can fill a decanter with water, at 5th level a barrel or trough\ + \ and so on." + feats: [] + level: 1 + category: Spells + usage: at-will + - name: Remove Fear + _type: Spell 1 + source: DATP + description: "**Source** DaTP\n\nClose-quarters spell; Recharge 11+; Quick action\n\ + \n**Effect:** You can cast this spell for power or for broad effect.\n\n_Cast\ + \ for power:_ Choose a nearby ally. The target is immune to fear until the end\ + \ of the battle.\n\n_Cast for broad effect:_ Three nearby allies (including you)\ + \ can immediately save against a fear effect, even if that effect normally doesn\u2019\ + t allow saves. If the save is a success, the target is immune to fear until the\ + \ end of the battle." + feats: + - tier: adventurer + description: ' When you cast for broad effect, target yourself and all nearby + allies.' + level: 1 + category: Spells + - name: 3rd Level Spells + _type: Spell 3 + source: DATP + description: '' + feats: [] + level: 3 + category: Spells + - name: Spiritual Weapon + _type: Spell 3 + source: DATP + description: "**Source** DaTP\n\nRanged spell; Recharge 16+ after battle; Quick\ + \ action\n\n**Effect:** You summon the divine representation of your deity\u2019\ + s weapon. Make a melee attack against a nearby enemy with it.\n\n**Attack:** \ + \ Wisdom + Level vs. AC\n\n**Hit:** 2d8 + Strength OR Charisma holy damage\n\n\ + **Miss:** \u2014\n\nThe weapon persists until the end of the battle, or until\ + \ you roll a natural 1 on the attack with it. You can attack with it once per\ + \ round as a quick action. The blade does not need to engage or disengage to attack.\n\ + \n5th level spell: 3d8 damage\n\n7th level spell: 4d8 damage\n\n9th level spell:\ + \ 6d8 damage" + feats: + - tier: champion + description: ' Against demons, devils and undead, increase the damage dice to + d10.' + - tier: epic + description: ' The spell is now Recharge 11+.' + level: 3 + category: Spells + - name: 5th Level Spells + _type: Spell 5 + source: DATP + description: '' + feats: [] + level: 5 + category: Spells + - name: Summon Planetar + _type: Spell 5 + source: DATP + description: '**Source** DaTP + + + Ranged spell; Daily + + + --- + + + + **Effect:** You summon a planetar, as per the summoning rules on page XX. This + planetar fights for you until the end of the battle, or until it drops to 0 hp, + whichever comes first. As you cast the spell at higher levels, your planetar becomes + stronger. + + + ### _Summoned Planetar_' + feats: [] + level: 5 + category: Spells + usage: per-day + - name: 7th Level Spells + _type: Spell 7 + source: DATP + description: '' + feats: [] + level: 7 + category: Spells + - name: 9th Level Spells + _type: Spell 9 + source: DATP + description: '' + feats: [] + level: 9 + category: Spells + - name: Cleric Rituals + _type: Spell 9 + source: DATP + description: '' + feats: [] + level: 9 + category: Spells + - name: Blessed Forge (1st Level) + _type: Spell 9 + source: DATP + description: '**Base spell:** Any spell from the Metal domain + + + **Target:** A forge or smithy + + + **Effect:** Until the end of the day, all smithing-related skill checks in the + forge have advantage.' + feats: [] + level: 9 + category: Spells + - name: Ceremony of Blessing (1st Level) + _type: Spell 9 + source: DATP + description: "**Base spell:** Bless, Shield of Faith\n\n**Effect:** You perform\ + \ a religious ceremony. The effect depends on the type of ceremony conducted.\n\ + \n_Birth / Christening:_ Supernatural creatures must succeed at a hard save if\ + \ they want to touch the baby.\n\n_Coming of Age:_ Grant the target an icon relationship\ + \ point (if it doesn\u2019t have any yet).\n\n_Marriage:_ Both partners get a\ + \ +1 bonus to saves for one month.\n\n_Funeral:_ The soul is safely guided to\ + \ the afterlife, and the body cannot be raised as undead.\n\n_Oath:_ If the target\ + \ breaks the oath, it is weakened (save ends).\n\n_Spring Rites:_ Bless the fertility\ + \ of livestock.\_\n\n_Harvest:_ Increase the harvest, and protect the harvested\ + \ crop from pests and fouling.\n\n_Foundation stone ceremony:_ Protect the construction\ + \ site from accidents.\n\n_Topping out ceremony:_ The building is protected from\ + \ fire and lightning for a year.\n\n_Door blessing:_ Supernatural creatures must\ + \ succeed at a save to enter the house." + feats: [] + level: 9 + category: Spells + - name: Divine Builder (7th Level) + _type: Spell 9 + source: DATP + description: '**Base spell:** Sanctuary + + + **Effect:** You summon building materials and divine spirits that can erect a + building of your choice overnight. A single casting of the ritual is enough for + a one-storey building, a bridge over a stream, or a statue. For bigger projects, + you need to cast the ritual multiple times, or find a way to increase the effect.' + feats: [] + level: 9 + category: Spells + # END DATP ABILITIES --- ## Ability Scores @@ -771,7 +4493,7 @@ There are certain abilities specific to the cleric that can affect their powers: ## Class Talents - + ## 1st Level Spells From 2bd5423fae07f9d14c73729e1cd4a0bceaaa5822 Mon Sep 17 00:00:00 2001 From: cylss Date: Sat, 18 Nov 2023 21:05:55 +0100 Subject: [PATCH 11/34] Add ranger abilities --- content/1e/classes/ranger.mdx | 1113 +++++++++++++++++++++++++++++++++ 1 file changed, 1113 insertions(+) diff --git a/content/1e/classes/ranger.mdx b/content/1e/classes/ranger.mdx index 17bbc66..029bf63 100644 --- a/content/1e/classes/ranger.mdx +++ b/content/1e/classes/ranger.mdx @@ -323,6 +323,1119 @@ abilities: description: Increase your animal companion's damage die by one size (for example, from d6s to d8s, or d8s to d10s) - tier: epic description: Increase your animal companion's AC by +1. +# BEGIN DATP ABILITIES + - name: Adventurer Tier Talents + _type: Talent + source: DATP + description: '' + feats: [] + tier: adventurer + - name: Arcane Archer + _type: Talent + source: DATP + description: '**Source ** DATP + + + _You practice a mystic form of archery that infuses your arrows with arcane magic + as you shoot._ + + + If you spend one talent, you are an Arcane Archer initiate, with two, you become + an Arcane Archer adept. + + + As an Arcane Archer, you gain a number of powers depending on whether you are + an initiate or adept, and your level. + + + **Arcane Archer Power Progression** ' + feats: [] + tier: adventurer + - name: Death Sphere + _type: Talent + source: DATP + description: '' + feats: [] + tier: adventurer + - name: Deathknell Shot (1st Level) + _type: Talent + source: DATP + description: "**Cost:** 1 charge\n\n**Effect:** On a hit, if your target has 5\ + \ hp or fewer after the attack, you can drop it to 0 hp. If you drop it to zero\ + \ hp, either from the arrow\u2019s damage or this ability, you can heal using\ + \ a recovery.\n\n3rd level power: 10 hp or fewer\n\n5th level power: 15 hp or\ + \ fewer\n\n7th level power: 20 hp or fewer\n\n9th level power: 25 hp or fewer" + feats: + - tier: adventurer + description: '_Adventurer Feat_ Double the hit point range at which you can drop + an enemy to zero hit points. + + ' + tier: adventurer + - name: Ghost Shot (3rd Level) + _type: Talent + source: DATP + description: "**Cost:** 1 charge\n\n**Effect:** Target the enemy\u2019s PD instead\ + \ of AC." + feats: + - tier: adventurer + description: '_Adventurer Feat_ Deal extra negative energy damage equal to your + level. + + ' + tier: adventurer + - name: Kill Shot (5th Level) + _type: Talent + source: DATP + description: 'Requires Deathknell Shot and Ghost Shot + + + **Cost:** 2 charges + + + **Effect:** Deal double damage (hit or miss).' + feats: [] + tier: adventurer + - name: Flaming Sphere + _type: Talent + source: DATP + description: '' + feats: [] + tier: adventurer + - name: Burning Shot (1st Level) + _type: Talent + source: DATP + description: '**Cost:** 1 charge + + + **Effect:** If you hit, deal 1d6 extra fire damage per level.' + feats: + - tier: adventurer + description: '_Adventurer Feat_ The extra fire damage dice are exploding dice + (on a 6, roll another d6 and add it). + + ' + tier: adventurer + - name: Immolating Shot (3rd Level) + _type: Talent + source: DATP + description: '**Cost:** 1 charge + + + **Effect: ** If you hit, deal an extra 5 ongoing fire damage, and the target is + vulnerable to fire (save ends both). + + + 5th level power: 10 ongoing damage + + + 7th level power: 15 ongoing damage + + + 9th level power: 20 ongoing damage' + feats: + - tier: adventurer + description: '_Adventurer Feat_ The save against the ongoing damage is a hard + save (16+). + + ' + tier: adventurer + - name: Explosive Shot (5th Level) + _type: Talent + source: DATP + description: 'Requires Burning Shot and Immolating Shot + + + **Cost:** 2 charges + + + **Effect: ** Hit or miss, deal 3d10 + Wisdom extra fire damage to 1d3 nearby enemies + other than the target. + + + 7th level power: 5d10 damage + + + 9th level power: 7d10 damage' + feats: [] + tier: adventurer + - name: Force Sphere + _type: Talent + source: DATP + description: '' + feats: [] + tier: adventurer + - name: Arrow Fist (1st Level) + _type: Talent + source: DATP + description: "**Cost:** 1 charge\n\n**Effect: ** If you hit, the attack deals force\ + \ damage and throws the target backwards. It pops free from anyone it is engaged\ + \ with. If you push the target into a dangerous spot, such as over a ledge or\ + \ into lava, it can make a save\n to avoid the effect.\n" + feats: + - tier: adventurer + description: '_Adventurer Feat_ The push effect is now strong enough to throw + a target from a nearby to a far away location. + + ' + tier: adventurer + - name: Homing Missile (3rd Level) + _type: Talent + source: DATP + description: '**Cost:** 1 charge + + + **Effect: ** You have advantage on the attack roll.' + feats: + - tier: adventurer + description: '_Adventurer Feat_ Against far away enemies, increase your WEAPON + damage dice by one step. + + ' + tier: adventurer + - name: Twin Arrow (5th Level) + _type: Talent + source: DATP + description: 'Requires Arrow Fist and Homing Missile + + + **Cost:** 2 charges + + + **Target:** Two nearby or far away enemies + + + **Effect: ** Take a -2 penalty to the attack roll. The attack deals force damage. + If both attacks miss, roll a third attack against a different enemy.' + feats: [] + tier: adventurer + - name: Frost Sphere + _type: Talent + source: DATP + description: '' + feats: [] + tier: adventurer + - name: Ice Arrow (1st Level) + _type: Talent + source: DATP + description: '**Cost:** 1 charge + + + **Effect: ** On a hit, deal 1d4 per level extra cold damage to the target, and + it has disadvantage on disengage checks until the end of your next turn.' + feats: + - tier: adventurer + description: ' Increase the extra damage to 1d6 per level.' + tier: adventurer + - name: Freezing Arrow (3rd Level) + _type: Talent + source: DATP + description: '**Cost:** 1 charge + + + **Effect:** On a hit, whenever the target takes an action before the end of your + next turn, it takes cold damage equal to your level + Wisdom modifier (x2 at 5th + level; x3 at 8th).' + feats: + - tier: adventurer + description: '_Adventurer Feat_ On a miss, deal extra cold damage equal to your + level. + + ' + tier: adventurer + - name: Blizzard Shot (5th Level) + _type: Talent + source: DATP + description: 'Requires Ice Arrow and Freezing Arrow + + + **Cost:** 2 charges + + + **Effect:** Hit or miss, deal 2d8 + Wisdom cold damage to all nearby enemies + other than the target, and all nearby allies can make a save to disengage as a + free action. + + + 7th level power: 3d8 damage + + + 9th level power: 5d8 damage' + feats: [] + tier: adventurer + - name: Radiant Sphere + _type: Talent + source: DATP + description: '' + feats: [] + tier: adventurer + - name: Blinding Flare (1st Level) + _type: Talent + source: DATP + description: '**Cost:** 1 charge + + + **Effect:** On a hit, the target has disadvantage on its next attack roll.' + feats: + - tier: adventurer + description: ' On a miss, you deal extra psychic damage equal to your level. + + ' + tier: adventurer + - name: Vexing Flare (3rd Level) + _type: Talent + source: DATP + description: "**Cost:** 1 charge\n\n**Effect:** The attack targets the enemy\u2019\ + s MD instead of AC." + feats: + - tier: adventurer + description: '_Adventurer Feat_ On a natural even miss, reroll the attack against + a different nearby enemy. + + ' + tier: adventurer + - name: Confusing Flare (5th Level) + _type: Talent + source: DATP + description: "Requires Blinding Flare and Vexing Flare\n\n**Cost:** 2 charges\n\ + \n**Effect:** On a hit, if the target\u2019s hit points are equal to your maximum\ + \ or less after taking damage, it is confused until the end of your next turn.\ + \ If they are higher, it is dazed until the end of your next turn." + feats: + - tier: champion + description: '_Champion Feat_ Increase your WEAPON damage dice to d12s with this + shot and make all damage psychic damage. + + ' + tier: adventurer + - name: Sky Sphere + _type: Talent + source: DATP + description: '' + feats: [] + tier: adventurer + - name: Thunderbolt (1st Level) + _type: Talent + source: DATP + description: '**Cost:** 1 charge + + + **Effect:** On a hit, the target is dazed until the end of your next turn. On + a miss, deal your level in thunder damage to any of your allies engaged with the + target.' + feats: + - tier: adventurer + description: '_Adventurer Feat_ On a natural even hit, the target is weakened + instead. + + ' + tier: adventurer + - name: Lightning Bolt (3rd Level) + _type: Talent + source: DATP + description: "**Cost:** 1 charge\n\n**Effect:** Before making your ranged attack,\ + \ make the following separate attack roll.\n\n**Target:** A random nearby enemy\ + \ other than the target\n\n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d8\ + \ per level lightning damage\n\n**Miss:** \u2014" + feats: + - tier: champion + description: '_Champion Feat_ Deal half damage on a miss. + + ' + tier: adventurer + - name: Shocking Jolt (5th Level) + _type: Talent + source: DATP + description: 'Requires Thunderbolt and Lightning Bolt + + + **Cost:** 2 charges + + + **Effect:** On a hit, deal 1d8 per level extra lightning damage to the target, + and if its hit points are equal to your maximum or less after taking damage, it + is stunned until the end of your next turn. On a miss, deal your level in lightning + damage to any of your allies engaged with the target. + + ' + feats: [] + tier: adventurer + - name: Thorns Sphere + _type: Talent + source: DATP + description: '' + feats: [] + tier: adventurer + - name: Rooting Shot (1st Level) + _type: Talent + source: DATP + description: '**Cost:** 1 charge + + + **Effect: ** On a hit, deal 1d4 per level extra damage. On a natural even hit, + the target is stuck until the end of its next turn.' + feats: + - tier: adventurer + description: ' The target is now stuck on any hit.' + - tier: champion + description: " On a natural 16+, the stuck effect is \u201Csave ends.\u201D" + tier: adventurer + - name: Ivy Shot (3rd Level) + _type: Talent + source: DATP + description: '**Cost:** 1 charge + + + **Effect: ** On a hit, the target is hampered until the end of your next turn. + It can choose to take 15 poison damage to shake off the effect. + + + 5th level power: 25 damage to shake off + + + 7th level power: 40 damage to shake off + + + 9th level power: 60 damage to shake off' + feats: + - tier: adventurer + description: " On a natural 18+, the hampered effect is \u201Csave ends.\u201D" + tier: adventurer + - name: Spore Shot (5th Level) + _type: Talent + source: DATP + description: 'Requires Rooting Shot and Ivy Shot + + + **Cost:** 2 charges + + + **Effect: ** Hit or miss, create a spore cloud around the target and 1d3 enemies + in the same group. Enemies in that cloud must take a move action to get out of + the area or take half damage from the attack as poison damage at the start of + your next turn.' + feats: [] + tier: adventurer + - name: Camouflage + _type: Talent + source: DATP + description: '**Source ** DATP + + + When you are not engaged, you gain a +2 bonus to all defenses.' + feats: + - tier: adventurer + description: ' Once per scene, you can choose to reroll a skill check to hide + that is a natural even roll.' + - tier: champion + description: ' Once per battle, while not engaged, you can force an enemy to reroll + a natural odd attack roll against you.' + - tier: epic + description: ' Increase the defense bonus to +4 in the first round of battle.' + tier: adventurer + - name: Dire Stag + _type: Talent + source: DATP + description: "**Acts** : After ranger\n\n**Advantage** : You can ride it, which\ + \ probably makes you faster than you\u2019d otherwise be. In the absence of complex\ + \ mounted combat rules, simply rule that your animal companion always has the\ + \ same ranges from enemies that you do (engaged, nearby, far away, and so on).\ + \ In general, you and your companion will move during your turn, and when your\ + \ turn is over, it\u2019ll make a melee attack with its horns against anything\ + \ you\u2019re engaged with." + feats: + - tier: adventurer + description: " You gain the ability to charge forward. If you start your turn\ + \ unengaged, you may engage any enemy you can move to and gain a +2 bonus on\ + \ your attack roll. (We note that the 13th Age Roleplaying Game generally frowns\ + \ on charge bonuses, but if there\u2019s a worthy exception, it\u2019s mounted\ + \ combat.)" + tier: adventurer + - name: Dire Wolf + _type: Talent + source: DATP + description: "**Acts** : After ranger\n\n**Advantage** : When the dire wolf drops\ + \ an enemy to 0 hp, it can howl as a free action. Nearby enemies suffer a penalty\ + \ to attacks and defenses equal to half the escalation die (rounded up) until\ + \ the end of the companion\u2019s next turn." + feats: + - tier: adventurer + description: '** You can ride the dire wolf; see dire stag advantage above** ' + tier: adventurer + - name: Owlbear + _type: Talent + source: DATP + description: "**Acts** : After ranger\n\n**Advantage** : Because it\u2019s a vicious\ + \ hybrid, the owlbear can make an extra attack during its turn when the escalation\ + \ die is even." + feats: + - tier: champion + description: " When the owlbear hits an enemy, that enemy is hampered until the\ + \ end of the owlbear\u2019s next turn." + tier: adventurer + - name: Pseudodragon + _type: Talent + source: DATP + description: "**Acts** : Before ranger\n\n**Advantage** : It flies, but unlike the\ + \ eagle, you don\u2019t drop its melee damage to compensate." + feats: + - tier: champion + description: ' The pseudodragon has a stinging tail that it incorporates into + its melee attack, so it gains ongoing poison damage equal to three times your + level on a natural attack roll of 18+.' + - tier: epic + description: " The pseudodragon has a 1/encounter breath weapon that attacks PD\ + \ with the companion\u2019s normal melee attack bonus. It deals 15 fire damage\ + \ to 2d3 nearby enemies." + tier: adventurer + - name: Gloomstalker + _type: Talent + source: DATP + description: '**Source ** DATP + + + Choose one spell of your level or lower from the necromancer class. You can cast + this spell as if you were a necromancer, but you can replace any mention of Intelligence + with Wisdom. You can change the spell after each full heal-up.' + feats: + - tier: adventurer + description: ' When you are in the Underworld, environment-related skill checks + such as tracking are one step easier (-5) for you.' + - tier: champion + description: ' Once per battle, you can force an enemy to reroll an attack against + you as a free action, as long as you are in a dark or shadowy area.' + - tier: epic + description: ' You gain an additional necromancer spell of your choice of up to + your level -2.' + tier: adventurer + - name: Great Weapon Master + _type: Talent + source: DATP + description: '**Source ** DATP + + + You gain a +1 bonus to attack when fighting with a two-handed melee weapon.' + feats: + - tier: adventurer + description: ' When fighting with a two-handed weapon, reroll all natural 1s on + the damage dice.' + - tier: champion + description: ' Once per battle, when fighting with a two-handed weapon, reroll + one of your missed attacks.' + - tier: epic + description: " When you hit an enemy you weren\u2019t engaged with at the start\ + \ of your turn with a two-handed weapon, gain two extra WEAPON damage dice." + tier: adventurer + - name: Path of the Spear + _type: Talent + source: DATP + description: '**Source ** DATP + + + When fighting with a spear (d8 two-handed melee attack) or a javelin (d6 thrown + weapon), and your attack is a natural even hit, deal 1d6 extra damage per level.' + feats: + - tier: adventurer + description: ' On a natural odd hit with a spear, you can pop free from your target.' + - tier: champion + description: ' Once per battle, when you intercept an enemy, make a melee attack + against them as an interrupt action.' + - tier: epic + description: ' Once per battle, gain advantage on an attack against an enemy that + you engaged the same turn.' + tier: adventurer + - name: Psychic Ranger + _type: Talent + source: DPAS + description: 'You have three psionic power points and gain an additional one every + even level, for a total of 8 at 10th level. You regain your power points on a + full heal-up. + + + You learn the Psionic Weapon power plus one power of your choice.' + feats: + - tier: adventurer + description: ' Gain three minor psionic powers.' + - tier: champion + description: ' Gain a second psionic power, at two levels below your class level.' + - tier: epic + description: ' Gain a third psionic power, at four levels below your class level, + and two bonus power points.' + tier: adventurer + - name: Survivor + _type: Talent + source: DATP + description: '**Source ** DATP + + + Add your Wisdom modifier to saving throws and death saves.' + feats: + - tier: adventurer + description: ' Increase your recovery dice to d10.' + - tier: champion + description: ' You die after five failed death saves instead of four.' + - tier: epic + description: ' Once per level, you can give an in-story reason why you survive + a situation that is otherwise a certain death.' + tier: adventurer + - name: Ways of the Land + _type: Talent + source: DATP + description: "**Source ** DATP\n\nYou gain a spell slot from the druid\u2019s Circle\ + \ of the Lands (Terrain Caster). Like a Terrain Caster, you don\u2019t need to\ + \ prepare a spell in advance. When you decide to cast a spell, choose one from\ + \ the list of the terrain(s) you are currently in, at your level or lower. If\ + \ the spell is an at-will or once-per-battle spell, you regain your spell slot\ + \ at the end of the battle or scene. If the spell is a daily spell, you regain\ + \ the spell slot at your next full heal-up.\n\nIn addition, once per day per point\ + \ of Wisdom modifier, you can commune with the spirits of nature to gain advantage\ + \ on a skill check related to the surrounding terrain. For example, beast spirits\ + \ can help you track game, river spirits can point to a source of freshwater,\ + \ and earth spirits can make climbing easier." + feats: + - tier: adventurer + description: " You can cast Wild Heal from the druid\u2019s Wild Healer talent\ + \ twice per day." + - tier: champion + description: ' When you take a quick rest in a natural environment, roll d12s + for recovery dice.' + - tier: epic + description: ' You gain a second terrain caster spell slot, at two levels below + your class level.' + tier: adventurer + - name: Embers of the North (1st Level) + _type: Talent + source: DATP + description: 'Daily + + + --- + + + + Standard action; includes a basic attack + + + **Target** : One enemy. + + + **Hit** : ' + feats: [] + tier: adventurer + usage: per-day + - name: None + _type: Talent + source: DATP + description: 'Daily + + + --- + + + + Standard action; includes a basic attack + + + **Target** : One enemy. + + + **Attack** : As basic attack + + + **Hit** : Basic attack damage + 4d6 fire damage' + feats: [] + tier: adventurer + usage: per-day + - name: Gale of the Polar Wastes (1st Level) + _type: Talent + source: DATP + description: "Daily\n\n---\n\n\nStandard action; includes a basic attack\n\n**Target**\ + \ : One enemy.\n\n**Attack** : As basic attack\n\n**Hit** : Basic attack damage\ + \ + 3d6 cold damage, and the target pops free from whomever it\u2019s engaged\ + \ with (possibly including you)" + feats: [] + tier: adventurer + usage: per-day + - name: Rumblings from the East (3rd Level) + _type: Talent + source: DATP + description: 'Daily + + + --- + + + + Standard action; includes a basic attack + + + **Attack** : As basic attack + + + **Target** : One enemy. + + + **Hit** : Basic attack damage + 3d6 thunder damage, and nearby enemies take 1d6 + thunder damage' + feats: [] + tier: adventurer + usage: per-day + - name: Briars of the White Copse (3rd Level) + _type: Talent + source: DATP + description: 'Daily + + + --- + + + + Standard action; includes a basic attack + + + **Attack** : As basic attack + + + **Target** : One enemy. + + + **Hit** : Basic attack damage, and the enemy is stuck (11+ save)' + feats: [] + tier: adventurer + usage: per-day + - name: Rains from the South (5th Level) + _type: Talent + source: DATP + description: 'Daily + + + --- + + + + Standard action; includes a basic attack + + + **Target** : One enemy. + + + **Attack** : As basic attack + + + **Hit** : Basic attack damage, and 15 ongoing acid damage' + feats: [] + tier: adventurer + usage: per-day + - name: Slumber of the Snowy Peak (5th Level) + _type: Talent + source: DATP + description: 'Daily + + + --- + + + + Standard action; includes a basic attack + + + **Target** : One enemy. + + + **Attack** : As basic attack + + + **Hit** : Basic attack damage, and the enemy is unconscious if it has less than + 85 hit points (after accounting for the successful basic attack) and dazed if + it has 85 or more; a hard save (16+) ends either effect, as does taking 10 or + more damage' + feats: [] + tier: adventurer + usage: per-day + - name: Fog of the Umbral Vale (7th Level) + _type: Talent + source: DATP + description: 'Daily + + + --- + + + + Standard action; includes a basic attack + + + **Target** : One enemy. + + + **Attack** : As basic attack + + + **Hit** : Basic attack damage, and the enemy is confused (16+ save ends)' + feats: [] + tier: adventurer + usage: per-day + - name: Storms from the West (7th Level) + _type: Talent + source: DATP + description: 'Daily + + + --- + + + + Standard action; includes a basic attack + + + **Target** : One enemy. + + + **Attack** : As basic attack + + + **Hit** : Basic attack damage + 8d12 lightning damage, and the lightning arcs + to 1d6 nearby enemies who each take 4d12 lightning damage' + feats: [] + tier: adventurer + usage: per-day + - name: Leap to the Distant Horizon (9th Level) + _type: Talent + source: DATP + description: "Daily\n\n---\n\n\nStandard action; includes a basic attack\n\n**Target**\ + \ : One enemy.\n\n**Attack** : As basic attack\n\n**Hit (ranged attack)** : Basic\ + \ attack damage, and you teleport to any point where you engage the enemy you\ + \ hit; you may draw one or more melee weapons as a free action\n\n**Hit (melee\ + \ attack)** : Basic attack damage, and both you and the enemy you hit are teleported\ + \ to someplace nearby or far away you select; you can choose the destination,\ + \ but you can\u2019t choose a point in midair or someplace obviously fatal; you\ + \ and your enemy are still engaged at the conclusion of the teleport" + feats: [] + tier: adventurer + usage: per-day + - name: Echo of the Weapon Primeval (9th Level) + _type: Talent + source: DATP + description: 'Daily + + + --- + + + + Standard action; includes a basic attack + + + **Target** : One enemy. + + + **Attack** : As basic attack + + + **Hit** : Basic attack damage + 4d8 x 10 damage, and target is vulnerable (11+ + save ends)' + feats: [] + tier: adventurer + usage: per-day + - name: Champion Tier Talents (New) + _type: Talent + source: DATP + description: You can take the talents below with your 5th or 8th-level talent slot. + feats: [] + tier: adventurer + - name: Big Game Hunter + _type: Talent + source: DATP + description: '**Source ** DATP + + + Once per battle, you can perform a stunt as a move action to climb on a large + or huge enemy. This does not require a skill check. You get a firm grip on their + back, where you are in position to reach their weak points, but you are hard to + reach for claws and teeth. The enemy has disadvantage on attacks against you, + while you have advantage on attacks against them. + + + If you are still on the enemy on any further turns, roll a normal save (11+). + On a success, you remain in position. On a natural even failure, you cling on + but lose advantage. On a natural odd failure, you fall off.' + feats: + - tier: champion + description: ' On a hit with a melee or ranged weapon attack against a large or + huge enemy, deal 5 extra damage. Increase the bonus to 10 at 7th level, and + 15 at 9th. + + ' + - tier: epic + description: ' Against huge enemies, increase the damage bonus to 20. At 9th level, + increase it to 30. + + ' + tier: adventurer + - name: Champion of the Fey Queen + _type: Talent + source: DATP + description: "**Source ** DATP\n\n**Special:** This talent requires Fey Queen\u2019\ + s Enchantments.\n\nAt the start of each battle, roll 2d4 to determine the effect\ + \ of a special blessing that the fey grant you until the end of the battle.\n\n\ + 1. When you rally this battle, you become invisible until you make an attack.\n\ + 2. Enemy attacks have a 25% (4 on a d4) chance of missing you this battle.\n3.\ + \ 1d4 times this battle, you can teleport to a nearby location you can see as\ + \ a move action.\n4. When you make a ranger melee or weapon attack, gain a 1d4\ + \ bonus to the attack roll.\n5. When you roll a save against an effect, gain a\ + \ 1d4 bonus to the roll.\n6. Choose a sorcerer spell gained with Fey Queen\u2019\ + s Enchantments. Choose A) advantage on the first attack roll with it or B) a bonus\ + \ use of it this battle.\n7. \n If you hit an enemy with a natural even\ + \ roll on a melee or ranged weapon attack, and their hit point total after taking\ + \ damage is equal to your maximum or less, that target is confused until the end\ + \ of your next turn. If they have\n more hit points, roll 1d4: On a 3 or\ + \ 4, gain the confusion effect.\n \n" + feats: + - tier: champion + description: ' When the escalation die is 5+, roll again for a second benefit + (reroll if you get the same benefit twice). + + ' + - tier: epic + description: ' Gain the second benefit when the escalation die is 3+. + + ' + tier: adventurer + - name: Deadly Aim + _type: Talent + source: DATP + description: '**Source ** DATP + + + While you are not engaged, you can take a quick action to aim at a nearby enemy. + If you attack this enemy with a ranged weapon attack this turn, target their PD + instead of their AC.' + feats: + - tier: champion + description: " You can choose to target the enemy\u2019s MD instead of PD." + - tier: epic + description: ' With aim, you also deal half damage on a miss.' + tier: adventurer + - name: Divine Avenger + _type: Talent + source: DATP + description: '**Source ** DATP + + + **Special:** This talent requires Ranger Ex Cathedral. + + + Once per day, you can swear an Oath of Vengeance against an enemy as a quick action. + Your attack rolls against the target have advantage, and all damage you deal against + it is holy damage. + + + You also gain Inescapable Wrath and Relentless Pursuit as bonus powers. + + + _Altruist:_ When an enemy drops an ally below zero hit points, you gain a free + use of Oath of Vengeance against that enemy. + + + _Egoist:_ When an enemy scores a critical hit against you, you gain a free use + of Oath of Vengeance against that enemy.' + feats: + - tier: champion + description: ' When an enemy drops you below zero hit points, you gain a free + use of Oath of Vengeance against that enemy. + + ' + - tier: epic + description: ' Choose between Egoist or Altruist. + + ' + tier: adventurer + - name: Inescapable Wrath + _type: Talent + source: DATP + description: "Close-quarters power; At-will; Interrupt action\n\n---\n\n\n**Trigger:**\ + \ Your Oath of Vengeance target disengages or moves away from you.\n\n **Effect:**\ + \ Make a save. If your save is equal to the enemy\u2019s disengage check or higher,\ + \ you pursue the enemy and stay engaged while they move. Succeed or fail, you\ + \ add twice your Wisdom modifier (x3 at 8th level) to damage if your next attack\ + \ against the target is a hit." + feats: [] + tier: adventurer + usage: at-will + - name: Relentless Pursuit + _type: Talent + source: DATP + description: 'Close-quarters power; Once per battle; No action + + + --- + + + + **Trigger:** The first time you are unconscious at the start of your turn in + a battle. + + + **Effect:** You can heal using a recovery.' + feats: [] + tier: adventurer + usage: per-battle + - name: First Blood + _type: Talent + source: DATP + description: '**Special:** This talent requires First Strike. + + + When you make a First Strike attack, and you hit, deal 10 (7th level: 15; 9th + level: 20) ongoing damage. If the attack is a critical hit, double the ongoing + damage.' + feats: + - tier: champion + description: ' On a miss with a First Strike attack, deal half damage.' + - tier: epic + description: ' On a critical hit with First Strike, the target is also weakened + (-4 to attacks and defenses; save ends both).' + tier: adventurer + - name: Improved Double Attack + _type: Talent + source: DATP + description: '**Source ** DATP + + + **Special:** This talent requires Double Melee Attack or Double Ranged Attack. + + + Your double attacks no longer reduce the weapon size by one step.' + feats: + - tier: champion + description: ' Your second attack with Double Melee Attack can be a ranged attack + instead, and your second attack with Double Ranged Attack can be a melee attack + instead. (You switch weapons as part of the second attack.)' + tier: adventurer + - name: Merciless Hunter + _type: Talent + source: DATP + description: '**Source ** DATP + + + **Special:** This talent requires Lethal Hunter. + + + You can declare your Lethal Hunter target outside of combat. This gives you advantage + on skill checks to track the target down.' + feats: + - tier: champion + description: ' When your Lethal Hunter target is staggered, you deal half damage + on a miss.' + - tier: epic + description: ' You gain a +2 bonus to hit against your Lethal Hunter target.' + tier: adventurer + - name: Epic Tier Talents (New) + _type: Talent + source: DATP + description: You can take the talents below with your 8th-level talent slot. + feats: [] + tier: adventurer + - name: Bladestorm + _type: Talent + source: DATP + description: '**Source ** DATP + + + When an enemy engages you, you can make a melee basic attack against that enemy + as an interrupt action.' + feats: + - tier: epic + description: ' Your Bladestorm attacks deal extra damage equal to your Wisdom + modifier x3.' + tier: adventurer + - name: Hail of Arrows + _type: Talent + source: DATP + description: '**Source ** DATP + + + **Special:** This talent requires Double Ranged Attack. + + + If the second attack from Double Ranged Attack is a natural even roll, you can + make another ranged attack against another enemy within range that you have not + attacked yet this turn. Keep attacking as long as your attack roll is even and + there are viable targets.' + feats: + - tier: epic + description: ' Once per day, when you make at least 3 ranged attacks in one turn, + increase the escalation die by 1. + + ' + tier: adventurer + - name: Pack Circles the Prey + _type: Talent + source: DATP + description: '**Source ** DATP + + + When you score a critical hit with a melee attack, the target is vulnerable to + all attacks until the end of your next turn.' + feats: + - tier: epic + description: ' The vulnerability increases the critical threat range by 3.' + tier: adventurer + - name: Planeswalker + _type: Talent + source: DATP + description: '**Source ** DATP + + + You gain a 5-point background that you can use to sense nearby portals and determine + the keys that open them. + + + You also gain _Defensive Jaunt_ as a bonus power.' + feats: [] + tier: adventurer + - name: Defensive Jaunt + _type: Talent + source: DATP + description: 'Close-quarter power; Once per battle; Interrupt action + + + --- + + + + **Trigger:** You are hit by an attack + + + **Effect:** Take half damage from the attack and teleport to a nearby location.' + feats: + - tier: epic + description: '_Epic Feat_ You can use defensive jaunt twice per battle. + + ' + tier: adventurer + usage: per-battle + - name: Reaper + _type: Talent + source: DATP + description: '**Source ** DATP + + + **Special:** This talent requires Double Melee Attack. + + + If your second attack from Double Melee Attack is a natural even roll, you can + pop free from your current target and make a melee attack against a different + nearby enemy that you have not attacked yet this turn. Keep making attacks as + long as your attack roll is even and there are viable targets. + + ' + feats: + - tier: epic + description: ' If the escalation die is 2+, you can now attack far away enemies + with Reaper.' + tier: adventurer + # END DATP ABILITIES --- ## Ability Scores From 37171c6181c69dc44c157d0253ac1e2480144b8f Mon Sep 17 00:00:00 2001 From: rsh Date: Sat, 18 Nov 2023 22:15:43 +0100 Subject: [PATCH 12/34] ranger manual fixes --- content/1e/classes/ranger.mdx | 733 ++++++++++------------------------ 1 file changed, 215 insertions(+), 518 deletions(-) diff --git a/content/1e/classes/ranger.mdx b/content/1e/classes/ranger.mdx index 029bf63..a6c6b46 100644 --- a/content/1e/classes/ranger.mdx +++ b/content/1e/classes/ranger.mdx @@ -324,41 +324,44 @@ abilities: - tier: epic description: Increase your animal companion's AC by +1. # BEGIN DATP ABILITIES - - name: Adventurer Tier Talents - _type: Talent - source: DATP - description: '' - feats: [] - tier: adventurer - name: Arcane Archer _type: Talent source: DATP - description: '**Source ** DATP - - + description: | _You practice a mystic form of archery that infuses your arrows with arcane magic as you shoot._ - If you spend one talent, you are an Arcane Archer initiate, with two, you become an Arcane Archer adept. - - - As an Arcane Archer, you gain a number of powers depending on whether you are - an initiate or adept, and your level. - - - **Arcane Archer Power Progression** ' - feats: [] + + To use an Arcane Archer power _(see below)_, declare that you are using it before making a ranged weapon attack. You then pay the cost of the power, usually one charge for a 1st or 3rd level power, or 2 charges for 5th level power. You then apply the effect of the power to your ranged attack. If you make more than one attack, such as with the Double Ranged Attack talent, your Arcane Archer power only applies to one of those attacks. If you want to use them with more than one attack, pay the cost each time. + If you are an initiate, you have a number of charges equal to your Wisdom modifier, as an adept, you have your Wisdom modifier +3. + + You regain all expended charges during a full heal-up. When you take a quick rest, you regain one charge as an initiate, or two as an adept. + + You can only apply one power to each ranged attack, unless you have one of the feats below that allow you to stack multiple powers of one sphere. + + **Feats**: You don’t need to take the feats below in order. + feats: + - description: You learn an additional shot. You can use Intelligence instead of Wisdom for your Arcane Archer abilities. + tier: adventurer + - description: Gain a bonus charge. You can use Charisma instead of Wisdom for your Arcane Archer abilities. + tier: adventurer + - description: Choose one sphere. Gain a +1 bonus to hit when using a shot from that sphere. + tier: champion + - description: Choose one sphere. You can combine any two shots of that sphere in one attack by paying the cost for each. + tier: champion + - description: Regain two charges on a quick rest as an initiate, or three as an adept. + tier: epic + - description: Choose one sphere. You can combine all three shots of that sphere in one attack by paying the cost for each. + tier: epic tier: adventurer - name: Death Sphere - _type: Talent + _type: Arcane Archery Sphere + usage: per-battle source: DATP - description: '' - feats: [] - tier: adventurer - - name: Deathknell Shot (1st Level) - _type: Talent + - name: Deathknell Shot + _type: Arcane Shot 1 source: DATP description: "**Cost:** 1 charge\n\n**Effect:** On a hit, if your target has 5\ \ hp or fewer after the attack, you can drop it to 0 hp. If you drop it to zero\ @@ -367,27 +370,27 @@ abilities: \ fewer\n\n7th level power: 20 hp or fewer\n\n9th level power: 25 hp or fewer" feats: - tier: adventurer - description: '_Adventurer Feat_ Double the hit point range at which you can drop + description: 'Double the hit point range at which you can drop an enemy to zero hit points. ' tier: adventurer - - name: Ghost Shot (3rd Level) - _type: Talent + - name: Ghost Shot + _type: Arcane Shot 3 source: DATP description: "**Cost:** 1 charge\n\n**Effect:** Target the enemy\u2019s PD instead\ \ of AC." feats: - tier: adventurer - description: '_Adventurer Feat_ Deal extra negative energy damage equal to your + description: 'Deal extra negative energy damage equal to your level. ' tier: adventurer - - name: Kill Shot (5th Level) - _type: Talent + - name: Kill Shot + _type: Arcane Shot 5 source: DATP - description: 'Requires Deathknell Shot and Ghost Shot + description: 'Requires Deathknell Shot and Ghost Shot. **Cost:** 2 charges @@ -397,13 +400,11 @@ abilities: feats: [] tier: adventurer - name: Flaming Sphere - _type: Talent + _type: Arcane Archery Sphere + usage: per-battle source: DATP - description: '' - feats: [] - tier: adventurer - - name: Burning Shot (1st Level) - _type: Talent + - name: Burning Shot + _type: Arcane Shot 1 source: DATP description: '**Cost:** 1 charge @@ -411,18 +412,18 @@ abilities: **Effect:** If you hit, deal 1d6 extra fire damage per level.' feats: - tier: adventurer - description: '_Adventurer Feat_ The extra fire damage dice are exploding dice + description: 'The extra fire damage dice are exploding dice (on a 6, roll another d6 and add it). ' tier: adventurer - - name: Immolating Shot (3rd Level) - _type: Talent + - name: Immolating Shot + _type: Arcane Shot 3 source: DATP description: '**Cost:** 1 charge - **Effect: ** If you hit, deal an extra 5 ongoing fire damage, and the target is + **Effect:** If you hit, deal an extra 5 ongoing fire damage, and the target is vulnerable to fire (save ends both). @@ -435,21 +436,21 @@ abilities: 9th level power: 20 ongoing damage' feats: - tier: adventurer - description: '_Adventurer Feat_ The save against the ongoing damage is a hard + description: ' The save against the ongoing damage is a hard save (16+). ' tier: adventurer - - name: Explosive Shot (5th Level) - _type: Talent + - name: Explosive Shot + _type: Arcane Shot 5 source: DATP - description: 'Requires Burning Shot and Immolating Shot + description: 'Requires Burning Shot and Immolating Shot. **Cost:** 2 charges - **Effect: ** Hit or miss, deal 3d10 + Wisdom extra fire damage to 1d3 nearby enemies + **Effect:** Hit or miss, deal 3d10 + Wisdom extra fire damage to 1d3 nearby enemies other than the target. @@ -460,43 +461,42 @@ abilities: feats: [] tier: adventurer - name: Force Sphere - _type: Talent + _type: Arcane Archery Sphere + usage: per-battle source: DATP - description: '' - feats: [] tier: adventurer - - name: Arrow Fist (1st Level) - _type: Talent + - name: Arrow Fist + _type: Arcane Shot 1 source: DATP - description: "**Cost:** 1 charge\n\n**Effect: ** If you hit, the attack deals force\ + description: "**Cost:** 1 charge\n\n**Effect:** If you hit, the attack deals force\ \ damage and throws the target backwards. It pops free from anyone it is engaged\ \ with. If you push the target into a dangerous spot, such as over a ledge or\ \ into lava, it can make a save\n to avoid the effect.\n" feats: - tier: adventurer - description: '_Adventurer Feat_ The push effect is now strong enough to throw + description: ' The push effect is now strong enough to throw a target from a nearby to a far away location. ' tier: adventurer - - name: Homing Missile (3rd Level) - _type: Talent + - name: Homing Missile + _type: Arcane Shot 3 source: DATP description: '**Cost:** 1 charge - **Effect: ** You have advantage on the attack roll.' + **Effect:** You have advantage on the attack roll.' feats: - tier: adventurer - description: '_Adventurer Feat_ Against far away enemies, increase your WEAPON + description: ' Against far away enemies, increase your WEAPON damage dice by one step. ' tier: adventurer - - name: Twin Arrow (5th Level) - _type: Talent + - name: Twin Arrow + _type: Arcane Shot 5 source: DATP - description: 'Requires Arrow Fist and Homing Missile + description: 'Requires Arrow Fist and Homing Missile. **Cost:** 2 charges @@ -505,30 +505,29 @@ abilities: **Target:** Two nearby or far away enemies - **Effect: ** Take a -2 penalty to the attack roll. The attack deals force damage. + **Effect:** Take a -2 penalty to the attack roll. The attack deals force damage. If both attacks miss, roll a third attack against a different enemy.' feats: [] tier: adventurer - name: Frost Sphere - _type: Talent + _type: Arcane Archery Sphere + usage: per-battle source: DATP - description: '' - feats: [] tier: adventurer - - name: Ice Arrow (1st Level) - _type: Talent + - name: Ice Arrow + _type: Arcane Shot 1 source: DATP description: '**Cost:** 1 charge - **Effect: ** On a hit, deal 1d4 per level extra cold damage to the target, and + **Effect:** On a hit, deal 1d4 per level extra cold damage to the target, and it has disadvantage on disengage checks until the end of your next turn.' feats: - tier: adventurer description: ' Increase the extra damage to 1d6 per level.' tier: adventurer - - name: Freezing Arrow (3rd Level) - _type: Talent + - name: Freezing Arrow + _type: Arcane Shot 3 source: DATP description: '**Cost:** 1 charge @@ -538,15 +537,15 @@ abilities: level; x3 at 8th).' feats: - tier: adventurer - description: '_Adventurer Feat_ On a miss, deal extra cold damage equal to your + description: ' On a miss, deal extra cold damage equal to your level. ' tier: adventurer - - name: Blizzard Shot (5th Level) - _type: Talent + - name: Blizzard Shot + _type: Arcane Shot 5 source: DATP - description: 'Requires Ice Arrow and Freezing Arrow + description: 'Requires Ice Arrow and Freezing Arrow. **Cost:** 2 charges @@ -564,13 +563,12 @@ abilities: feats: [] tier: adventurer - name: Radiant Sphere - _type: Talent + _type: Arcane Archery Sphere source: DATP - description: '' - feats: [] + usage: per-battle tier: adventurer - - name: Blinding Flare (1st Level) - _type: Talent + - name: Blinding Flare + _type: Arcane Shot 1 source: DATP description: '**Cost:** 1 charge @@ -582,22 +580,22 @@ abilities: ' tier: adventurer - - name: Vexing Flare (3rd Level) - _type: Talent + - name: Vexing Flare + _type: Arcane Shot 3 source: DATP description: "**Cost:** 1 charge\n\n**Effect:** The attack targets the enemy\u2019\ s MD instead of AC." feats: - tier: adventurer - description: '_Adventurer Feat_ On a natural even miss, reroll the attack against + description: ' On a natural even miss, reroll the attack against a different nearby enemy. ' tier: adventurer - - name: Confusing Flare (5th Level) - _type: Talent + - name: Confusing Flare + _type: Arcane Shot 5 source: DATP - description: "Requires Blinding Flare and Vexing Flare\n\n**Cost:** 2 charges\n\ + description: "Requires Blinding Flare and Vexing Flare.\n\n**Cost:** 2 charges\n\ \n**Effect:** On a hit, if the target\u2019s hit points are equal to your maximum\ \ or less after taking damage, it is confused until the end of your next turn.\ \ If they are higher, it is dazed until the end of your next turn." @@ -609,13 +607,12 @@ abilities: ' tier: adventurer - name: Sky Sphere - _type: Talent + _type: Arcane Archery Sphere + usage: per-battle source: DATP - description: '' - feats: [] tier: adventurer - - name: Thunderbolt (1st Level) - _type: Talent + - name: Thunderbolt + _type: Arcane Shot 1 source: DATP description: '**Cost:** 1 charge @@ -625,13 +622,12 @@ abilities: target.' feats: - tier: adventurer - description: '_Adventurer Feat_ On a natural even hit, the target is weakened - instead. + description: ' On a natural even hit, the target is weakened instead. ' tier: adventurer - - name: Lightning Bolt (3rd Level) - _type: Talent + - name: Lightning Bolt + _type: Arcane Shot 3 source: DATP description: "**Cost:** 1 charge\n\n**Effect:** Before making your ranged attack,\ \ make the following separate attack roll.\n\n**Target:** A random nearby enemy\ @@ -643,10 +639,10 @@ abilities: ' tier: adventurer - - name: Shocking Jolt (5th Level) - _type: Talent + - name: Shocking Jolt + _type: Arcane Shot 5 source: DATP - description: 'Requires Thunderbolt and Lightning Bolt + description: 'Requires Thunderbolt and Lightning Bolt. **Cost:** 2 charges @@ -661,18 +657,17 @@ abilities: feats: [] tier: adventurer - name: Thorns Sphere - _type: Talent + _type: Arcane Archery Sphere + usage: per-battle source: DATP - description: '' - feats: [] tier: adventurer - - name: Rooting Shot (1st Level) - _type: Talent + - name: Rooting Shot + _type: Arcane Shot 1 source: DATP description: '**Cost:** 1 charge - **Effect: ** On a hit, deal 1d4 per level extra damage. On a natural even hit, + **Effect:** On a hit, deal 1d4 per level extra damage. On a natural even hit, the target is stuck until the end of its next turn.' feats: - tier: adventurer @@ -680,13 +675,13 @@ abilities: - tier: champion description: " On a natural 16+, the stuck effect is \u201Csave ends.\u201D" tier: adventurer - - name: Ivy Shot (3rd Level) - _type: Talent + - name: Ivy Shot + _type: Arcane Shot 3 source: DATP description: '**Cost:** 1 charge - **Effect: ** On a hit, the target is hampered until the end of your next turn. + **Effect:** On a hit, the target is hampered until the end of your next turn. It can choose to take 15 poison damage to shake off the effect. @@ -701,8 +696,8 @@ abilities: - tier: adventurer description: " On a natural 18+, the hampered effect is \u201Csave ends.\u201D" tier: adventurer - - name: Spore Shot (5th Level) - _type: Talent + - name: Spore Shot + _type: Arcane Shot 5 source: DATP description: 'Requires Rooting Shot and Ivy Shot @@ -710,7 +705,7 @@ abilities: **Cost:** 2 charges - **Effect: ** Hit or miss, create a spore cloud around the target and 1d3 enemies + **Effect:** Hit or miss, create a spore cloud around the target and 1d3 enemies in the same group. Enemies in that cloud must take a move action to get out of the area or take half damage from the attack as poison damage at the start of your next turn.' @@ -719,7 +714,7 @@ abilities: - name: Camouflage _type: Talent source: DATP - description: '**Source ** DATP + description: ' When you are not engaged, you gain a +2 bonus to all defenses.' @@ -733,67 +728,10 @@ abilities: - tier: epic description: ' Increase the defense bonus to +4 in the first round of battle.' tier: adventurer - - name: Dire Stag - _type: Talent - source: DATP - description: "**Acts** : After ranger\n\n**Advantage** : You can ride it, which\ - \ probably makes you faster than you\u2019d otherwise be. In the absence of complex\ - \ mounted combat rules, simply rule that your animal companion always has the\ - \ same ranges from enemies that you do (engaged, nearby, far away, and so on).\ - \ In general, you and your companion will move during your turn, and when your\ - \ turn is over, it\u2019ll make a melee attack with its horns against anything\ - \ you\u2019re engaged with." - feats: - - tier: adventurer - description: " You gain the ability to charge forward. If you start your turn\ - \ unengaged, you may engage any enemy you can move to and gain a +2 bonus on\ - \ your attack roll. (We note that the 13th Age Roleplaying Game generally frowns\ - \ on charge bonuses, but if there\u2019s a worthy exception, it\u2019s mounted\ - \ combat.)" - tier: adventurer - - name: Dire Wolf - _type: Talent - source: DATP - description: "**Acts** : After ranger\n\n**Advantage** : When the dire wolf drops\ - \ an enemy to 0 hp, it can howl as a free action. Nearby enemies suffer a penalty\ - \ to attacks and defenses equal to half the escalation die (rounded up) until\ - \ the end of the companion\u2019s next turn." - feats: - - tier: adventurer - description: '** You can ride the dire wolf; see dire stag advantage above** ' - tier: adventurer - - name: Owlbear - _type: Talent - source: DATP - description: "**Acts** : After ranger\n\n**Advantage** : Because it\u2019s a vicious\ - \ hybrid, the owlbear can make an extra attack during its turn when the escalation\ - \ die is even." - feats: - - tier: champion - description: " When the owlbear hits an enemy, that enemy is hampered until the\ - \ end of the owlbear\u2019s next turn." - tier: adventurer - - name: Pseudodragon - _type: Talent - source: DATP - description: "**Acts** : Before ranger\n\n**Advantage** : It flies, but unlike the\ - \ eagle, you don\u2019t drop its melee damage to compensate." - feats: - - tier: champion - description: ' The pseudodragon has a stinging tail that it incorporates into - its melee attack, so it gains ongoing poison damage equal to three times your - level on a natural attack roll of 18+.' - - tier: epic - description: " The pseudodragon has a 1/encounter breath weapon that attacks PD\ - \ with the companion\u2019s normal melee attack bonus. It deals 15 fire damage\ - \ to 2d3 nearby enemies." - tier: adventurer - name: Gloomstalker _type: Talent source: DATP - description: '**Source ** DATP - - + description: ' Choose one spell of your level or lower from the necromancer class. You can cast this spell as if you were a necromancer, but you can replace any mention of Intelligence with Wisdom. You can change the spell after each full heal-up.' @@ -811,7 +749,7 @@ abilities: - name: Great Weapon Master _type: Talent source: DATP - description: '**Source ** DATP + description: ' You gain a +1 bonus to attack when fighting with a two-handed melee weapon.' @@ -829,7 +767,7 @@ abilities: - name: Path of the Spear _type: Talent source: DATP - description: '**Source ** DATP + description: ' When fighting with a spear (d8 two-handed melee attack) or a javelin (d6 thrown @@ -865,7 +803,7 @@ abilities: - name: Survivor _type: Talent source: DATP - description: '**Source ** DATP + description: ' Add your Wisdom modifier to saving throws and death saves.' @@ -881,7 +819,7 @@ abilities: - name: Ways of the Land _type: Talent source: DATP - description: "**Source ** DATP\n\nYou gain a spell slot from the druid\u2019s Circle\ + description: "\n\nYou gain a spell slot from the druid\u2019s Circle\ \ of the Lands (Terrain Caster). Like a Terrain Caster, you don\u2019t need to\ \ prepare a spell in advance. When you decide to cast a spell, choose one from\ \ the list of the terrain(s) you are currently in, at your level or lower. If\ @@ -903,250 +841,10 @@ abilities: description: ' You gain a second terrain caster spell slot, at two levels below your class level.' tier: adventurer - - name: Embers of the North (1st Level) - _type: Talent - source: DATP - description: 'Daily - - - --- - - - - Standard action; includes a basic attack - - - **Target** : One enemy. - - - **Hit** : ' - feats: [] - tier: adventurer - usage: per-day - - name: None - _type: Talent - source: DATP - description: 'Daily - - - --- - - - - Standard action; includes a basic attack - - - **Target** : One enemy. - - - **Attack** : As basic attack - - - **Hit** : Basic attack damage + 4d6 fire damage' - feats: [] - tier: adventurer - usage: per-day - - name: Gale of the Polar Wastes (1st Level) - _type: Talent - source: DATP - description: "Daily\n\n---\n\n\nStandard action; includes a basic attack\n\n**Target**\ - \ : One enemy.\n\n**Attack** : As basic attack\n\n**Hit** : Basic attack damage\ - \ + 3d6 cold damage, and the target pops free from whomever it\u2019s engaged\ - \ with (possibly including you)" - feats: [] - tier: adventurer - usage: per-day - - name: Rumblings from the East (3rd Level) - _type: Talent - source: DATP - description: 'Daily - - - --- - - - - Standard action; includes a basic attack - - - **Attack** : As basic attack - - - **Target** : One enemy. - - - **Hit** : Basic attack damage + 3d6 thunder damage, and nearby enemies take 1d6 - thunder damage' - feats: [] - tier: adventurer - usage: per-day - - name: Briars of the White Copse (3rd Level) - _type: Talent - source: DATP - description: 'Daily - - - --- - - - - Standard action; includes a basic attack - - - **Attack** : As basic attack - - - **Target** : One enemy. - - - **Hit** : Basic attack damage, and the enemy is stuck (11+ save)' - feats: [] - tier: adventurer - usage: per-day - - name: Rains from the South (5th Level) - _type: Talent - source: DATP - description: 'Daily - - - --- - - - - Standard action; includes a basic attack - - - **Target** : One enemy. - - - **Attack** : As basic attack - - - **Hit** : Basic attack damage, and 15 ongoing acid damage' - feats: [] - tier: adventurer - usage: per-day - - name: Slumber of the Snowy Peak (5th Level) - _type: Talent - source: DATP - description: 'Daily - - - --- - - - - Standard action; includes a basic attack - - - **Target** : One enemy. - - - **Attack** : As basic attack - - - **Hit** : Basic attack damage, and the enemy is unconscious if it has less than - 85 hit points (after accounting for the successful basic attack) and dazed if - it has 85 or more; a hard save (16+) ends either effect, as does taking 10 or - more damage' - feats: [] - tier: adventurer - usage: per-day - - name: Fog of the Umbral Vale (7th Level) - _type: Talent - source: DATP - description: 'Daily - - - --- - - - - Standard action; includes a basic attack - - - **Target** : One enemy. - - - **Attack** : As basic attack - - - **Hit** : Basic attack damage, and the enemy is confused (16+ save ends)' - feats: [] - tier: adventurer - usage: per-day - - name: Storms from the West (7th Level) - _type: Talent - source: DATP - description: 'Daily - - - --- - - - - Standard action; includes a basic attack - - - **Target** : One enemy. - - - **Attack** : As basic attack - - - **Hit** : Basic attack damage + 8d12 lightning damage, and the lightning arcs - to 1d6 nearby enemies who each take 4d12 lightning damage' - feats: [] - tier: adventurer - usage: per-day - - name: Leap to the Distant Horizon (9th Level) - _type: Talent - source: DATP - description: "Daily\n\n---\n\n\nStandard action; includes a basic attack\n\n**Target**\ - \ : One enemy.\n\n**Attack** : As basic attack\n\n**Hit (ranged attack)** : Basic\ - \ attack damage, and you teleport to any point where you engage the enemy you\ - \ hit; you may draw one or more melee weapons as a free action\n\n**Hit (melee\ - \ attack)** : Basic attack damage, and both you and the enemy you hit are teleported\ - \ to someplace nearby or far away you select; you can choose the destination,\ - \ but you can\u2019t choose a point in midair or someplace obviously fatal; you\ - \ and your enemy are still engaged at the conclusion of the teleport" - feats: [] - tier: adventurer - usage: per-day - - name: Echo of the Weapon Primeval (9th Level) - _type: Talent - source: DATP - description: 'Daily - - - --- - - - - Standard action; includes a basic attack - - - **Target** : One enemy. - - - **Attack** : As basic attack - - - **Hit** : Basic attack damage + 4d8 x 10 damage, and target is vulnerable (11+ - save ends)' - feats: [] - tier: adventurer - usage: per-day - - name: Champion Tier Talents (New) - _type: Talent - source: DATP - description: You can take the talents below with your 5th or 8th-level talent slot. - feats: [] - tier: adventurer - name: Big Game Hunter _type: Talent source: DATP - description: '**Source ** DATP + description: ' Once per battle, you can perform a stunt as a move action to climb on a large @@ -1171,25 +869,25 @@ abilities: increase it to 30. ' - tier: adventurer + tier: champion - name: Champion of the Fey Queen _type: Talent source: DATP - description: "**Source ** DATP\n\n**Special:** This talent requires Fey Queen\u2019\ - s Enchantments.\n\nAt the start of each battle, roll 2d4 to determine the effect\ - \ of a special blessing that the fey grant you until the end of the battle.\n\n\ - 1. When you rally this battle, you become invisible until you make an attack.\n\ - 2. Enemy attacks have a 25% (4 on a d4) chance of missing you this battle.\n3.\ - \ 1d4 times this battle, you can teleport to a nearby location you can see as\ - \ a move action.\n4. When you make a ranger melee or weapon attack, gain a 1d4\ - \ bonus to the attack roll.\n5. When you roll a save against an effect, gain a\ - \ 1d4 bonus to the roll.\n6. Choose a sorcerer spell gained with Fey Queen\u2019\ - s Enchantments. Choose A) advantage on the first attack roll with it or B) a bonus\ - \ use of it this battle.\n7. \n If you hit an enemy with a natural even\ - \ roll on a melee or ranged weapon attack, and their hit point total after taking\ - \ damage is equal to your maximum or less, that target is confused until the end\ - \ of your next turn. If they have\n more hit points, roll 1d4: On a 3 or\ - \ 4, gain the confusion effect.\n \n" + description: | + **Special:** This talent requires Fey Queen's Enchantments. + + At the start of each battle, roll 2d4 to determine the effect of a special blessing + that the fey grant you until the end of the battle. + 1. When you rally this battle, you become invisible until you make an attack. + 2. Enemy attacks have a 25% (4 on a d4) chance of missing you this battle. + 3. 1d4 times this battle, you can teleport to a nearby location you can see as a move action. + 4. When you make a ranger melee or weapon attack, gain a 1d4 bonus to the attack roll. + 5. When you roll a save against an effect, gain a 1d4 bonus to the roll. + 6. Choose a sorcerer spell gained with Fey Queen's Enchantments. Choose A) advantage on the first attack roll with it or B) a bonus use of it this battle. + 7. If you hit an enemy with a natural even roll on a melee or ranged weapon attack, + and their hit point total after taking damage is equal to your maximum or less, + that target is confused until the end of your next turn. + If they have more hit points, roll 1d4: On a 3 or 4, gain the confusion effect. feats: - tier: champion description: ' When the escalation die is 5+, roll again for a second benefit @@ -1200,11 +898,11 @@ abilities: description: ' Gain the second benefit when the escalation die is 3+. ' - tier: adventurer + tier: champion - name: Deadly Aim _type: Talent source: DATP - description: '**Source ** DATP + description: ' While you are not engaged, you can take a quick action to aim at a nearby enemy. @@ -1215,30 +913,36 @@ abilities: description: " You can choose to target the enemy\u2019s MD instead of PD." - tier: epic description: ' With aim, you also deal half damage on a miss.' - tier: adventurer + tier: champion - name: Divine Avenger _type: Talent source: DATP - description: '**Source ** DATP - - + description: | **Special:** This talent requires Ranger Ex Cathedral. - Once per day, you can swear an Oath of Vengeance against an enemy as a quick action. Your attack rolls against the target have advantage, and all damage you deal against it is holy damage. - You also gain Inescapable Wrath and Relentless Pursuit as bonus powers. + ___ + ### Inescapable Wrath + Close-quarters power; At-will; Interrupt action + + **Trigger:** Your Oath of Vengeance target disengages or moves away from you. + + **Effect:** Make a save. If your save is equal to the enemy's disengage check or higher, + you pursue the enemy and stay engaged while they move. Succeed or fail, you + add twice your Wisdom modifier (x3 at 8th level) to damage if your next attack + against the target is a hit. + ___ + ### Relentless Pursuit + Close-quarters power; Once per battle; No action + **Trigger:** The first time you are unconscious at the start of your turn in + a battle. - _Altruist:_ When an enemy drops an ally below zero hit points, you gain a free - use of Oath of Vengeance against that enemy. - - - _Egoist:_ When an enemy scores a critical hit against you, you gain a free use - of Oath of Vengeance against that enemy.' + **Effect:** You can heal using a recovery. feats: - tier: champion description: ' When an enemy drops you below zero hit points, you gain a free @@ -1246,40 +950,15 @@ abilities: ' - tier: epic - description: ' Choose between Egoist or Altruist. - - ' - tier: adventurer - - name: Inescapable Wrath - _type: Talent - source: DATP - description: "Close-quarters power; At-will; Interrupt action\n\n---\n\n\n**Trigger:**\ - \ Your Oath of Vengeance target disengages or moves away from you.\n\n **Effect:**\ - \ Make a save. If your save is equal to the enemy\u2019s disengage check or higher,\ - \ you pursue the enemy and stay engaged while they move. Succeed or fail, you\ - \ add twice your Wisdom modifier (x3 at 8th level) to damage if your next attack\ - \ against the target is a hit." - feats: [] - tier: adventurer - usage: at-will - - name: Relentless Pursuit - _type: Talent - source: DATP - description: 'Close-quarters power; Once per battle; No action - - - --- - - - - **Trigger:** The first time you are unconscious at the start of your turn in - a battle. - - - **Effect:** You can heal using a recovery.' - feats: [] - tier: adventurer - usage: per-battle + description: | + Choose between Egoist or Altruist. + + _Altruist:_ When an enemy drops an ally below zero hit points, you gain a free + use of Oath of Vengeance against that enemy. + + _Egoist:_ When an enemy scores a critical hit against you, you gain a free use + of Oath of Vengeance against that enemy. + tier: champion - name: First Blood _type: Talent source: DATP @@ -1295,11 +974,11 @@ abilities: - tier: epic description: ' On a critical hit with First Strike, the target is also weakened (-4 to attacks and defenses; save ends both).' - tier: adventurer + tier: champion - name: Improved Double Attack _type: Talent source: DATP - description: '**Source ** DATP + description: ' **Special:** This talent requires Double Melee Attack or Double Ranged Attack. @@ -1311,11 +990,11 @@ abilities: description: ' Your second attack with Double Melee Attack can be a ranged attack instead, and your second attack with Double Ranged Attack can be a melee attack instead. (You switch weapons as part of the second attack.)' - tier: adventurer + tier: champion - name: Merciless Hunter _type: Talent source: DATP - description: '**Source ** DATP + description: ' **Special:** This talent requires Lethal Hunter. @@ -1329,18 +1008,11 @@ abilities: on a miss.' - tier: epic description: ' You gain a +2 bonus to hit against your Lethal Hunter target.' - tier: adventurer - - name: Epic Tier Talents (New) - _type: Talent - source: DATP - description: You can take the talents below with your 8th-level talent slot. - feats: [] - tier: adventurer + tier: champion - name: Bladestorm _type: Talent source: DATP - description: '**Source ** DATP - + description: ' When an enemy engages you, you can make a melee basic attack against that enemy as an interrupt action.' @@ -1348,11 +1020,11 @@ abilities: - tier: epic description: ' Your Bladestorm attacks deal extra damage equal to your Wisdom modifier x3.' - tier: adventurer + tier: epic - name: Hail of Arrows _type: Talent source: DATP - description: '**Source ** DATP + description: ' **Special:** This talent requires Double Ranged Attack. @@ -1368,11 +1040,11 @@ abilities: increase the escalation die by 1. ' - tier: adventurer + tier: epic - name: Pack Circles the Prey _type: Talent source: DATP - description: '**Source ** DATP + description: ' When you score a critical hit with a melee attack, the target is vulnerable to @@ -1380,45 +1052,34 @@ abilities: feats: - tier: epic description: ' The vulnerability increases the critical threat range by 3.' - tier: adventurer + tier: epic - name: Planeswalker _type: Talent source: DATP - description: '**Source ** DATP - - + description: | You gain a 5-point background that you can use to sense nearby portals and determine the keys that open them. - - You also gain _Defensive Jaunt_ as a bonus power.' - feats: [] - tier: adventurer - - name: Defensive Jaunt - _type: Talent - source: DATP - description: 'Close-quarter power; Once per battle; Interrupt action - - - --- - - - + You also gain _Defensive Jaunt_ as a bonus power. + ___ + ### Defensive Jaunt + Close-quarter power; Once per battle; Interrupt action + **Trigger:** You are hit by an attack - - - **Effect:** Take half damage from the attack and teleport to a nearby location.' + + + **Effect:** Take half damage from the attack and teleport to a nearby location. feats: - tier: epic description: '_Epic Feat_ You can use defensive jaunt twice per battle. ' - tier: adventurer + tier: epic usage: per-battle - name: Reaper _type: Talent source: DATP - description: '**Source ** DATP + description: ' **Special:** This talent requires Double Melee Attack. @@ -1434,7 +1095,7 @@ abilities: - tier: epic description: ' If the escalation die is 2+, you can now attack far away enemies with Reaper.' - tier: adventurer + tier: epic # END DATP ABILITIES --- @@ -1522,7 +1183,43 @@ Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are l ## Class Talents - +### Adventurer Talents + + + +### Champion Talents + + + +### Epic Talents + + + +## Arcane Archer Powers +If you are an Arcane Archer, you gain a number of powers depending on whether you are +an initiate or adept, and your level. + +| Ranger Level | Powers Known (Initiate) | Powers Known (Adept) | +|--------------|--------------|-----------| +| 1 | 2 | 3 | +| 2 | 2 | 4 | +| 3 | 2 | 4 | +| 4 | 3 | 5 | +| 5 | 3 | 5 | +| 6 | 3 | 6 | +| 7 | 4 | 6 | +| 8 | 4 | 7 | +| 9 | 4 | 7 | +| 10 | 5 | 8 | + +The Arcane Archer powers are organized in spheres, +with each sphere containing a 1st, 3rd, and 5th level power. + +You can choose the 1st and 3rd level powers from any sphere as long as +you have the required level, but to access the 5th level power, +you also need both the 1st and 3rd level powers of that sphere. + + ## Animal Companion Rules From f8735a934fcdbce025269d25d1f173262777726f Mon Sep 17 00:00:00 2001 From: rsh Date: Sun, 19 Nov 2023 15:17:52 +0100 Subject: [PATCH 13/34] Add book selector (WIP: use of local storage) --- components/ability-item.tsx | 1 + components/book-selector.tsx | 63 +++++++++++++++++++++++++++++++ components/compendium-ability.tsx | 10 ++++- components/mega-nav.tsx | 7 ++++ contentlayer.config.js | 1 + lib/books.ts | 38 +++++++++++++++++++ 6 files changed, 118 insertions(+), 2 deletions(-) create mode 100644 components/book-selector.tsx create mode 100644 lib/books.ts diff --git a/components/ability-item.tsx b/components/ability-item.tsx index 5d9d2b2..b042016 100644 --- a/components/ability-item.tsx +++ b/components/ability-item.tsx @@ -19,6 +19,7 @@ interface AbilityItemP { feats: Ability["feats"] | PartialFeat[]; usage: Ability["usage"]; tier: Ability["tier"]; + source: Ability["source"]; } export default function AbilityItem({ diff --git a/components/book-selector.tsx b/components/book-selector.tsx new file mode 100644 index 0000000..cc81a41 --- /dev/null +++ b/components/book-selector.tsx @@ -0,0 +1,63 @@ +import { useMemo } from "react"; +import { Popover, Switch, Transition } from "@headlessui/react"; +import { useTranslation } from "next-i18next"; +import BookIcon from "@heroicons/react/20/solid/BookOpenIcon"; +import { useBookStore } from "@/lib/books"; + +export function BookSelector() { + const { t } = useTranslation(); + const {enabledBooks, toggleEnabledBook} = useBookStore(); + + const ThemeIcon = useMemo(() => { + return BookIcon; + }); + + return ( + + + + + + + + <> +

Additional content

+ {enabledBooks.map( (book, index) => ( +
+ toggleEnabledBook(index) } + className={(book[2] ? 'bg-amber-500' : 'bg-gray-200') + + " relative inline-flex h-4 w-8 items-center rounded-full"}> + {({checked}) => ( + <> + + + + )} + + {book[1]} +
+ ))} + +
+
+
+ ); + +} diff --git a/components/compendium-ability.tsx b/components/compendium-ability.tsx index 828df19..2aef366 100644 --- a/components/compendium-ability.tsx +++ b/components/compendium-ability.tsx @@ -2,6 +2,7 @@ import { Ability } from "@/.contentlayer/generated"; import clsx from "clsx"; import { map, size } from "lodash-es"; import AbilityItem from "./ability-item"; +import { useBookStore, isSourceEnabled } from "@/lib/books"; interface AbilityListP { abilities?: Ability[]; @@ -19,6 +20,7 @@ export default function AbilityList({ 2: "lg:grid-cols-2", 3: "lg:grid-cols-3", }; + const bookstore = useBookStore(); return (
- {map(abilities, (ability) => ( + {map(abilities, (ability) => { + console.log(ability) + if(ability.source && !isSourceEnabled(bookstore,ability.source)) return null; + return (
- ))} + ); + })}
); } diff --git a/components/mega-nav.tsx b/components/mega-nav.tsx index 1ee354e..0b267fc 100644 --- a/components/mega-nav.tsx +++ b/components/mega-nav.tsx @@ -22,6 +22,7 @@ import { useReducedMotion, } from "framer-motion"; import Button from "./button"; +import { BookSelector } from "./book-selector"; import { ThemeSelector } from "./theme-selector"; interface MobileSubnavP { @@ -364,6 +365,9 @@ export default function MegaNav({ navigation }: { navigation: Navigation }) { )}
+
+ +
@@ -391,6 +395,9 @@ export default function MegaNav({ navigation }: { navigation: Navigation }) {
+
+ +
diff --git a/contentlayer.config.js b/contentlayer.config.js index 9587f69..1ee9a64 100644 --- a/contentlayer.config.js +++ b/contentlayer.config.js @@ -73,6 +73,7 @@ const Ability = defineNestedType(() => ({ }, description: { type: "markdown", required: false }, tier: {type: "string", required: false}, + source: {type: "string", required: false}, feats: { type: "list", of: Feat, required: false }, }, })); diff --git a/lib/books.ts b/lib/books.ts new file mode 100644 index 0000000..022c7d7 --- /dev/null +++ b/lib/books.ts @@ -0,0 +1,38 @@ +import { create } from "zustand"; +import { immer } from "zustand/middleware/immer"; + +interface BookState { + enabledBooks: any; + toggleEnabledBook: (index: number) => void; +} + +export const useBookStore = create( + immer((set,get) => { + + const initialBooks = [ + ["DATP","Dark Alleys & Twisted Paths",true], + ["DPAS","Dark Pacts & Ancient Secrets",true], + ]; + // TODO: read flags from local storage, overriding defaults on known books + // TODO: switch to object literal? maybe + if (typeof localStorage !== "undefined") { + localStorage.setItem("books", JSON.stringify(initialBooks)); + } + + return { + enabledBooks: initialBooks, + toggleEnabledBook: (indexToChange: number) => { + set((state) => { + state.enabledBooks[indexToChange][2] = !state.enabledBooks[indexToChange][2]; + localStorage.setItem("books", JSON.stringify(state.enabledBooks)); + }) + } + }; + }) +); + +export const isSourceEnabled = (state:BookState,source:string) => { + const elem = state.enabledBooks.find((elem) => elem[0]==source) + if(elem) return elem[2]; + return false; +} From abfa9defdc78ec178f9f799cace016a4065dd0db Mon Sep 17 00:00:00 2001 From: rsh Date: Mon, 20 Nov 2023 00:49:26 +0100 Subject: [PATCH 14/34] Cleric manual fixes (core domains are repeated) --- content/1e/classes/cleric.mdx | 802 +++++++++++++++------------------- 1 file changed, 363 insertions(+), 439 deletions(-) diff --git a/content/1e/classes/cleric.mdx b/content/1e/classes/cleric.mdx index ceca053..53415d0 100644 --- a/content/1e/classes/cleric.mdx +++ b/content/1e/classes/cleric.mdx @@ -74,7 +74,8 @@ abilities: - name: Ritual Magic _type: Class Feature description: Clerics can cast their spells as rituals. (See [Rituals](/compendium/basic-rules/running-the-game/#rituals).) - - name: Healing + - &healing + name: Healing _type: Domain description: |- When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit points equal to double your level to the recovery. @@ -664,49 +665,34 @@ abilities: - tier: epic description: This spell is now a quick action to cast. # BEGIN DATP ABILITIES - - name: Cleric Domains - _type: Talent - source: DATP - description: '' - feats: [] - name: Domain Spells - _type: Talent - source: DATP - description: '**Source** DaTP - - - To give clerics of different faiths more individual flavor, this book gives each - domain, including the ones from the Core Book, access to a separate list of domain - spells. These spells work like standard cleric spells, except that you can only - choose them if you have that domain as a talent.' - feats: [] - - name: Paladins, Rangers and Domain Spells - _type: Talent + _type: Class Feature source: DATP - description: 'To give paladins with Cleric Training and rangers with Ranger Ex Cathedral - a chance to use the new material, allow PCs with these talents access to the spells + description: | + These spells work like standard cleric spells, except that you can only + choose them if you have that domain as a talent. + + ### Paladins, Rangers and Domain Spells + To give paladins with Cleric Training and rangers with Ranger Ex Cathedral + a chance to use the new material, PCs with these talents have access to the spells of the following domains: - **Paladin:** Good, Justice, Protection, Strength, War - - + **Ranger:** Animal, Archery, Freedom, Plant - Paladins can also gain access to any domain with the Divine Domain talent. - Note that this is a default selection for PCs who fit the archetype of that class. Based on backgrounds, race, icon relationships or One Unique Thing there may be - domains that fit better. Talk to your GM.' + domains that fit better. Talk to your GM. feats: - tier: adventurer - description: ' You gain the at-will attack spell of a cleric domain as a once-per-battle - bonus spell. (This feat requires the Cleric Training, Divine Domain or Ranger - Ex Cathedral talent)' + description: ' As a paladin or a ranger, you gain the at-will attack spell of a cleric domain as a once-per-battle + bonus spell. This feat requires the Cleric Training, Divine Domain or Ranger + Ex Cathedral talent.' - name: Air / Storm / Thunder - _type: Talent + _type: Domain source: DATP description: '_Since ancient times, people have looked to the sky to pray._ @@ -731,8 +717,8 @@ abilities: description: ' You now fly normally and no longer need to land at the end of your move action. While airborne, you have a -2 penalty to attack rolls and you are vulnerable to attacks.' - - name: Thundering Blow (1st Level) - _type: Talent + - name: Thundering Blow + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -755,8 +741,8 @@ abilities: - tier: champion description: ' On a hit, deal WEAPON + Strength + Wisdom thunder damage.' usage: at-will - - name: Air Bubble (1st Level) - _type: Talent + - name: Air Bubble + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; Daily; Quick action @@ -770,8 +756,8 @@ abilities: in the zone with you. The zone lasts for 5 minutes per spell level.' feats: [] usage: per-day - - name: Storm Cloud (3rd Level) - _type: Talent + - name: Storm Cloud + _type: Domain Spell 3 source: DATP description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** You summon a\ \ storm cloud in the air above you. Until the end of the battle, you can make\ @@ -788,7 +774,7 @@ abilities: enemy.' usage: per-day - name: Animal / Beast - _type: Talent + _type: Domain source: DATP description: "_You worship the divine spark in every living creature._\n\nYou can\ \ speak with animals, as per the druid\u2019s Nature Talking class feature.\n\n\ @@ -805,8 +791,8 @@ abilities: - tier: epic description: ' When you cast a cleric spell for broad effect, you can add one nearby animal companion as a bonus target.' - - name: Poison Claw (1st Level) - _type: Talent + - name: Poison Claw + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; At-will @@ -844,8 +830,8 @@ abilities: - tier: adventurer description: ' Reroll the first natural even miss with this spell in a battle.' usage: at-will - - name: Voice of Beasts (1st Level) - _type: Talent + - name: Voice of Beasts + _type: Domain Spell 1 source: DATP description: 'Ranged spell; Daily @@ -863,8 +849,8 @@ abilities: Its speech patterns will keep traces of its natural voice.' feats: [] usage: per-day - - name: Celestial Guardian (3rd Level) - _type: Talent + - name: Celestial Guardian + _type: Domain Spell 3 source: DATP description: "Ranged spell; Once per battle\n\n---\n\n\n**Effect:** Summon a celestial\ \ beast next to you. It can move to engage an enemy and make the following melee\ @@ -880,7 +866,7 @@ abilities: description: " Increase the beast\u2019s defenses by 2." usage: per-battle - name: Archery / Hunting - _type: Talent + _type: Domain source: DATP description: '_With divine help, your arrows always find their target._ @@ -900,8 +886,8 @@ abilities: - tier: epic description: ' If the escalation die is 4+, increase the critical threat range bonus from the vulnerability to +4.' - - name: Exalted Shot (1st Level) - _type: Talent + - name: Exalted Shot + _type: Domain Spell 1 source: DATP description: 'Ranged attack; At-will @@ -927,8 +913,8 @@ abilities: - tier: adventurer description: ' Reroll the first natural even miss with this spell in a battle.' usage: at-will - - name: Blessing of the Hunt (1st Level) - _type: Talent + - name: Blessing of the Hunt + _type: Domain Spell 1 source: DATP description: 'Ranged spell; Daily @@ -946,8 +932,8 @@ abilities: nearby.' feats: [] usage: per-day - - name: Holy Arrow (1st Level) - _type: Talent + - name: Holy Arrow + _type: Domain Spell 1 source: DATP description: "Ranged attack; Daily\n\n---\n\n\n**Target:** One nearby or far away\ \ enemy\n\n**Attack:** Dexterity OR Wisdom + Level vs. AC\_\n\n**Special:** \ @@ -960,7 +946,7 @@ abilities: feats: [] usage: per-day - name: Chaos / Disorder / Rebellion - _type: Talent + _type: Domain source: DATP description: "_Like children rebelling against their parents, gods rebel against\ \ the divine order._\n\nWhen you save against an effect, and the save is a natural\ @@ -974,8 +960,8 @@ abilities: description: ' Once per battle, transfer an effect on any natural odd save.' - tier: adventurer description: ' You can choose a chaos mage daily spell instead.' - - name: Chaos Hammer (1st Level) - _type: Talent + - name: Chaos Hammer + _type: Domain Spell 1 source: DATP description: "Melee attack; At-will\n\n---\n\n\n**Attack:** Strength OR Wisdom\ \ + Level vs. AC\n\n**Hit:** WEAPON + Strength damage. Roll a d6 on the chaos\ @@ -985,8 +971,8 @@ abilities: - tier: adventurer description: ' On a natural even miss, roll on the defense warp table.' usage: at-will - - name: Haywire (1st Level) - _type: Talent + - name: Haywire + _type: Domain Spell 1 source: DATP description: 'Ranged spell; Daily @@ -1011,8 +997,8 @@ abilities: description: ' If the randomly determined target is an ally, the attack is at a -2 penalty.' usage: per-day - - name: Incite Rebellion (3rd Level) - _type: Talent + - name: Incite Rebellion + _type: Domain Spell 3 source: DATP description: "Ranged spell; Daily\n\n---\n\n\n**Target:** 1d3 nearby enemies. This\ \ spell can only target creatures that are under someone else\u2019s control.\_\ @@ -1024,26 +1010,8 @@ abilities: - tier: adventurer description: ' When targeting mooks, count a group of them as a single target.' usage: per-day - - name: Construction - _type: Talent - source: DATP - description: 'You gain 4 additional background points that must be used on a craft - or construction trade such as architecture. - - - **Invocation of Construction:** This battle, every construct you hit with a melee - attack is weakened until the start of your next turn. You can weaken each construct - in the battle only once.' - feats: - - tier: adventurer - description: ' You gain a +2 attack bonus against constructs.' - - tier: champion - description: ' You gain +2 to all defenses against attacks from constructs.' - - tier: epic - description: ' Once per battle, you can instantly reprogram a staggered construct - to fight for you for one round. It moves and attacks as you direct.' - name: Darkness / Night - _type: Talent + _type: Domain source: DATP description: "_And have you felt your neck skin crawl when you\u2019re searching\ \ for the light?_\n\nGain a spell from the sorcerer\u2019s Umbral Bloodline of\ @@ -1061,8 +1029,8 @@ abilities: - tier: champion description: ' Invocation of Darkness gives you and all nearby allies advantage on your initiative roll if you use it to sneak up on an enemy.' - - name: Embrace of the Night (1st Level) - _type: Talent + - name: Embrace of the Night + _type: Domain Spell 1 source: DATP description: 'Ranged spell; At-will @@ -1103,8 +1071,8 @@ abilities: description: ' On a natural odd hit, the target also takes a -2 penalty to attack rolls until the end of your next turn.' usage: at-will - - name: Darkness (1st Level) - _type: Talent + - name: Darkness + _type: Domain Spell 1 source: DATP description: "Ranged spell; Daily\n\n---\n\n\n**Effect:** You create a stationary\ \ zone of darkness that lasts for 5 minutes or until the end of the battle. Creatures\ @@ -1116,8 +1084,8 @@ abilities: - tier: adventurer description: ' Your allies are immune to the effect.' usage: per-day - - name: Meld into the Shadows (3rd Level) - _type: Talent + - name: Meld into the Shadows + _type: Domain Spell 3 source: DATP description: 'Ranged spell; Daily @@ -1136,8 +1104,8 @@ abilities: - tier: adventurer description: ' You can target one ally per Wisdom modifier point with this spell.' usage: per-day - - name: Disappear into the Night (7th Level) - _type: Talent + - name: Disappear into the Night + _type: Domain Spell 7 source: DATP description: 'Ranged spell; Daily @@ -1157,7 +1125,7 @@ abilities: feats: [] usage: per-day - name: Doom / Destruction - _type: Talent + _type: Domain source: DATP description: "_Come in like a divine wrecking ball._\n\nGain a spell from the terrain\ \ druid\u2019s Ruins terrain at your class level or lower as a bonus spell.\n\n\ @@ -1171,8 +1139,8 @@ abilities: - tier: champion description: ' Once per battle, you can use this invocation for free. If you do so, you cannot cast healing spells until the end of the battle.' - - name: Doomhammer (1st Level) - _type: Talent + - name: Doomhammer + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -1193,8 +1161,8 @@ abilities: - tier: champion description: ' This spell deals triple damage on a critical hit.' usage: at-will - - name: Doom (1st Level) - _type: Talent + - name: Doom + _type: Domain Spell 1 source: DATP description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Special:**\ \ You can cast this spell for power or for broad effect.\n\n**Target:** When\ @@ -1207,8 +1175,8 @@ abilities: - tier: adventurer description: ' This spell is now Recharge 16+ after battle.' usage: per-day - - name: Touch of Despair (1st Level) - _type: Talent + - name: Touch of Despair + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; Daily @@ -1246,7 +1214,7 @@ abilities: description: ' Deal psychic damage equal to twice your level on a miss.' usage: per-day - name: Dragon - _type: Talent + _type: Domain source: DATP description: "_Dragon worship started with the first humanoid begging not to be\ \ eaten._\n\nGain a spell from the sorcerer\u2019s Draconic bloodline of up to\ @@ -1271,8 +1239,8 @@ abilities: - tier: epic description: ' You can now fly and hover between turns with the wings, but you are vulnerable to attacks and take a -2 penalty to attack rolls while airborne.' - - name: Divine Odem (1st Level) - _type: Talent + - name: Divine Odem + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; At-will @@ -1312,8 +1280,8 @@ abilities: description: ' If the escalation die is 3+, on a natural even hit, deal half damage to the second target instead.' usage: at-will - - name: Sense Dragons (1st Level) - _type: Talent + - name: Sense Dragons + _type: Domain Spell 1 source: DATP description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** You sense how\ \ many dragons are within roughly a mile area, and the direction they are in.\n\ @@ -1322,8 +1290,8 @@ abilities: s color.\n\n7th level spell: You sense the dragon\u2019s age." feats: [] usage: per-day - - name: Summon Dragon (3rd Level) - _type: Talent + - name: Summon Dragon + _type: Domain Spell 3 source: DATP description: 'Ranged spell; Daily @@ -1364,7 +1332,7 @@ abilities: description: ' Summon a large dragon of any color instead.' usage: per-day - name: Earth / Mountain - _type: Talent + _type: Domain source: DATP description: "_How can you look at a majestic peak and not see the divine that resides\ \ there?_\n\nGain a spell from the terrain druid\u2019s Cave or Mountain terrain\ @@ -1381,8 +1349,8 @@ abilities: description: ' Both you and the ally gain the resistance.' - tier: epic description: ' Increase the resistance to 16+.' - - name: Earthen Hail (1st Level) - _type: Talent + - name: Earthen Hail + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -1421,8 +1389,8 @@ abilities: - tier: adventurer description: ' You also grant the AC/PD bonus on a natural odd miss.' usage: at-will - - name: Return to Dust (1st Level) - _type: Talent + - name: Return to Dust + _type: Domain Spell 1 source: DATP description: 'Ranged spell; At-will; Quick action @@ -1438,8 +1406,8 @@ abilities: being used on the body.' feats: [] usage: at-will - - name: Rock Shield (1st Level) - _type: Talent + - name: Rock Shield + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; Daily; Interrupt action @@ -1458,8 +1426,8 @@ abilities: description: ' If the attack has more than one target, all targets are protected by the spell.' usage: per-day - - name: Tremors (3rd Level) - _type: Talent + - name: Tremors + _type: Domain Spell 3 source: DATP description: 'Ranged Spell; Once per battle @@ -1499,7 +1467,7 @@ abilities: description: ' On a natural odd hit, the target is stuck (save ends).' usage: per-battle - name: Evil / Egoism - _type: Talent + _type: Domain source: DATP description: '_Worship someone who is worth it. Worship yourself._ @@ -1527,8 +1495,8 @@ abilities: death save fails. If the target fails, your death save succeeds and the target failed a death save for this battle. If it is not a PC or NPC that rolls death saves, it takes twice your level in negative energy damage instead.' - - name: Festering Evil (1st Level) - _type: Talent + - name: Festering Evil + _type: Domain Spell 1 source: DATP description: "Ranged attack; At-will\n\n---\n\n\n**Attack:** Wisdom + Level vs.\ \ the lower of the target\u2019s PD or MD\n\n**Hit:** 1d8 + Wisdom damage. If\ @@ -1543,8 +1511,8 @@ abilities: description: ' If you miss a target you have hit with this spell at least once this battle, deal half damage.' usage: at-will - - name: Blasphemy (1st Level) - _type: Talent + - name: Blasphemy + _type: Domain Spell 1 source: DATP description: "Ranged spell; Once per battle\n\n---\n\n\n**Target:** The nearby\ \ enemy with the fewest hit points\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:**\ @@ -1560,8 +1528,8 @@ abilities: - tier: champion description: ' The daze effect is (save ends).' usage: per-battle - - name: Egomania (3rd Level) - _type: Talent + - name: Egomania + _type: Domain Spell 3 source: DATP description: 'Close-quarters spell; Daily @@ -1580,8 +1548,8 @@ abilities: stacks).' feats: [] usage: per-day - - name: Rise above the Peons (9th Level) - _type: Talent + - name: Rise above the Peons + _type: Domain Spell 9 source: DATP description: 'Close-quarters spell; Daily @@ -1598,7 +1566,7 @@ abilities: feats: [] usage: per-day - name: Farming / Harvest - _type: Talent + _type: Domain source: DATP description: '_Fertility gods throw the best parties._ @@ -1617,8 +1585,8 @@ abilities: description: ' Increase the resistance to 16+.' - tier: epic description: ' The bonuses last for the next two battles.' - - name: Cut the Weeds (1st Level) - _type: Talent + - name: Cut the Weeds + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -1639,8 +1607,8 @@ abilities: - tier: adventurer description: ' You gain a +2 bonus to attack against mooks.' usage: at-will - - name: Protect the Harvest (1st Level) - _type: Talent + - name: Protect the Harvest + _type: Domain Spell 1 source: DATP description: '_A divine blessing meant to protect the fields, that also proves its value when surrounded by zombies._ @@ -1664,8 +1632,8 @@ abilities: - tier: adventurer description: ' Add your Wisdom modifier to the difficulty of the save.' usage: per-day - - name: Reap What You Sow (1st Level) - _type: Talent + - name: Reap What You Sow + _type: Domain Spell 1 source: DATP description: "Close-quarters spell; Once per battle; Interrupt action\n\n---\n\n\ \n**Trigger:** You take damage from an enemy\u2019s attack.\n\n**Effect:** Gain\ @@ -1676,7 +1644,7 @@ abilities: description: ' You can cast this spell on an ally who was attacked.' usage: per-battle - name: Fire / Volcano - _type: Talent + _type: Domain source: DATP description: '_Gods of fire range from benevolent protectors of the hearth to raging forces of nature that blow up mountains._ @@ -1701,8 +1669,8 @@ abilities: - tier: epic description: " When you reduce an enemy to zero hp or below with fire damage,\ \ you can teleport to that enemy\u2019s location as a free action." - - name: Burning Brand (1st Level) - _type: Talent + - name: Burning Brand + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -1726,8 +1694,8 @@ abilities: - tier: adventurer description: ' Add your level to the ongoing damage.' usage: at-will - - name: Penance by Fire (3rd Level) - _type: Talent + - name: Penance by Fire + _type: Domain Spell 3 source: DATP description: 'Ranged attack; Once per battle @@ -1763,8 +1731,8 @@ abilities: damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th), and even if the target prays for absolution, it takes half damage on a hit.' usage: per-battle - - name: Flame Strike (5th Level) - _type: Talent + - name: Flame Strike + _type: Domain Spell 5 source: DATP description: 'Ranged Spell; Daily @@ -1816,7 +1784,7 @@ abilities: to this spell.' usage: per-day - name: Freedom / Travel - _type: Talent + _type: Domain source: DATP description: "_Freedom is the most precious gift once your belly is filled._\n\n\ You are immune to the stuck and hampered conditions.\n\n**Invocation of Freedom\ @@ -1830,8 +1798,8 @@ abilities: \ allow a save, such as \u201Cend of your next turn\u201D effects." - tier: epic description: ' You can use this invocation twice per day.' - - name: Freedom Bells (1st Level) - _type: Talent + - name: Freedom Bells + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; At-will @@ -1864,8 +1832,8 @@ abilities: description: ' If the target of the spell is under mind control or a similar effect, you can choose to deal half damage to it and allow it to save against the effect.' usage: at-will - - name: Blessed Journey (1st Level) - _type: Talent + - name: Blessed Journey + _type: Domain Spell 1 source: DATP description: "Ranged spell; Daily\n\n---\n\n\n**Target:** You and one nearby ally\ \ per Wisdom modifier\n\n**Effect:** Double the target\u2019s overland speed\ @@ -1874,8 +1842,8 @@ abilities: - tier: adventurer description: ' You can bless vehicles, such as carts and ships, with this spell.' usage: per-day - - name: Freedom of Movement (3rd Level) - _type: Talent + - name: Freedom of Movement + _type: Domain Spell 3 source: DATP description: 'Ranged Spell; Daily; Quick action @@ -1899,8 +1867,8 @@ abilities: - tier: champion description: ' The spell is now Recharge 11+ after battle.' usage: per-day - - name: "Traveller\u2019s Footsteps (5th Level)" - _type: Talent + - name: Traveller's Footsteps + _type: Domain Spell 5 source: DATP description: 'Close-quarters spell; Daily; Quick action @@ -1916,7 +1884,7 @@ abilities: description: ' You can cast this spell on a nearby ally.' usage: per-day - name: Good / Selflessness - _type: Talent + _type: Domain source: DATP description: '_All religions claim they are for the benefit of the common folk. Yours takes that pledge seriously._ @@ -1938,8 +1906,8 @@ abilities: die by one.' - tier: champion description: ' You can use this invocation twice per day.' - - name: Aiding Strike (1st Level) - _type: Talent + - name: Aiding Strike + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -1965,8 +1933,8 @@ abilities: description: ' If both dice come up as the same result, you can choose to reroll both.' usage: at-will - - name: "Martyr\u2019s Shield (1st Level)" - _type: Talent + - name: Martyr's Shield + _type: Domain Spell 1 source: DATP description: 'Ranged spell; Once per battle; Interrupt action @@ -1985,8 +1953,8 @@ abilities: description: ' Halve the damage that the triggering attack deals to either you or the ally.' usage: per-battle - - name: Righteous Resolve (3rd Level) - _type: Talent + - name: Righteous Resolve + _type: Domain Spell 3 source: DATP description: 'Ranged spell; Daily; Quick action @@ -2012,8 +1980,8 @@ abilities: description: " Targets who successfully save against a \u201Csave ends\u201D effect\ \ also heal hit points equal to twice the spell level." usage: per-day - - name: Carry On, My Friend (5th Level) - _type: Talent + - name: Carry On, My Friend + _type: Domain Spell 5 source: DATP description: 'Close-quarters spell; Daily; No Action @@ -2030,15 +1998,15 @@ abilities: feats: [] usage: per-day - name: Healing - _type: Talent + _type: Domain source: DATP description: '_Let me guess, the party needed a cleric?_ (See the 13th Age Core Book p. 95 for details.)' feats: [] - - name: Healing Strike (1st Level) - _type: Talent + - name: Healing Strike + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -2062,8 +2030,8 @@ abilities: description: ' On a natural 18+, a nearby unconscious ally can use a recovery to heal (and they can then benefit from the additional healing on a hit).' usage: at-will - - name: Restoration (3rd Level) - _type: Talent + - name: Restoration + _type: Domain Spell 3 source: DATP description: 'Ranged spell; Daily; Quick action @@ -2085,8 +2053,8 @@ abilities: - tier: champion description: ' The target(s) can also heal using a recovery.' usage: per-day - - name: Flash Heal (5th Level) - _type: Talent + - name: Flash Heal + _type: Domain Spell 5 source: DATP description: 'Ranged spell; Daily; Free Action @@ -2113,7 +2081,7 @@ abilities: description: ' The spell is now recharge 11+ after battle.' usage: per-day - name: Justice / Vengeance - _type: Talent + _type: Domain source: DATP description: '_And I will strike down upon thee with great vengeance and furious anger._ @@ -2121,8 +2089,8 @@ abilities: (See the 13th Age Core Book p. 95 for details.)' feats: [] - - name: Hammer of Retribution (1st Level) - _type: Talent + - name: Hammer of Retribution + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -2147,8 +2115,8 @@ abilities: - tier: champion description: ' Add your level to the retribution damage.' usage: at-will - - name: Eyes of the Judge (1st Level) - _type: Talent + - name: Eyes of the Judge + _type: Domain Spell 1 source: DATP description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** Until the end\ \ of the battle or scene, you gain True Sight. You see objects and creatures for\ @@ -2158,8 +2126,8 @@ abilities: \ lie or falsehood." feats: [] usage: per-day - - name: Compel Duel (3rd Level) - _type: Talent + - name: Compel Duel + _type: Domain Spell 3 source: DATP description: 'Close-quarters spell; Daily; Quick action @@ -2177,8 +2145,8 @@ abilities: have disadvantage.' feats: [] usage: per-day - - name: Banishment (5th Level) - _type: Talent + - name: Banishment + _type: Domain Spell 5 source: DATP description: 'Close-quarters spell; Daily @@ -2210,12 +2178,12 @@ abilities: description: ' You can target a group of up to five mooks as one enemy.' usage: per-day - name: Knowledge / Lore - _type: Talent + _type: Domain source: DATP description: _Strongholds of faith are strongholds of learning._ feats: [] - - name: Sacred Mantra (1st Level) - _type: Talent + - name: Sacred Mantra + _type: Domain Spell 1 source: DATP description: '_You utter words of power in the old language of the scripture._ @@ -2246,16 +2214,16 @@ abilities: description: ' The first time you use this spell in a battle, deal maximum damage with it.' usage: at-will - - name: Divine Insight (1st Level) - _type: Talent + - name: Divine Insight + _type: Domain Spell 1 source: DATP description: "Close-quarter spell; Daily\n\n---\n\n\n**Effect:** Choose a wizard\ \ utility spell from the Divination school of this spell\u2019s level or lower.\ \ Duplicate its effect." feats: [] usage: per-day - - name: Pious Tongue (1st Level) - _type: Talent + - name: Pious Tongue + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; Daily @@ -2272,10 +2240,11 @@ abilities: - tier: adventurer description: ' The spell is now recharge 16+.' usage: per-day - - name: Intuitive Reading (3rd Level) - _type: Talent + - name: Intuitive Reading + _type: Domain Spell 3 source: DATP - description: "Ranged spell; Recharge 11+\n\n**Target:** A nearby creature you have\ + usage: recharge + description: "Ranged spell; Recharge 11+\n___\n**Target:** A nearby creature you have\ \ eye contact with\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** Ask a question\ \ about the target\u2019s soul. Below are some examples.\n\n\u201CWhich icon are\ \ you loyal to / do you consider an enemy?\u201D\n\n\u201CWhat is your greatest\ @@ -2287,15 +2256,15 @@ abilities: - tier: adventurer description: ' Ask up to three questions.' - name: Life / Death - _type: Talent + _type: Domain source: DATP description: '_Lovers, forever nourishing and destroying each other._ (See the 13th Age Core Book p. 96 for details.)' feats: [] - - name: Invigorate (1st Level) - _type: Talent + - name: Invigorate + _type: Domain Spell 1 source: DATP description: 'Ranged spell; At-will @@ -2325,8 +2294,8 @@ abilities: - tier: adventurer description: ' Increase the attack bonus to +3.' usage: at-will - - name: Death Ward (1st Level) - _type: Talent + - name: Death Ward + _type: Domain Spell 1 source: DATP description: 'Ranged spell; Daily; Quick action @@ -2347,8 +2316,8 @@ abilities: - tier: champion description: ' The spell is now Recharge 16+.' usage: per-day - - name: Symbol of Life (3rd Level) - _type: Talent + - name: Symbol of Life + _type: Domain Spell 3 source: DATP description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ \ You create a glowing holy symbol that floats in mid-air until the end of the\ @@ -2366,8 +2335,8 @@ abilities: description: ' You or an ally can spend two points to use two recoveries, or reroll a death save with a +5 bonus.' usage: per-day - - name: Raise Dead (5th Level) - _type: Talent + - name: Raise Dead + _type: Domain Spell 5 source: DATP description: 'Ranged spell; Daily @@ -2400,8 +2369,8 @@ abilities: fails.' feats: [] usage: per-day - - name: Slay Living (7th Level) - _type: Talent + - name: Slay Living + _type: Domain Spell 7 source: DATP description: 'Close-quarters spell; Daily @@ -2429,8 +2398,8 @@ abilities: - tier: epic description: ' You can use this spell as a ranged attack against a nearby enemy.' usage: per-day - - name: Gate to the Underworld (9th Level) - _type: Talent + - name: Gate to the Underworld + _type: Domain Spell 9 source: DATP description: 'Close-quarters spell; Daily @@ -2460,12 +2429,12 @@ abilities: with a passphrase.' usage: per-day - name: Love / Beauty - _type: Talent + _type: Domain source: DATP description: (See the 13th Age Core Book p. 96 for details.) feats: [] - - name: Radiant Heart (1st Level) - _type: Talent + - name: Radiant Heart + _type: Domain Spell 1 source: DATP description: 'Ranged spell; At-will @@ -2503,8 +2472,8 @@ abilities: description: ' On a natural even hit, the chosen ally heals hit points equal to your Charisma modifier (x2 at 5th level; x3 at 8th).' usage: at-will - - name: Call for a White Knight (1st Level) - _type: Talent + - name: Call for a White Knight + _type: Domain Spell 1 source: DATP description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby creature with\ \ 60 hp or fewer\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** The target\ @@ -2524,8 +2493,8 @@ abilities: - tier: champion description: ' On a miss, the spell is not expended.' usage: per-day - - name: Love Charm (1st Level) - _type: Talent + - name: Love Charm + _type: Domain Spell 1 source: DATP description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby creature with\ \ 40 hp or fewer\n\n**Special:** This spell cannot be cast during combat or on\ @@ -2540,12 +2509,12 @@ abilities: feats: [] usage: per-day - name: Luck / Fortune - _type: Talent + _type: Domain source: DATP - description: '**Source** DATP + description: ' - Choose a spell from the Fateweaver class of your level or lower as a bonus spell. + Choose a spell from the Fateweaver class _(Dark Pacts and Ancient Secrets)_ of your level or lower as a bonus spell. **Invocation of Luck / Fortune:** This battle, whenever you or a nearby ally @@ -2556,8 +2525,8 @@ abilities: description: ' You can Gather Focus like a Fateweaver for the chosen spell.' - tier: champion description: ' Gain an adventurer-tier meditation from the class as a bonus spell.' - - name: Lucky Star (1st Level) - _type: Talent + - name: Lucky Star + _type: Domain Spell 1 source: DATP description: "Ranged spell; At-will\n\n---\n\n\n**Target:** A nearby enemy\n\n\ **Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d4 + Wisdom holy damage. Give\ @@ -2570,11 +2539,13 @@ abilities: - tier: adventurer description: ' On a natural 20, gain a second luck token.' usage: at-will - - name: "Fortuna\u2019s Frown (1st Level)" - _type: Talent + - name: Fortuna's Frown + _type: Domain Spell 1 source: DATP + usage: recharge description: 'Ranged spell; Recharge 16+ after battle; Interrupt action + ___ **Trigger:** You or a nearby ally is hit by an attack @@ -2591,8 +2562,8 @@ abilities: **Miss:** Damage equal to your level' feats: [] - - name: Serendipity (1st Level) - _type: Talent + - name: Serendipity + _type: Domain Spell 1 source: DATP description: "Ranged spell; Daily; Free action\n\n---\n\n\n**Target:** You or a\ \ nearby ally\n\n**Effect:** When the spell is cast, a good thing happens to\ @@ -2607,7 +2578,7 @@ abilities: description: ' The spell is now Recharge 16+.' usage: per-day - name: Madness / Nightmare - _type: Talent + _type: Domain source: DATP description: '_You are the only sane person in the room._ @@ -2626,8 +2597,8 @@ abilities: gain a +1 bonus to your next attack roll instead.' - tier: epic description: ' Enemies that are dazed or confused are vulnerable to your attacks.' - - name: Manic Cackle (1st Level) - _type: Talent + - name: Manic Cackle + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; At-will @@ -2666,11 +2637,13 @@ abilities: description: ' Once per battle, when the escalation die is odd, attack 1d3 enemies with this spell.' usage: at-will - - name: Manic Reflection (3rd Level) - _type: Talent + - name: Manic Reflection + _type: Domain Spell 3 source: DATP + usage: recharge description: 'Close-quarters spell; Recharge 16+ after battle; Interrupt action + ___ **Trigger:** An enemy hits you with a melee attack. @@ -2684,8 +2657,8 @@ abilities: - tier: champion description: ' If the reroll is a hit, you regain this spell at the end of the battle.' - - name: Waking Nightmare (5th Level) - _type: Talent + - name: Waking Nightmare + _type: Domain Spell 5 source: DATP description: '_Listen to the voices. Your friends are out to get you._ @@ -2720,8 +2693,8 @@ abilities: - tier: epic description: ' Double the hit point limit for enemies you can target.' usage: per-day - - name: Fever Dream (7th Level) - _type: Talent + - name: Fever Dream + _type: Domain Spell 7 source: DATP description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby enemy\n\n\ **Special:** If you collect three personal items from the target and create a\ @@ -2736,7 +2709,7 @@ abilities: feats: [] usage: per-day - name: Magic / Arcana - _type: Talent + _type: Domain source: DATP description: '_Arcane magic is but a shard of the divine._ @@ -2757,8 +2730,8 @@ abilities: - tier: champion description: ' If the invocation would end at the end of your turn, roll a d6. On a 6, it is active for another turn.' - - name: Magic Spark (1st Level) - _type: Talent + - name: Magic Spark + _type: Domain Spell 1 source: DATP description: "Ranged spell; At-will\n\n---\n\n\n**Target:** A nearby enemy\n\n\ **Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d6 + Wisdom force damage\n\n\ @@ -2774,18 +2747,19 @@ abilities: description: ' On a natural odd miss, repeat the attack once against a different nearby enemy.' usage: at-will - - name: Might of Magic (5th Level) - _type: Talent + - name: Might of Magic + _type: Domain Spell 5 source: DATP - description: "Close-quarters spell; Recharge 11+; Quick action\n\n**Target:** A\ + usage: recharge + description: "Close-quarters spell; Recharge 11+; Quick action\n___\n**Target:** A\ \ nearby enemy\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** The target cannot\ \ use resistances or other abilities to reduce the damage it takes (save ends).\n\ \n**Miss:** \u2014" feats: - tier: champion description: ' The save against this spell is a hard save (16+).' - - name: Shield of the Archons (5th Level) - _type: Talent + - name: Shield of the Archons + _type: Domain Spell 5 source: DATP description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ \ You can cast this spell for power or for broad effect.\n\n_Cast for power:_\ @@ -2799,7 +2773,7 @@ abilities: description: ' This spell is now Recharge 11+.' usage: per-day - name: Metal / Smithing - _type: Talent + _type: Domain source: DATP description: '_Dwarves shape metal like the gods shaped the first dwarf._ @@ -2823,8 +2797,8 @@ abilities: description: ' Your smithed items are considered epic level items.' - tier: adventurer description: ' Also grant the bonus to two nearby allies.' - - name: Blessed Steel (1st Level) - _type: Talent + - name: Blessed Steel + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -2850,8 +2824,8 @@ abilities: - tier: champion description: ' Deal triple damage on a natural 20.' usage: at-will - - name: Heat Metal (1st Level) - _type: Talent + - name: Heat Metal + _type: Domain Spell 1 source: DATP description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby enemy in heavy\ \ armor, wearing metal armor, or using metal weapons\n\n**Attack:** Wisdom +\ @@ -2862,8 +2836,8 @@ abilities: \ level spell: 10d12 damage; 50 ongoing damage" feats: [] usage: per-day - - name: Blade Barrier (5th Level) - _type: Talent + - name: Blade Barrier + _type: Domain Spell 5 source: DATP description: 'Close-quarters spell; Daily @@ -2897,30 +2871,8 @@ abilities: Champion: Increase the damage dice to d10s.' feats: [] usage: per-day - - name: Mind / Dream - _type: Talent - source: DATP - description: '**Source** EC - - - Every attack you make deals psychic damage instead of other types of damage unless - you choose otherwise for a specific attack. - - - **Invocation of Mind/Dream:** When you cast a daily cleric spell this battle, - roll a d6. If you roll less than or equal to the escalation die, you regain the - use of that daily spell after the battle.' - feats: - - tier: adventurer - description: " If your attack already deals psychic damage, it gains the following\ - \ bonus damage\u2014adventurer tier: +1 damage; champion tier: +2 damage; epic\ - \ tier: +3 damage." - - tier: champion - description: ' You gain a +2 bonus to all defenses against attacks by aberrations.' - - tier: epic - description: " The invocation also affects your allies\u2019 daily spells." - name: Music / Song - _type: Talent + _type: Domain source: DATP description: '_Music moves hearts and minds as easily as the strongest magic._ @@ -2941,8 +2893,8 @@ abilities: description: ' You gain 3 points towards a background in musical performance.' - tier: champion description: ' Increase the die to a d8.' - - name: Divine Cantata (1st Level) - _type: Talent + - name: Divine Cantata + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; At-will @@ -2979,8 +2931,8 @@ abilities: description: ' If both attacks hit and you grant both save bonuses to the same ally, increase the total save bonus to +4.' usage: at-will - - name: Sacred Hymn (1st Level) - _type: Talent + - name: Sacred Hymn + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; Daily @@ -3001,8 +2953,8 @@ abilities: description: ' Until the end of the battle, you and all allies can add the escalation die to sustain checks for bard songs.' usage: per-day - - name: Angelic Chorus (7th Level) - _type: Talent + - name: Angelic Chorus + _type: Domain Spell 7 source: DATP description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ \ You call celestial beings to the battlefield until the end of the battle. While\ @@ -3011,28 +2963,10 @@ abilities: \ The spell is expended as if you had cast it." feats: [] usage: per-day - - name: Nature - _type: Talent - source: DATP - description: "**Source** EB\n\nYou have the ability to briefly converse in rudimentary\ - \ fashion with animals and plant creatures, subject to the limits of the creatures\u2019\ - \ intelligence, interest, and vocabulary. Extended conversations are beyond the\ - \ scope of the domain ability.\n\n**Invocation of Nature:** Nature: Nearby and\ - \ far away enemies find their footing surprisingly treacherous, so you and your\ - \ allies can disengage safely as a move action with an easy (6+) save" - feats: - - tier: adventurer - description: ' Once per day, you can pull off a terrain stunt, as defined in the - Tracker talent that the Ranger possesses' - - tier: champion - description: ' You gain +2 to all defenses against attacks from beasts.' - - tier: epic - description: ' Once per day, you can use the overworld travel spell, but both - the origin and destination must be within the wilderness.' - name: Oracle - _type: Talent - source: DATP - description: "**Source** DPAS\n\nYou can use the Follow the Thread fateweaver class\_\ + _type: Domain + source: DPAS + description: "You can use the Follow the Thread fateweaver class\_\ feature once per day. Starting at 3rd level, you can take a fateweaver spell in\ \ place of cleric spells. The\_fateweaver spell must be two levels lower than\ \ the cleric spell." @@ -3042,7 +2976,7 @@ abilities: \ You can expend\_focus to deal maximum damage with a Cleric spell,\_or to allow\ \ an ally to heal the maximum amount\_when you grant them the use of a recovery." - name: Pain / Suffering - _type: Talent + _type: Domain source: DATP description: '_I will face my fear. I will permit it to pass over me and through me. Where the fear has gone there will be nothing. Only I will remain._ @@ -3062,8 +2996,8 @@ abilities: - tier: champion description: ' If you use this invocation while you are staggered, you regain it at the end of the battle.' - - name: Inflict Wounds (1st Level) - _type: Talent + - name: Inflict Wounds + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; At-will @@ -3101,8 +3035,8 @@ abilities: description: ' On a natural 18+, the target is weakened until the end of its next turn.' usage: at-will - - name: Thorny Crown (3rd Level) - _type: Talent + - name: Thorny Crown + _type: Domain Spell 3 source: DATP description: 'Ranged spell; Daily; Quick action @@ -3125,8 +3059,8 @@ abilities: - tier: champion description: ' The spell no longer ends when a target resists damage.' usage: per-day - - name: Harm (7th Level) - _type: Talent + - name: Harm + _type: Domain Spell 7 source: DATP description: 'Close-quarters spell; Daily @@ -3158,7 +3092,7 @@ abilities: description: ' You can cast this spell as a ranged spell against a nearby enemy.' usage: per-day - name: Plant / Forest - _type: Talent + _type: Domain source: DATP description: "_Revere the ancient trees, taller, stronger and filled with more wisdom\ \ than any temple._\n\nGain a spell from the Forest terrain of the druid\u2019\ @@ -3175,8 +3109,8 @@ abilities: poison damage and the stuck effect.' - tier: epic description: ' Increase the ongoing damage to 5 times your level.' - - name: Thorn Whip (1st Level) - _type: Talent + - name: Thorn Whip + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; At-will @@ -3202,8 +3136,8 @@ abilities: - tier: adventurer description: ' You can attack nearby enemies you are not engaged with.' usage: at-will - - name: Binding Vines (1st Level) - _type: Talent + - name: Binding Vines + _type: Domain Spell 1 source: DATP description: 'Ranged spell; Once per battle; Quick Action @@ -3228,8 +3162,8 @@ abilities: - tier: epic description: ' The target is also vulnerable to attacks (save ends all).' usage: per-battle - - name: Ensnaring Roots (1st Level) - _type: Talent + - name: Ensnaring Roots + _type: Domain Spell 1 source: DATP description: "Ranged spell; Daily\n\n---\n\n\n**Effect:** Until the end of the\ \ battle, tree roots in the nearby area start writhing and grabbing for your enemies\u2019\ @@ -3240,15 +3174,15 @@ abilities: feats: [] usage: per-day - name: Protection / Community - _type: Talent + _type: Domain source: DATP description: '_A temple without a flock is a crypt of dead teachings._ (See the 13th Age Core Book p. 97 for details.)' feats: [] - - name: Shielding Strike (1st Level) - _type: Talent + - name: Shielding Strike + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -3269,8 +3203,8 @@ abilities: - tier: adventurer description: ' If you wield a shield, grant the bonus to PD too.' usage: at-will - - name: Blessed Orator (1st Level) - _type: Talent + - name: Blessed Orator + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; Daily @@ -3283,10 +3217,11 @@ abilities: when speaking to a group.' feats: [] usage: per-day - - name: Shield Other (1st Level) - _type: Talent + - name: Shield Other + _type: Domain Spell 1 source: DATP - description: "Close-quarters spell; Recharge 11+ after battle; Interrupt action\n\ + usage: recharge + description: "Close-quarters spell; Recharge 11+ after battle; Interrupt action\n___\ \n**Trigger:** An attack hits a nearby ally\u2019s AC.\n\n**Effect:** The attacker\ \ must reroll the attack, and use the second result.\n\n3rd level spell: The ally\ \ gains a +2 AC bonus against the rerolled attack.\n\n5th level spell: You can\ @@ -3303,8 +3238,8 @@ abilities: - tier: epic description: ' Hit or miss, the ally takes only half damage from any attack you use Shield Other against.' - - name: Summon Guardian of Faith (3rd Level) - _type: Talent + - name: Summon Guardian of Faith + _type: Domain Spell 3 source: DATP description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** This spell calls\ \ a Guardian of Faith as a superior summoned creature according to the summoning\ @@ -3327,8 +3262,8 @@ abilities: - tier: epic description: " The guardian\u2019s defend abilities grant a +3 bonus to defenses." usage: per-day - - name: Walk Unharmed (3rd Level) - _type: Talent + - name: Walk Unharmed + _type: Domain Spell 3 source: DATP description: 'Close-quarters spell; Daily @@ -3356,7 +3291,7 @@ abilities: feats: [] usage: per-day - name: Secrets / Cultism - _type: Talent + _type: Domain source: DATP description: "_Your church, or at least the branch you belong to, prefers to operate\ \ without drawing attention to itself. You generally don\u2019t disclose your\ @@ -3377,8 +3312,8 @@ abilities: - tier: epic description: ' Once per day, you can use a secret you know about a target to gain advantage on a spell attack roll against them.' - - name: Ominous Chant (1st Level) - _type: Talent + - name: Ominous Chant + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; At-will @@ -3417,8 +3352,8 @@ abilities: - tier: adventurer description: ' The damage dice of this spell are exploding dice.' usage: at-will - - name: Encrypt (1st Level) - _type: Talent + - name: Encrypt + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; Daily @@ -3435,8 +3370,8 @@ abilities: the original text.' feats: [] usage: per-day - - name: Erase Memory (5th Level) - _type: Talent + - name: Erase Memory + _type: Domain Spell 5 source: DATP description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby creature\n\ \n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** You cause the target to forget\ @@ -3453,7 +3388,7 @@ abilities: you can make the target remember a different face.' usage: per-day - name: Spirits / Undeath - _type: Talent + _type: Domain source: DATP description: '_Eternal life at any cost._ @@ -3471,8 +3406,8 @@ abilities: - tier: adventurer description: ' If the save is a natural 1, the target is stunned until the start of its next turn.' - - name: Withering Touch (1st Level) - _type: Talent + - name: Withering Touch + _type: Domain Spell 1 source: DATP description: "Close-quarters spell; At-will\n\n---\n\n\n**Target:** One enemy you\ \ are engaged with\n\n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d12 + Wisdom\ @@ -3485,8 +3420,8 @@ abilities: - tier: champion description: ' You can now use the spell as a ranged spell.' usage: at-will - - name: Captive Spirit (1st Level) - _type: Talent + - name: Captive Spirit + _type: Domain Spell 1 source: DATP description: 'Ranged spell; Once per battle @@ -3500,8 +3435,8 @@ abilities: to 0 hp, whichever comes first.' feats: [] usage: per-battle - - name: Bolster Undead (3rd Level) - _type: Talent + - name: Bolster Undead + _type: Domain Spell 3 source: DATP description: 'Ranged spell; Daily; Quick action @@ -3531,15 +3466,15 @@ abilities: feats: [] usage: per-day - name: Strength - _type: Talent + _type: Domain source: DATP description: '_You worship physical prowess._ (See the 13th Age Core Book p. 97 for details.)' feats: [] - - name: Powerful Blow (1st Level) - _type: Talent + - name: Powerful Blow + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -3566,8 +3501,8 @@ abilities: description: ' On a natural odd hit, you knock the target prone. Melee attacks have advantage against the target until it takes a move action to stand up.' usage: at-will - - name: Bend Bars and Lift Gates (1st Level) - _type: Talent + - name: Bend Bars and Lift Gates + _type: Domain Spell 1 source: DATP description: "Close-quarters spell; Once per scene; Free action\n\n**Trigger:**\ \ You or a nearby ally makes a Strength check or a Strength-based skill check.\n\ @@ -3575,8 +3510,8 @@ abilities: feats: - tier: adventurer description: ' You can target 1d3 allies (including yourself).' - - name: Siphon Strength (3rd Level) - _type: Talent + - name: Siphon Strength + _type: Domain Spell 3 source: DATP description: 'Ranged spell; Daily @@ -3615,7 +3550,7 @@ abilities: description: ' On a miss, the target is also dazed (save ends).' usage: per-day - name: Sun / Anti-Undead - _type: Talent + _type: Domain source: DATP description: '_The sun, all-seeing and eternal, is the center of the sky and of many pantheons._ @@ -3623,8 +3558,8 @@ abilities: (See the 13th Age Core Book p. 97 for details.)' feats: [] - - name: Ray of Light (1st Level) - _type: Talent + - name: Ray of Light + _type: Domain Spell 1 source: DATP description: 'Ranged spell; At-will @@ -3661,8 +3596,8 @@ abilities: - tier: champion description: ' Increase the damage dice to d8.' usage: at-will - - name: Consecration (1st Level) - _type: Talent + - name: Consecration + _type: Domain Spell 1 source: DATP description: 'Ranged spell; Daily @@ -3686,8 +3621,8 @@ abilities: - tier: champion description: ' The spell is now Recharge 16+.' usage: per-day - - name: Searing Light (3rd Level) - _type: Talent + - name: Searing Light + _type: Domain Spell 3 source: DATP description: 'Ranged spell; Daily @@ -3721,7 +3656,7 @@ abilities: description: ' Gain a +3 bonus to hit against demons and undead.' usage: per-day - name: Time - _type: Talent + _type: Domain source: DATP description: '_No one can escape time._ @@ -3737,8 +3672,8 @@ abilities: yourself up 1d4 positions in the initiative order.' - tier: champion description: ' Also grant a move action.' - - name: Sands of Time (1st Level) - _type: Talent + - name: Sands of Time + _type: Domain Spell 1 source: DATP description: 'Ranged spell; At-will @@ -3774,8 +3709,8 @@ abilities: description: ' The target also takes a -2 penalty to disengage checks (save ends both).' usage: at-will - - name: Temporal Disruption (1st Level) - _type: Talent + - name: Temporal Disruption + _type: Domain Spell 1 source: DATP description: 'Ranged spell; Daily @@ -3810,8 +3745,8 @@ abilities: 9th level spell: 2d6 x 10 damage' feats: [] usage: per-day - - name: Visions of the Past (1st Level) - _type: Talent + - name: Visions of the Past + _type: Domain Spell 1 source: DATP description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ \ Focus on a nearby person, place, or object, and decide a rough time range (1\ @@ -3822,15 +3757,15 @@ abilities: feats: [] usage: per-day - name: Trickery / Illusion - _type: Talent + _type: Domain source: DATP description: '_Every family has its black sheep, every pantheon has its trickster._ (See the 13th Age Core Book p. 97 for details.)' feats: [] - - name: Wink of the Trickster (1st Level) - _type: Talent + - name: Wink of the Trickster + _type: Domain Spell 1 source: DATP description: "Ranged spell; At-will\n\n---\n\n\n**Target:** A nearby enemy\n\n\ **Attack:** Wisdom + Level vs. MD\n\n**Hit:** 1d6 + Wisdom psychic damage\n\n\ @@ -3847,8 +3782,8 @@ abilities: description: ' On a natural 20, the target is confused until the end of its next turn.' usage: at-will - - name: Taunt and Tease (1st Level) - _type: Talent + - name: Taunt and Tease + _type: Domain Spell 1 source: DATP description: 'Ranged spell; Once per battle @@ -3890,8 +3825,8 @@ abilities: - tier: champion description: ' A natural even miss does not expend the spell.' usage: per-battle - - name: "Trickster\u2019s Guise (1st Level)" - _type: Talent + - name: Trickster's Guise + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; Daily @@ -3922,8 +3857,8 @@ abilities: modifier. All disguises will be of the same type, for example all orcs or all city guards.' usage: per-day - - name: Borrowed Trick (5th Level) - _type: Talent + - name: Borrowed Trick + _type: Domain Spell 5 source: DATP description: 'Ranged spell; Daily; Quick action @@ -3939,8 +3874,8 @@ abilities: its normal frequency until the end of the battle.' feats: [] usage: per-day - - name: Cheat All Except Death (7th Level) - _type: Talent + - name: Cheat All Except Death + _type: Domain Spell 7 source: DATP description: 'Close-quarters spell; Daily; Quick action @@ -3959,7 +3894,7 @@ abilities: feats: [] usage: per-day - name: War / Leadership - _type: Talent + _type: Domain source: DATP description: '_The fiercest battles are fought when both sides pray to the same god._ @@ -3967,8 +3902,8 @@ abilities: (See the 13th Age Core Book p. 97 for details.)' feats: [] - - name: Lead the Assault (1st Level) - _type: Talent + - name: Lead the Assault + _type: Domain Spell 1 source: DATP description: 'Melee attack; At-will @@ -3989,8 +3924,8 @@ abilities: - tier: adventurer description: ' Also grant the crit bonus on an even miss.' usage: at-will - - name: Booming Command (1st Level) - _type: Talent + - name: Booming Command + _type: Domain Spell 1 source: DATP description: "Close-quarters spell; Daily\n\n---\n\n\n**Target:** One nearby enemy\n\ \n**Effect:** You give the target a simple, three-word command, such as \u201C\ @@ -4008,8 +3943,8 @@ abilities: - tier: epic description: ' Target 1d4 enemies.' usage: per-day - - name: Elevated Command (3rd Level) - _type: Talent + - name: Elevated Command + _type: Domain Spell 3 source: DATP description: 'Close-quarters spell; Daily; Quick action @@ -4026,7 +3961,7 @@ abilities: \ next turn, and you can benefit from it yourself." usage: per-day - name: Water / Sea / River - _type: Talent + _type: Domain source: DATP description: "_From the tiniest stream to the endless oceans, where there is water,\ \ there is divine power._\n\nChoose a spell from the Ocean or River terrains of\ @@ -4039,8 +3974,8 @@ abilities: description: ' You gain _resist poison_ 16+.' - tier: champion description: ' Increase the resistances to 14+.' - - name: Jetblast (1st Level) - _type: Talent + - name: Jetblast + _type: Domain Spell 1 source: DATP description: 'Close-quarters spell; At-will @@ -4080,11 +4015,13 @@ abilities: description: " You can choose to attack two targets with this spell, but you take\ \ a \u20134 penalty to your attack roll." usage: at-will - - name: Neutralize Poison (1st Level) - _type: Talent + - name: Neutralize Poison + _type: Domain Spell 1 + usage: recharge source: DATP description: 'Ranged spell; Recharge 11+ after battle; Quick action + ___ **Effect:** You can cast this spell for power or for broad effect. @@ -4099,8 +4036,8 @@ abilities: - tier: champion description: ' The target gains a +4 bonus to defenses against attacks that deal poison damage until the end of the battle (broad effect: +2).' - - name: Purification (1st Level) - _type: Talent + - name: Purification + _type: Domain Spell 1 source: DATP description: "Close-quarters spell; Daily\n\n---\n\n\n**Target:** 1d4 nearby enemies\n\ \n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d8 + Wisdom holy damage. Until\ @@ -4113,7 +4050,7 @@ abilities: description: ' Nearby allies heal hit points equal to the spell level.' usage: per-day - name: Winter / Ice - _type: Talent + _type: Domain source: DATP description: "_Before every new beginning, there must be an end._\n\nChoose a spell\ \ from the Ice terrain of the druid\u2019s Circle of the Lands of up to your level\ @@ -4126,8 +4063,8 @@ abilities: description: ' You gain _resist cold_ 16+.' - tier: champion description: ' When you deal cold damage, increase all damage dice by one step.' - - name: Ice Shards (1st Level) - _type: Talent + - name: Ice Shards + _type: Domain Spell 1 source: DATP description: "Ranged spell; At-Will\n\n---\n\n\n**Targets:** 1d3 nearby enemies\ \ in a group\n\n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d6 + Wisdom cold\ @@ -4138,8 +4075,8 @@ abilities: - tier: adventurer description: ' Gain a +1 bonus to your critical threat range.' usage: at-will - - name: Frost Hammer (1st Level) - _type: Talent + - name: Frost Hammer + _type: Domain Spell 1 source: DATP description: "Melee attack; Daily\n\n---\n\n\n**Attack:** Strength OR Wisdom +\ \ Level vs. AC\n\n**Hit:** WEAPON + Strength cold damage, and if the target\u2019\ @@ -4153,8 +4090,8 @@ abilities: - tier: champion description: ' Also deal 10 times the spell level in ongoing cold damage.' usage: per-day - - name: Snow Storm (5th Level) - _type: Talent + - name: Snow Storm + _type: Domain Spell 5 source: DATP description: 'Ranged spell; Daily @@ -4191,27 +4128,16 @@ abilities: - tier: champion description: ' You can now target 1d4 enemies with this spell.' usage: per-day - - name: Cleric Spells (All Domains) - _type: Talent - source: DATP - description: '' - feats: [] - - name: 1st Level Spells - _type: Spell 1 - source: DATP - description: '' - feats: [] - level: 1 - category: Spells - name: Divine Guidance _type: Spell 1 source: DATP - description: '**Source** DaTP + usage: recharge + description: ' Close-quarters spell; Recharge 16+ after the scene; Free action - - + + ___ **Trigger:** A nearby ally makes a skill check. @@ -4226,7 +4152,7 @@ abilities: - name: Minor Miracle _type: Spell 1 source: DATP - description: "**Source** DaTP\n\nRanged spell; At-will\n\n---\n\n\n**Effect:**\ + description: "Ranged spell; At-will\n\n---\n\n\n**Effect:**\ \ You create a small miracle effect to strengthen your believer\u2019s faith\ \ in your deity. Below are some example effects.\n\n_Create Water or Wine:_ Create\ \ one serving of a beverage of your choice.\n\n_Divine Light:_ Create an ongoing\ @@ -4246,7 +4172,8 @@ abilities: - name: Remove Fear _type: Spell 1 source: DATP - description: "**Source** DaTP\n\nClose-quarters spell; Recharge 11+; Quick action\n\ + usage: recharge + description: "Close-quarters spell; Recharge 11+; Quick action\n___\ \n**Effect:** You can cast this spell for power or for broad effect.\n\n_Cast\ \ for power:_ Choose a nearby ally. The target is immune to fear until the end\ \ of the battle.\n\n_Cast for broad effect:_ Three nearby allies (including you)\ @@ -4259,18 +4186,12 @@ abilities: allies.' level: 1 category: Spells - - name: 3rd Level Spells - _type: Spell 3 - source: DATP - description: '' - feats: [] - level: 3 - category: Spells - name: Spiritual Weapon _type: Spell 3 + usage: recharge source: DATP - description: "**Source** DaTP\n\nRanged spell; Recharge 16+ after battle; Quick\ - \ action\n\n**Effect:** You summon the divine representation of your deity\u2019\ + description: "Ranged spell; Recharge 16+ after battle; Quick\ + \ action\n___\n\n**Effect:** You summon the divine representation of your deity\u2019\ s weapon. Make a melee attack against a nearby enemy with it.\n\n**Attack:** \ \ Wisdom + Level vs. AC\n\n**Hit:** 2d8 + Strength OR Charisma holy damage\n\n\ **Miss:** \u2014\n\nThe weapon persists until the end of the battle, or until\ @@ -4286,17 +4207,10 @@ abilities: description: ' The spell is now Recharge 11+.' level: 3 category: Spells - - name: 5th Level Spells - _type: Spell 5 - source: DATP - description: '' - feats: [] - level: 5 - category: Spells - name: Summon Planetar _type: Spell 5 source: DATP - description: '**Source** DaTP + description: | Ranged spell; Daily @@ -4306,40 +4220,42 @@ abilities: - **Effect:** You summon a planetar, as per the summoning rules on page XX. This + **Effect:** You summon a planetar, as per the summoning rules. This planetar fights for you until the end of the battle, or until it drops to 0 hp, whichever comes first. As you cast the spell at higher levels, your planetar becomes stronger. - - ### _Summoned Planetar_' + ___ + + ### _Summoned Planetar_ + **5th level spoiler [celestial]** + + **Initiative:** +12 + + **Blade of Elysium:** +10 vs. PD—15 holy damage + - *Miss:* Half damage + + **C:** Winged Smite +10 vs. PD—15 holy energy damage, and the planetar flies to engage the target + - *Natural 16+:* The target is also weakened until the end of its next turn. + - *Limited use:* The planetar can use winged smite only when the escalation die is even. + + + **Flight:** The planetar flies with large feathered wings on its back. + + + | Level | INIT. | ATTACK | DAMAGE | AC | PD | MD | HP | + |-------|-------|--------|--------|-----|-----|-----|-----| + | 5 | +12 | +10 | 15 | 20 | 15 | 18 | 50 | + | 7 | +14 | +12 | 25 | 22 | 17 | 20 | 80 | + | 9 | +17 | +15 | 40 | 25 | 20 | 23 | 125 | + feats: [] level: 5 category: Spells usage: per-day - - name: 7th Level Spells - _type: Spell 7 - source: DATP - description: '' - feats: [] - level: 7 - category: Spells - - name: 9th Level Spells - _type: Spell 9 - source: DATP - description: '' - feats: [] - level: 9 - category: Spells - - name: Cleric Rituals - _type: Spell 9 - source: DATP - description: '' - feats: [] - level: 9 - category: Spells - - name: Blessed Forge (1st Level) - _type: Spell 9 + + - name: Blessed Forge + _type: Ritual 1 source: DATP description: '**Base spell:** Any spell from the Metal domain @@ -4350,10 +4266,10 @@ abilities: **Effect:** Until the end of the day, all smithing-related skill checks in the forge have advantage.' feats: [] - level: 9 + level: 1 category: Spells - - name: Ceremony of Blessing (1st Level) - _type: Spell 9 + - name: Ceremony of Blessing + _type: Ritual 1 source: DATP description: "**Base spell:** Bless, Shield of Faith\n\n**Effect:** You perform\ \ a religious ceremony. The effect depends on the type of ceremony conducted.\n\ @@ -4369,10 +4285,10 @@ abilities: \ fire and lightning for a year.\n\n_Door blessing:_ Supernatural creatures must\ \ succeed at a save to enter the house." feats: [] - level: 9 + level: 1 category: Spells - - name: Divine Builder (7th Level) - _type: Spell 9 + - name: Divine Builder + _type: Ritual 7 source: DATP description: '**Base spell:** Sanctuary @@ -4382,7 +4298,7 @@ abilities: a one-storey building, a bridge over a stream, or a statue. For bigger projects, you need to cast the ritual multiple times, or find a way to increase the effect.' feats: [] - level: 9 + level: 7 category: Spells # END DATP ABILITIES --- @@ -4491,9 +4407,10 @@ There are certain abilities specific to the cleric that can affect their powers: -## Class Talents +## Class Talents (Domains) - + ## 1st Level Spells @@ -4514,3 +4431,10 @@ There are certain abilities specific to the cleric that can affect their powers: ## 9th Level Spells + +## Cleric Rituals + + + + + \ No newline at end of file From e520a7f6ff848bdde7870f06d0a9ddfb1772cfe2 Mon Sep 17 00:00:00 2001 From: rsh Date: Mon, 20 Nov 2023 10:23:05 +0100 Subject: [PATCH 15/34] Add paladin abilities w/manual correction --- content/1e/classes/paladin.mdx | 787 ++++++++++++++++++++++++++++++++- 1 file changed, 784 insertions(+), 3 deletions(-) diff --git a/content/1e/classes/paladin.mdx b/content/1e/classes/paladin.mdx index ad57dc5..50cb38b 100644 --- a/content/1e/classes/paladin.mdx +++ b/content/1e/classes/paladin.mdx @@ -53,7 +53,7 @@ abilities: _type: Class Feature usage: per-battle description: |- - You can use this talent once per battle, plus an additional number of times per day equal to your Charisma modifier. + You can use this ability once per battle, plus an additional number of times per day equal to your Charisma modifier. As a free action before you make a paladin melee attack roll, you can declare that you’re using a Smite Evil attack. Add +1d12 to the damage roll AND deal half damage with the attack if it misses. @@ -201,6 +201,777 @@ abilities: description: When one of your Smite Evil attacks drops three or more mooks, it is not expended. - tier: epic description: You gain an additional relationship point with a villainous or ambiguous icon. +# BEGIN DATP ABILITIES + - name: Smite Powers + _type: Class Feature + source: DATP + description: When you activate your Smite Evil, choose one of your Smite powers + and gain its effect. You must choose the smite power before making the attack + roll, and before you know whether your smite hits or misses. + feats: [] + - name: Smite Evil (DATP) + _type: Class Feature + source: DATP + usage: per-battle + description: 'Close-quarters power; Once per battle, plus once per day per Charisma + modifier; Free Action + + ___ + + + **Effect:** Your next paladin melee attack deals 1d12 extra damage on a hit. + In addition, you can activate one smite power of your choice, which can be True + Smite below, or a smite power gained through talents. + + + 4th level paladin: 2d12 extra damage + + + 6th level paladin: 3d12 extra damage + + + 8th level paladin: 4d12 extra damage + + + 10th level paladin: 5d12 extra damage + + + **True Smite (Smite Power):** Deal half of both melee attack and smite extra + damage on a miss.' + feats: + - tier: adventurer + description: ' Gain an additional use of Smite Evil per day.' + - tier: champion + description: ' Your Smite attacks become uninterruptible. Enemies cannot trigger + interrupt actions against your smite attacks.' + - tier: adventurer + description: ' Gain a +4 bonus to the attack roll with True Smite.' + - name: Bastion + _type: Talent + tier: adventurer + source: DATP + description: "**Bastion Smite (Smite Power):** On a hit, gain temporary hit points\ + \ equal to the smite\u2019s bonus damage roll." + feats: + - tier: adventurer + description: ' Gain twice your level in temporary hit points on a miss.' + - name: Cleric Training + _type: Talent + tier: adventurer + source: DATP + description: '**Blessed Smite (Smite Power):** On a hit, choose a nearby ally. + That ally gains a bonus to their next attack roll equal to your Wisdom or Charisma + modifier (whichever is higher).' + feats: + - tier: adventurer + description: ' Gain a bonus equal to your Wisdom or Charisma modifier to the Smite + attack roll.' + - name: Divine Domain + _type: Talent + tier: adventurer + source: DATP + description: "**Divine Smite (Smite Power):** Hit or miss, you can use the at-will\ + \ attack spell associated with your domain as a quick action this turn. If it\ + \ is a ranged spell, you don\u2019t provoke opportunity attacks with it. This\ + \ replaces the smite extra damage." + feats: + - tier: adventurer + description: ' If you have used the invocation of your domain this battle, gain + a +1 bonus to both the smite and the spell attack.' + - name: Fearless + _type: Talent + tier: adventurer + source: DATP + description: "**Courageous Smite (Smite Power):** If you hit an enemy who has a\ + \ fear aura or a fear-based attack, the target can\u2018t use that ability (save\ + \ ends)." + feats: + - tier: adventurer + description: " Deal extra damage equal to the enemy\u2018s level." + - name: Implacable + _type: Talent + tier: adventurer + source: DATP + description: '**Conduit Smite (Smite Power):** Choose an effect that you have successfully + saved against at the start of your turn (if any). On a hit, impose that effect + on the target.' + feats: + - tier: adventurer + description: ' Also gain the effect on a natural even miss.' + - name: Lay on Hands + _type: Talent + tier: adventurer + source: DATP + description: '**Healing Smite (Smite Power):** Spend a recovery to heal, but grant + the healing to a nearby ally.' + feats: + - tier: adventurer + description: " If the ally is staggered, they heal additional hit points equal\ + \ to the smite\u2019s extra damage." + - tier: champion + description: ' On a natural 16+ on the attack roll, the recovery is free.' + - tier: epic + description: ' Both you and the ally gain the healing.' + - name: "Paladin\u2019s Challenge" + _type: Talent + tier: adventurer + source: DATP + description: '**Exalted Challenge (Smite Power):** If you use the talent to challenge + the target with your Smite Evil attack, the target takes holy damage equal to + your Smite Evil bonus damage whenever it attacks one of your allies.' + feats: + - tier: adventurer + description: ' The target also takes the Smite Evil bonus damage if it uses any + method to no longer be engaged with you, such as disengage, pop free, or teleporting.' + - name: Path of Universal Righteous Endeavor + _type: Talent + tier: adventurer + source: DATP + description: "**Absolving Smite (Smite Power):** On a hit, a nearby ally can save\ + \ against a \u201Csave ends\u201D effect." + feats: + - tier: adventurer + description: ' The save has a bonus to the roll equal to your Charisma modifier.' + - name: Way of Evil Bastards + _type: Talent + tier: adventurer + source: DATP + description: '**Sickening Smite (Smite Power):** On a hit, the target has disadvantage + on their next attack roll against you.' + feats: + - tier: adventurer + description: ' If the target misses with its next attack, it takes ongoing negative + energy damage equal to three times your level.' + - name: Conviction + _type: Talent + source: DATP + description: "Define three moral convictions for your character, such as \u201C\ + protect the innocent,\u201D \u201Cspeak the truth,\u201D and \u201Cnever turn\ + \ down a challenge.\u201D When you make a skill check while acting based on one\ + \ of your convictions, you add a d6 conviction die to the roll.\n\nHowever, whenever\ + \ you act against one of your convictions, you lose the use of the conviction\ + \ die until the next full heal-up. If you have committed a gross violation, say\ + \ you willfully lied while under oath in the above example, the conviction die\ + \ becomes a penalty to all skill checks until you atone. Work out an appropriate\ + \ atonement with your GM.\n\n**Smite of Conviction (Smite Power):** If you have\ + \ entered the battle based on your convictions, add your conviction die to the\ + \ attack roll. In addition, the first time you miss with Smite of Conviction this\ + \ battle, the smite is not expended." + feats: + - tier: champion + description: ' While in a battle that is aligned with your moral convictions, + add the conviction die to saves.' + - tier: epic + description: ' Your conviction die becomes a d8.' + tier: adventurer + - name: Death Knight + _type: Talent + source: DATP + description: | + You learn three runes _(see below)_, which you can use in battle via the Activate Rune power. + When you activate a rune, you can also use its special smite power. + The direct connection to death has taken a toll on you. You are Sorta Dead, as per the necromancer talent (_13 True Ways_ p. 84), + and you have a lesser version of their Wasting Away class feature. + + **Wasting Away:** While Death Knights aren't quite as wasteful with their physical bodies as necromancers, + the necrotic powers still come at a price. If your Constitution modifier is +2 or higher, + you take a -1 penalty to attack rolls. + + ___ + ### Activate Rune + Close quarters power; At-will; Quick action + ___ + **Effect:** Gain the rune benefit of either the Blood, Death, or Frost rune until the end of the battle. You can only have one rune active at a time—using a different rune ends the current one. When you Smite Evil, you can use the active rune's smite power. + + feats: + - tier: adventurer + description: | + _Total Devotion_ _(only for Paladin/Necromancer multiclass)_ : Your Death Knight paladin talent is also considered + a necromancer talent, which allows you to use its benefits with necromancer talents and spells. + + - tier: champion + description: ' You gain a necromancer spell as a bonus power, at two levels below + your class level. You can replace Intelligence with Charisma as the key ability + for the spell.' + - tier: epic + description: ' You can choose a second necromancer spell, also at two levels lower + than you class level.' + tier: adventurer + - name: Blood Rune + _type: Death Knight Rune + source: DATP + usage: at-will + description: '**Rune Benefit:** When you hit with a melee attack, heal hit points + equal to your level. + + + **Blood Smite (Smite Power):** On a hit, heal hit points equal to the smite extra + damage.' + feats: + - tier: adventurer + description: ' On a critical hit with a melee attack, you can heal using a recovery.' + - tier: champion + description: ' On a hit, end any ongoing damage you are currently taking.' + - tier: epic + description: ' Also deal the smite extra damage and heal hit points equal to that + amount on a miss.' + tier: adventurer + - name: Death Rune + _type: Death Knight Rune + source: DATP + usage: at-will + description: "**Effect:** \_Increase your critical threat range with Paladin melee\ + \ attacks by 1, and they deal negative energy damage. When you drop a non-mook\ + \ enemy to zero hp, deal negative energy damage equal to your Smite bonus damage\ + \ to another nearby enemy.\n\n**Raise Minion (Smite Power):** If you drop a non-minion\ + \ enemy to zero hp with the attack, you create a Crumbling Skeleton mook at the\ + \ start of your next turn. The mook fights for you according to the summoning\ + \ rules (p. XX) until the end of the battle, or until it is destroyed.\n\nStarting\ + \ at 3rd level, you can create a Just-Ripped-Free Skeleton mook (_13 True Ways_\ + \ p. 88) of your level or lower instead." + feats: + - tier: epic + description: "\_Deal the damage to ALL other nearby enemies." + - tier: adventurer + description: " If you hit with the smite, you can use the necromancer\u2018s Deathknell\ + \ talent on the target as a free action, even if you don\u2018t have that talent." + - tier: champion + description: ' If you kill a large or huge creature, the skeleton mook you create + has twice the hit points and deals double damage.' + tier: adventurer + - name: Frost Rune + _type: Death Knight Rune + source: DATP + usage: at-will + description: '**Rune Benefit:** Your melee attacks deal cold damage. When you hit + with a melee attack, deal extra damage equal to your level. + + + **Frost Smite (Smite Power):** On a hit, the target is stuck (save ends).' + feats: + - tier: adventurer + description: ' On a critical hit with a melee attack, deal 1d6 extra cold damage + per level.' + - tier: champion + description: ' The target is also vulnerable to cold (save ends both).' + - tier: epic + description: " If the target of your smite power is already stuck or vulnerable\ + \ to cold, it is frozen (can\u2019t take actions) until the end of your next\ + \ turn." + tier: adventurer + - name: Divine Mount + _type: Talent + source: DATP + description: "**Note:** This talent requires the Mounted Combat rules published\ + \ in _13th Age Monthly #20_.\n\nYou can summon a warhorse (see Mounted Combat\ + \ page 8 for stats) from the celestial realms as a standard action, which stays\ + \ as long as you require. You can dismiss it as a free action. If your mount is\ + \ killed, you can summon it again after your next full heal-up.\n\nWhile you are\ + \ mounted, you and your mount act as per the mounted combat rules. You can perform\ + \ two mounted combat actions per battle (one per round). However, due to an empathic\ + \ link with your mount, you don\u2019t require a mounted combat check \u2014 the\ + \ action always succeeds.\n\nIf you feel a different mount would fit your PC better,\ + \ you can expand your choices with the adventurer feat.\n\n**Special:** You can\ + \ pick the feats below individually. You don\u2019t need to take them in order.\n\ + \n**Smite of the Chevalier (Smite Power):** Your mount also gains the Smite Evil\ + \ extra damage if it hits with an attack on the same turn." + feats: + - tier: adventurer + description: ' You can perform a third mounted combat action each battle.' + - tier: adventurer + description: ' You can choose one of the problematic or Praxian mounts in the + mounted combat rules as your steed. Or you can summon an aquatic mount, like + a shark or dolphin. You can take this feat multiple times, to gain access to + different types of mounts.' + - tier: champion + description: ' Your mount deals holy damage.' + - tier: epic + description: ' You can summon a mount that flies.' + - tier: adventurer + description: ' Both you and the mount gain a +4 bonus to attack rolls this turn.' + tier: adventurer + - name: Exorcist + _type: Talent + source: DATP + description: 'Increase your critical threat range against devils and demons by 2. + + + Once per battle or scene, you can concentrate as a quick action and sense the + presence of demons within the nearby or far away area. + + + **Smite of Interdiction (Smite Power):** On a hit, the target takes ongoing holy + damage equal to twice your level. If the target is a demon or devil, it is also + hampered (save ends both).' + feats: + - tier: adventurer + description: ' Gain a +1 bonus to attacks against devils and demons.' + - tier: epic + description: ' Gain a +1 bonus to all defenses against devils and demons.' + - tier: champion + description: ' When you hit a staggered devil or demon with a natural 16+ on the + attack roll, you banish the creature back to the Abyss.' + tier: adventurer + - name: Fallen Soul + _type: Talent + source: DPAS + description: Choose one warlock spell of your level or lower. That spell is now + part of your powers. You can change the spell at each full heal-up. + feats: + - tier: adventurer + description: ' Choose a warlock pact. You can use the pact power once per day.' + - tier: champion + description: ' Choose a second Warlock spell.' + - tier: epic + description: ' Choose a third Warlock Spell level.' + tier: adventurer + - name: Fist of the Crusader + _type: Talent + source: DATP + description: "In battle, when you are staggered the first time, roll 1d4 and gain\ + \ a Crusader\u2019s Boon from the table below. Each boon gives you a special interrupt\ + \ action that you can use at-will until the end of the battle.\n\n1. _Crusader\u2019\ + s Thorns:_ When an enemy makes a melee attack against you and the natural attack\ + \ roll is lower than your Strength score, deal damage equal to your Strength modifier\ + \ (x2 at 5th level; x3 at 8th).\n2. _Crusader\u2019s Heart:_ When an enemy makes\ + \ an attack against you and the natural attack roll is lower than your Constitution\ + \ score, reduce the damage by your Constitution modifier (x2 at 5th level; x3\ + \ at 8th) and immediately save against any \u201Csave ends\u201D effects of that\ + \ attack.\n3. _Crusader\u2019s Gaze:_ When an enemy makes an attack against you\ + \ and the natural roll is lower than your Wisdom score, gain advantage on your\ + \ next attack roll against the target.\n4. _Crusader\u2019s Defiance:_ When an\ + \ enemy makes an\_ attack against you and the natural attack roll is lower than\ + \ your Charisma score, the enemy is struck by fear (dazed and can\u2019t use the\ + \ escalation die) until the end of its next turn.\n\n\n**Crusader\u2019s Fist\ + \ (Smite Power):** If the target has fewer hit points that your maximum after\ + \ you hit, it is cowering in fear (-4 to attacks and can\u2019t use the escalation\ + \ die) until the end of your next turn." + feats: + - tier: champion + description: "For one battle per day, gain the Crusader\u2019s Boon at the start\ + \ of your first turn." + - tier: epic + description: "When you gain the Crusader\u2019s Boon, you can spend a recovery\ + \ to heal." + - tier: adventurer + description: | + **Crusader's Fist**: Against demons, the fear effect is (save ends). + tier: adventurer + - name: Glory of the Empire + _type: Talent + source: DATP + description: 'Choose one tactic from the Commander list up to your level and add + it to your powers. You can change this tactic during a full heal-up. + + + **Glorious Smite (Smite Power):** If you hit, the target has disadvantage on + their next attack roll if that attack does not target you.' + feats: + - tier: adventurer + description: ' While you are conscious, your nearby allies gain a +1 bonus to + MD.' + - tier: champion + description: ' Choose a second tactic, up to two levels below your class level.' + - tier: epic + description: ' Gain all feats of your two current tactics.' + tier: adventurer + - name: Golden Legion + _type: Talent + source: DATP + description: 'You gain two powers, Exalted Breath and Indomitability, and the Roar + of the Golden smite power. + + + **Roar of the Golden (Smite Power):** If you have used Exalted Breath this battle, + regain your breath weapon if the natural attack roll of your smite is 16+.' + feats: + - tier: adventurer + description: ' You gain _resist demon attacks_ 16+.' + tier: adventurer + - name: Exalted Breath + _type: Bonus Power + source: DATP + description: 'Close-quarters spell; Breath weapon; Daily + + + --- + + + + **Target:** 1d2 nearby enemies in a group + + + **Attack:** Charisma + Level vs. PD + + + **Hit:** 1d8 per level + Charisma fire damage + + + _Natural even hit:_ Three times your level ongoing fire damage and the target + is dazed (save ends both). + + + **Miss:** Half damage + + + _Breath Weapon:_ For the rest of the battle, roll a d20 at the start of your turn. + On a 16+, you can use Exalted Breath again on that turn if you wish.' + feats: + - tier: champion + description: ' Target 1d3 enemies.' + tier: adventurer + usage: per-day + - name: Indomitability + _type: Bonus Power + source: DATP + description: 'Close-quarters spell; Daily; Quick action + + + --- + + + + Effect: Spend a recovery to heal, and cancel all effects and conditions on yourself, + including ongoing damage. You can use indomitability even if you are otherwise + prevented from taking actions, such as from being stunned.' + feats: + - tier: epic + description: ' Gain an additional use of Indomitability per day for each icon + relationship point you have with the Great Gold Wyrm.' + tier: adventurer + usage: per-day + - name: Grey Guard + _type: Talent + source: DATP + description: "You gain the Prince of Shadows\u2019 Luck blessing, which allows you\ + \ to reroll a skill check or a save once per day per Charisma modifier.\n\n**Lucky\ + \ Smite (Smite Power):** You can expend one of your Luck blessings to reroll\ + \ the Smite Evil attack roll." + feats: + - tier: adventurer + description: ' You gain 3 points towards a background in disguise and espionage.' + - tier: champion + description: ' You gain an extra daily use of your Luck blessing for each icon + relationship point with the Prince of Shadows.' + - tier: epic + description: " When you roll a 4 on an icon relationship die with the Prince of\ + \ Shadows, you can switch that icon relationship die for a 5 with a different\ + \ icon. This represents the Prince of Shadows\u2019 network within the other\ + \ icon\u2019s organization." + tier: adventurer + - name: Guardian of the Sacred Grove + _type: Talent + source: DATP + description: "Gain a flexible attack from the Warrior Druid list. You can trigger\ + \ the maneuver with paladin melee basic attacks, but not with smites, unless you\ + \ use Nature\u2019s Smite below.\n\n**Nature\u2019s Smite (Smite Power):** You\ + \ can trigger your Warrior Druid flexible attack with this smite. If the target\ + \ is a creature that\u2019s not native to the current terrain, you have advantage\ + \ on the attack roll, and you can trigger your Warrior Druid flexible maneuver\ + \ based on either d20 roll." + feats: + - tier: adventurer + description: " Choose one terrain from the druid\u2019s Terrain Caster talent,\ + \ and gain a daily spell of your level or lower from its list. You can switch\ + \ Wisdom for Charisma in the spell\u2019s description. You don\u2019t need to\ + \ be in the terrain to cast it." + - tier: champion + description: ' You can cast the Wild Heal spell from the Wild Healer talent twice + per day.' + - tier: epic + description: ' Choose either a second flexible attack, a second daily spell from + the same terrain, OR a third daily use of Wild Heal.' + tier: adventurer + - name: Guardian of the Vault + _type: Talent + source: DATP + description: "You are especially trained in dealing with magic items and artifacts,\ + \ both the beneficial and the dangerous kind. You gain the rogue\u2019s Trap Sense\ + \ ability. In addition to traps, you can use this ability against trapped or cursed\ + \ magic items and artifacts.\n\nWhen you wear heavy armor, reduce the damage you\ + \ take from hits by non-mook enemies by your level. (You swear that this is a\ + \ blessing by the Dwarf King and only works with armor of fine dwarven craftsmanship.)\n\ + \n**Hammering Smite (Smite Power):** Reroll all natural 1s and 2s on the damage\ + \ dice with your Smite Evil. This applies to all damage dice, not just the extra\ + \ damage." + feats: + - tier: adventurer + description: ' You gain a bonus to magic item power recharge rolls equal to your + Charisma modifier.' + - tier: champion + description: ' Once per day, you can concentrate on a known, named artifact to + gain insight into its lore or a vision of its location.' + - tier: epic + description: ' Increase the damage reduction to your level + 5.' + tier: adventurer + - name: Infernal Devotion + _type: Talent + source: DATP + description: "Choose one demonologist spell of your level or lower. The spell is\ + \ now part of your powers, and you are considered an initiate of that path for\ + \ the spell\u2019s effect. You can choose any spell that is not a summoning spell.\ + \ You can switch the spell after a full heal-up.\n\nThe smite power you gain from\ + \ this talent depends on the demonologist path you choose the spell from.\n\n\ + **Corrupt Smite (Smite Power):** Your smite deals poison damage. On a natural\ + \ even hit, deal ongoing poison damage equal to the smite damage to a different,\ + \ random nearby enemy.\n\n**Flaming Smite (Smite Power):** Your smite deals fire\ + \ damage. At the start of your next turn, deal fire damage equal to the smite\ + \ bonus damage to all enemies engaged with you.\n\n**Slaughtering Smite (Smite\ + \ Power):** Increase your Smite Evil extra damage dice to d20." + feats: + - tier: adventurer + description: ' Gain a resistance based on the path of your chosen spell: _resist + poison 12+_ for corruption, _resist fire_ 12+ for flame, and _resist melee attacks_ + 10+ for slaughter.' + - tier: champion + description: ' Choose a second demonologist spell, at two levels lower. The spell + must be from the same path as your other spell.' + - tier: epic + description: ' On a natural 18+ on the attack roll with your Smite Evil, you gain + a free use of your chosen demonologist spell for this battle.' + tier: adventurer + - name: Inquisitor + _type: Talent + source: DATP + description: "You gain a 5-point background as an inquisitor. When you make a skill\ + \ check to detect a lie, illusion, or falsehood, and the check is a natural even\ + \ failure, reroll the check once.\n\n**Inquisitor\u2019s Smite (Smite Power):**\ + \ On a hit, the target is hampered until the end of your next turn. The target\ + \ can choose to take damage equal to 10 times your level to shake off the effect." + feats: + - tier: champion + description: " You gain the Counter-magic ability of the Wizard\u2019s High Arcana\ + \ talent." + - tier: epic + description: ' You can now cast Counter-magic twice per battle.' + - tier: adventurer + description: | + **Inquisitor's Smite**: On a natural 16+ with Smite Evil, the hampered effect is now (save ends). + tier: adventurer + - name: Lightbringer + _type: Talent + source: DATP + description: "You gain _resist damage from undead_ 12+ (5th level: 14+; 8th level:\ + \ 16+).\n\nYou gain the cleric spell Turn Undead\_as a bonus power.\n\n**Radiant\ + \ Smite (Smite Power):** Your Smite Evil attack deals holy damage. Against undead,\ + \ set the smite bonus damage dice as the maximum." + feats: + - tier: adventurer + description: ' You gain advantage on skill checks to sense the presence of undead.' + - tier: champion + description: ' When you resist damage from an attack by an undead creature, you + are also immune to any non-damage effects of the attack.' + - tier: epic + description: ' You gain a +1 bonus to attacks and defenses against undead.' + tier: adventurer + - name: Lorekeeper + _type: Talent + source: DATP + description: "You gain a 5-point background to represent your excellent academic\ + \ training. In addition, you can reroll a natural even failure on a skill check\ + \ to remember facts or knowledge once per scene.\n\n**Smite the Ignorant (Smite\ + \ Power):** Target the enemy\u2019s MD with your Smite Evil attack roll." + feats: + - tier: adventurer + description: ' You gain a +1 bonus to all defenses when defending scholars, tomes + of knowledge, or places of learning.' + - tier: champion + description: '**Smite the Ignorant**: If you hit a target with a lower MD than your own, you also daze + it (-4 to attacks) until the end of your next turn.' + tier: adventurer + - name: Stormhammer + _type: Talent + source: DATP + description: 'When you hit with a melee attack, add lightning damage equal to your + Constitution modifier (x2 at 5th level; x3 at 8th). + + + **Stormhammer (Smite power):** You can throw your melee weapon to make your Smite + Evil attack as a ranged attack against a nearby or far away enemy, using Strength + and your melee WEAPON dice. The weapon returns to your hand.' + feats: + - tier: adventurer + description: ' You gain _resist lightning and thunder_ 16+.' + - tier: champion + description: '**Stormhammer**: On a natural even hit, you can teleport to engage the target as + a free action.' + - tier: epic + description: '**Stormhammer**: On an even miss, make a second attack against a different nearby + enemy.' + tier: adventurer + - name: Valiant of the Star Court + _type: Talent + source: DATP + description: 'Once per battle, you can end a condition you are under as a free action. + The conditions you can end with this ability are taught by the elven races: dazed + (high elves), stuck (wood elves), ongoing poison damage (dark elves), and hampered + (half-elves). + + + **Elven Crown Smite (Smite Power):** On a hit, roll 1d4 and put the following + condition on the target. + + + 1. Dazed (save ends) + + 2. Stuck (save ends) + + 3. Three times your level in ongoing poison damage + + 4. Hampered until the end of your next turn + + ' + feats: + - tier: adventurer + description: | + You gain three points towards an elite guard background that covers + not only prevention measures against poison and assassination but also court + etiquette and diplomacy. + _(not required for champion feat)_ + - tier: champion + description: 'You can use this talent twice per battle.' + tier: adventurer + - name: Avenger + _type: Talent + source: DATP + description: 'Once per battle, when an enemy you are engaged with makes an attack + against one of your allies, you can make a melee attack against that enemy as + an interrupt action after it makes the attack. You can Smite Evil with that attack. + + + **Avenging Smite (Smite Power):** If a nearby ally is dying, you have advantage + on the attack roll. If both attack rolls hit, the target is stunned until the + end of its next turn.' + feats: + - tier: champion + description: ' You can use this talent at-will (but you are still limited to one + interrupt action between your turns).' + tier: champion + - name: Champion of Pain + _type: Talent + source: DATP + description: 'While you are staggered, increase your WEAPON and smite damage dice, + as well as your recovery dice, by one step. (1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 + -> 2d6) + + + The first time you are staggered in a battle, you gain advantage on your next + melee attack. + + + **Smite of Suffering (Smite Power):** If you hit, you lose hit points equal to + the smite extra damage, and deal ongoing damage to the target equal to the smite + extra damage.' + feats: + - tier: champion + description: ' Also gain the ongoing damage and hit point loss on a miss.' + - tier: epic + description: ' Increase your smite damage dice by 1d12, and halve the hit point + loss.' + tier: champion + - name: Cleansing Touch + _type: Talent + source: DATP + description: 'Once per day per Charisma modifier, you can touch an adjacent ally + (or yourself) as a quick action to end a condition they are under. You can end + the condition regardless of whether it requires a save or not. + + + **Cleansing Smite (Smite Power):** On a hit, you cleanse the target. Cleansed + targets cannot put effects on enemies or allies (save ends). This also ends any + effects that are currently active. The target can still deal damage normally, + and they can still use powers that affect themselves, just not other creatures.' + feats: + - tier: champion + description: ' You can use this ability on nearby allies (they no longer have + to be next to you).' + - tier: epic + description: ' You can expend multiple uses of this talent with the same quick + action, and target a number of allies (including yourself) equal to the number + of uses spent.' + tier: champion + - name: Shield of Devotion + _type: Talent + source: DATP + description: "Once per battle, when a nearby ally is hit by an attack, you can grant\ + \ the ally a normal save (11+). If the save is successful, the target takes no\ + \ damage from the attack, and all its effects are negated. On a failure, the ally\ + \ takes half damage and effects apply.\n\n**Devoted Smite (Smite Power):** On\ + \ a hit, gain a free use of Shield of Devotion this battle against the target\u2019\ + s attack against one of your allies." + feats: + - tier: champion + description: ' If you are engaged with the attacker, the save is an easy save + (6+).' + tier: champion + - name: Sword of Faith + _type: Talent + source: DATP + description: "You gain a +1 bonus to melee attack rolls.\n\n**Guiding Smite (Smite\ + \ Power):** On a hit, the target is vulnerable to your allies\u2019 attacks until\ + \ the start of your next turn." + feats: + - tier: champion + description: ' For one battle per day, grant all nearby allies a +1 bonus to melee + attack rolls.' + tier: champion + - name: Celestial Wings + _type: Talent + source: DATP + description: 'Once per day, you can summon glowing wings of celestial origin on + your back, to allow you to fly until the end of the battle or scene. + + + **Winged Smite (Smite Power):** When you take the free action to activate Smite + Evil, you can fly across the battlefield on ethereal wings to engage a nearby + enemy. If you make the attack in mid-air, the wings let you land safely.' + feats: + - tier: epic + description: ' The wings granted by your smite power last until the end of your + next turn.' + tier: epic + - name: Chosen of Darkness + _type: Talent + source: DATP + description: 'If an enemy targets you with an attack, that enemy takes negative + energy damage equal to 10 + your Charisma modifier. The enemy with the most hit + points on the battlefield is immune to the effect. + + + **Cleaving Smite (Smite Power):** Hit or miss, deal the Smite extra damage to + a number of additional nearby enemies equal to your Charisma modifier. Choose + targets by their hit point total, starting with the lowest.' + feats: [] + tier: epic + - name: Radiant Presence + _type: Talent + source: DATP + description: 'Enemies engaged with you have automatic disadvantage on all saves, + including disengage checks. If they fail a save, they take radiant damage equal + to your level. + + + **Radiant Smite (Smite Power):** On a hit, the target is weakened (-4 to attacks + and defenses) until the end of your next turn.' + feats: + - tier: epic + description: " The weaken effect is \u201Csave ends.\u201D" + tier: epic + - name: Zealot + _type: Talent + source: DATP + description: 'Once per round, when the escalation die is even, you can make a melee + basic attack as a quick action. + + + **Zealous Smite (Smite Power):** Make two Smite Evil attacks against two different + enemies you are engaged with.' + feats: + - tier: epic + description: ' Once per day, move yourself to the start of the initiative order + at the start of a round, after the escalation die is increased.' + tier: epic + # END DATP ABILITIES --- ## Ability Scores @@ -286,8 +1057,18 @@ Paladins may start with either 25 gp or 1d6 × 10 gp. ## Class Features - + ## Class Talents - +### Adventurer Tier Talents + + + +### Champion Tier Talents + + + +### Epic Tier Talents + + \ No newline at end of file From 1ac9ec174f3e574e237883751b10afad7ae0faa0 Mon Sep 17 00:00:00 2001 From: rsh Date: Sat, 25 Nov 2023 13:10:40 +0100 Subject: [PATCH 16/34] Add conditional rendering for markdown compendium content --- components/ability-item.tsx | 7 ++++++- components/compendium-ability.tsx | 1 - components/compendium-side-nav.tsx | 6 ++++-- components/content-layer-page.tsx | 10 ++++++++++ components/heading.tsx | 2 ++ components/section-provider.tsx | 10 ++++++++++ content/1e/classes/ranger.mdx | 4 ++++ 7 files changed, 36 insertions(+), 4 deletions(-) diff --git a/components/ability-item.tsx b/components/ability-item.tsx index b042016..6152e02 100644 --- a/components/ability-item.tsx +++ b/components/ability-item.tsx @@ -41,8 +41,13 @@ export default function AbilityItem({ recharge: "from-sky-600 to-sky-800 dark:from-sky-700 dark:to-sky-900", }; + return ( -
+
{map(abilities, (ability) => { - console.log(ability) if(ability.source && !isSourceEnabled(bookstore,ability.source)) return null; return (
diff --git a/components/compendium-side-nav.tsx b/components/compendium-side-nav.tsx index 8ba7738..fe9508f 100644 --- a/components/compendium-side-nav.tsx +++ b/components/compendium-side-nav.tsx @@ -11,12 +11,14 @@ function NavLink({ href, active = false, children, + isOriginRendered }: { href: string; active?: boolean; children: ReactNode; + isOriginRendered: boolean; }) { - return ( + return isOriginRendered && ( - {section.title} + {section.title} ); } diff --git a/components/content-layer-page.tsx b/components/content-layer-page.tsx index e977308..1151acd 100644 --- a/components/content-layer-page.tsx +++ b/components/content-layer-page.tsx @@ -10,6 +10,7 @@ import { SectionProvider } from "./section-provider"; import CompendiumSideNav from "./compendium-side-nav"; import ContentLink from "./content-link"; import { defaultLocale } from "@/lib/locales"; +import { useBookStore, isSourceEnabled } from "@/lib/books"; interface ContentLayerRendererP { data: any; @@ -34,7 +35,10 @@ export default function ContentLayerPage({ const quote = get(pageDress, "quote"); const title = `${primaryLabel} - 13 Vaults`; const sections = get(data, "sections", []); + const bookstore = useBookStore(); const lead = get(pageDress, "lead"); + const If = (props) => props.source && isSourceEnabled(bookstore, props.source) ? + props.children : null return ( <> @@ -122,8 +126,14 @@ export default function ContentLayerPage({ includes(types, get(ability, "_type")) ) } + getAbilitiesByTypesAndTier={(types: string[], tier: string) => + filter(get(data, "abilities"), (ability) => + includes(types, get(ability, "_type")) && ability["tier"] == tier) + } + isSourceEnabled = {(name:string) => isSourceEnabled(bookstore,name)} components={{ Vault: Vault, + If: If, h2: ({ id, children, ...rest }) => ( {children} diff --git a/components/heading.tsx b/components/heading.tsx index 85e6e78..d8421b3 100644 --- a/components/heading.tsx +++ b/components/heading.tsx @@ -18,11 +18,13 @@ export default function Heading({ const Component = `h${level}`; const reference = useRef(null); const registerHeading = useSectionStore((s: any) => s.registerHeading); + const unregisterHeading = useSectionStore((s: any) => s.unregisterHeading); useEffect(() => { if (level === 2) { registerHeading({ id, ref: reference, offsetRem: 10 }); } + return (() => level === 2 ? unregisterHeading(id) : null) }, [id, level, registerHeading]); const { className, ...restHeadingProperties } = headingProps; diff --git a/components/section-provider.tsx b/components/section-provider.tsx index 53c9c08..6988569 100644 --- a/components/section-provider.tsx +++ b/components/section-provider.tsx @@ -43,12 +43,22 @@ function createSectionStore(sections: Section[]) { ...section, headingRef: ref, offsetRem, + rendered:true }; } return section; }), }; }), + unregisterHeading: (id:string) => + set((state) => { + return { + sections: state.sections.map((section) => section.id == id ? { + ...section, + rendered: false + } : section) + }; + }), })); } diff --git a/content/1e/classes/ranger.mdx b/content/1e/classes/ranger.mdx index a6c6b46..b851234 100644 --- a/content/1e/classes/ranger.mdx +++ b/content/1e/classes/ranger.mdx @@ -1187,6 +1187,8 @@ Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are l + + ### Champion Talents @@ -1221,6 +1223,8 @@ you also need both the 1st and 3rd level powers of that sphere. + + ## Animal Companion Rules You have a devoted animal companion who fights alongside you like a member of your adventuring party. From 8bfeca29dd0b6dbbf8f4b490d3bbd41bb62afdeb Mon Sep 17 00:00:00 2001 From: rsh Date: Sat, 25 Nov 2023 14:11:05 +0100 Subject: [PATCH 17/34] add replaced_by attribute, apply to cleric domains --- components/ability-item.tsx | 1 + components/compendium-ability.tsx | 3 +- content/1e/classes/cleric.mdx | 195 +++++++++++++++++++++--------- contentlayer.config.js | 1 + 4 files changed, 142 insertions(+), 58 deletions(-) diff --git a/components/ability-item.tsx b/components/ability-item.tsx index 6152e02..8d73cbb 100644 --- a/components/ability-item.tsx +++ b/components/ability-item.tsx @@ -20,6 +20,7 @@ interface AbilityItemP { usage: Ability["usage"]; tier: Ability["tier"]; source: Ability["source"]; + replaced_by: Ability["replaced_by"]; } export default function AbilityItem({ diff --git a/components/compendium-ability.tsx b/components/compendium-ability.tsx index 69c28a7..ca34fb9 100644 --- a/components/compendium-ability.tsx +++ b/components/compendium-ability.tsx @@ -31,7 +31,8 @@ export default function AbilityList({ )} > {map(abilities, (ability) => { - if(ability.source && !isSourceEnabled(bookstore,ability.source)) return null; + if((ability.source && !isSourceEnabled(bookstore,ability.source)) || + ability.replaced_by && isSourceEnabled(bookstore,ability.replaced_by)) return null; return (
({ description: { type: "markdown", required: false }, tier: {type: "string", required: false}, source: {type: "string", required: false}, + replaced_by: {type: "string", required: false}, feats: { type: "list", of: Feat, required: false }, }, })); From 18d8982b16550da8afb29ba8f88c0e3ba8557def Mon Sep 17 00:00:00 2001 From: rsh Date: Sat, 25 Nov 2023 16:17:03 +0100 Subject: [PATCH 18/34] unify multiline format in YAML to |- --- content/1e/classes/barbarian.mdx | 364 ++-- content/1e/classes/bard.mdx | 1260 ++++++------ content/1e/classes/cleric.mdx | 3214 ++++++++++++++++-------------- content/1e/classes/commander.mdx | 800 ++++---- content/1e/classes/fighter.mdx | 676 +++---- content/1e/classes/monk.mdx | 1290 ++++++------ content/1e/classes/paladin.mdx | 776 ++++---- content/1e/classes/ranger.mdx | 627 +++--- content/1e/classes/rogue.mdx | 892 +++++---- 9 files changed, 5322 insertions(+), 4577 deletions(-) diff --git a/content/1e/classes/barbarian.mdx b/content/1e/classes/barbarian.mdx index 1cd4827..375adf9 100644 --- a/content/1e/classes/barbarian.mdx +++ b/content/1e/classes/barbarian.mdx @@ -217,40 +217,33 @@ abilities: - name: Bouncer _type: Talent source: DATP - description: 'Your unarmed attacks take no attack penalty, use d8 damage dice, and - benefit from two-weapon fighting (reroll natural 2 on the attack). You can use - true magic item bracers like a monk to improve your unarmed attacks. - + description: | + Your unarmed attacks take no attack penalty, use d8 damage dice, and benefit + from two-weapon fighting (reroll natural 2 on the attack). You can use true + magic item bracers like a monk to improve your unarmed attacks. Once per battle, when you hit with an unarmed melee attack, you can declare a wrestling stunt. Choose one of the effects below: - - The target is dazed: -4 to attacks; save ends. - - Force the target off guard: -4 to AC and PD; save ends. - - Choke (or twist) the target: deal 1d6 per level extra damage; this damage is not doubled on a critical hit. - - - Throw the target: normal size or smaller only; attacks against it have advantage - until it takes a move action; you can choose to pop free from it. - + - Throw the target: normal size or smaller only; attacks against it have + advantage until it takes a move action; you can choose to pop free from it. - Restrain the target: normal size or smaller only; the target has disadvantage - on disengage checks and attack rolls (save ends); also ends when you or the target - disengages. While restraining an enemy, the only attacks you can make are unarmed - melee attacks against that target. - + on disengage checks and attack rolls (save ends); also ends when you or the + target disengages. While restraining an enemy, the only attacks you can make are + unarmed melee attacks against that target. - Hold on to the target (large or huge enemies only): when the target moves, you stay engaged with it even if it disengages from other combatants; it can shake you off if it succeeds at an attack against you (this is a different effect from a grab). - - ' feats: - tier: adventurer - description: ' When you use your wrestling stunt on a critical hit, you can choose - two of the effects.' + description: |2- + When you use your wrestling stunt on a critical hit, you can choose two of the + effects. - tier: champion description: ' When you rally during a battle, you gain a second use of a wrestling stunt.' @@ -261,15 +254,16 @@ abilities: - name: Bulwark _type: Talent source: DATP - description: '_Shields up and into the fray._ - + description: |- + _Shields up and into the fray._ When you wield a shield, reduce the damage you take from enemy attacks by your - level.' + level. feats: - tier: adventurer - description: ' When you intercept an enemy or an enemy intercepts you, make a - basic melee attack against them as a free action.' + description: |2- + When you intercept an enemy or an enemy intercepts you, make a basic melee + attack against them as a free action. - tier: champion description: ' While wielding a shield, you gain a +1 bonus to PD.' - tier: epic @@ -278,16 +272,18 @@ abilities: - name: Deadly Twins _type: Talent source: DATP - description: When you fight with two melee weapons and you score a critical hit, - make a second melee attack against the target. You can use this talent once per - round. + description: |- + When you fight with two melee weapons and you score a critical hit, make a + second melee attack against the target. You can use this talent once per round. feats: - tier: adventurer - description: ' You can pop free and engage a different target to make the second - Deadly Twins attack. If you do so, you gain a +2 bonus to the attack roll.' + description: |2- + You can pop free and engage a different target to make the second Deadly Twins + attack. If you do so, you gain a +2 bonus to the attack roll. - tier: champion - description: ' The first time you miss with a Deadly Twins attack in a battle, - you can reroll the attack.' + description: |2- + The first time you miss with a Deadly Twins attack in a battle, you can reroll + the attack. - tier: epic description: ' When you hit with a Deadly Twins attack, deal 25 ongoing damage to the target.' @@ -295,33 +291,37 @@ abilities: - name: Giant Blood _type: Talent source: DATP - description: "Once per battle or scene, as a standard action, you can perform a\ - \ stunt that uses your massive reserves of brute strength. Smash a hole in a wall,\ - \ lift a giant monolith, or wrestle an iron golem. While this usually won\u2019\ - t require a skill check, the GM can still call for an attack roll if you try to\ - \ wrestle down an unwilling target or bury them under something very heavy." + description: |- + Once per battle or scene, as a standard action, you can perform a stunt that + uses your massive reserves of brute strength. Smash a hole in a wall, lift a + giant monolith, or wrestle an iron golem. While this usually won’t require a + skill check, the GM can still call for an attack roll if you try to wrestle down + an unwilling target or bury them under something very heavy. feats: - tier: adventurer - description: ' You can wield heavy two-handed (d10) melee weapons in one hand, - or wield an oversized heavy two-handed (d12) weapon with both hands.' + description: |2- + You can wield heavy two-handed (d10) melee weapons in one hand, or wield an + oversized heavy two-handed (d12) weapon with both hands. - tier: champion description: ' You have advantage on all Strength-based skill checks.' - tier: epic - description: ' Add four times your Strength modifier to melee weapon damage (instead - of three times).' + description: |2- + Add four times your Strength modifier to melee weapon damage (instead of three + times). tier: adventurer - name: Lycanthrope _type: Talent source: DPAS - description: When you enter a barbarian rage, you grow natural weapons and armor - as per the abomination class features. You also gain one abomination maneuver - of up to your level that you can trigger when making a melee attack with your - natural weapons. + description: |- + When you enter a barbarian rage, you grow natural weapons and armor as per the + abomination class features. You also gain one abomination maneuver of up to your + level that you can trigger when making a melee attack with your natural weapons. feats: - tier: adventurer - description: ' Choose Carnage, Fueled by Pain, Hardened Plating, Hard to Kill, - Monstrous Stunt, Slithering Snake, or Troll Blood. You gain the benefits of - this abomination talent while raging.' + description: |2- + Choose Carnage, Fueled by Pain, Hardened Plating, Hard to Kill, Monstrous + Stunt, Slithering Snake, or Troll Blood. You gain the benefits of this + abomination talent while raging. - tier: champion description: ' Gain a second abomination maneuver.' - tier: epic @@ -330,179 +330,207 @@ abilities: - name: Primal War Dance _type: Talent source: DATP - description: 'When you fight with one-handed melee weapons, you can use Dexterity - instead of Strength for attack and damage. - + description: |- + When you fight with one-handed melee weapons, you can use Dexterity instead of + Strength for attack and damage. - While raging, you gain a +2 bonus to AC, PD and disengage checks.' + While raging, you gain a +2 bonus to AC, PD and disengage checks. feats: - tier: adventurer description: ' While raging, you take no damage from missed enemy attacks.' - tier: champion - description: ' When an enemy misses you with a melee attack while you rage, deal - damage to them equal to twice your Dexterity modifier (x3 at 8th level).' + description: |2- + When an enemy misses you with a melee attack while you rage, deal damage to + them equal to twice your Dexterity modifier (x3 at 8th level). - tier: epic description: ' Increase the bonuses to +3.' tier: adventurer - name: Raging Revenant _type: Talent source: DATP - description: "**Special:** You cannot take this talent at character creation. Instead,\ - \ when your PC dies, resurrect him or her and swap out one barbarian talent for\ - \ this one.\n\nWhenever you face those who killed you, you can rage for free.\n\ - \nHowever, you left a part of your soul down below. You are now Sorta Dead, as\ - \ per the necromancer talent. If you get killed again, you can return without\ - \ taking the talent another time. You travel for 1d6 days as you make your way\ - \ back from the Underworld. Each time you die, you lose a recovery permanently,\ - \ until you have none left and your soul is trapped in the afterlife eternally.\ - \ Let\u2019s hope you have found peace by then." + description: |- + **Special:** You cannot take this talent at character creation. Instead, when + your PC dies, resurrect him or her and swap out one barbarian talent for this + one. + + Whenever you face those who killed you, you can rage for free. + + However, you left a part of your soul down below. You are now Sorta Dead, as per + the necromancer talent. If you get killed again, you can return without taking + the talent another time. You travel for 1d6 days as you make your way back from + the Underworld. Each time you die, you lose a recovery permanently, until you + have none left and your soul is trapped in the afterlife eternally. Let’s hope + you have found peace by then. feats: - tier: adventurer - description: "\_You suck the life out of your surroundings to sustain yourself.\ - \ When you make a recovery roll to heal, and a die comes up as the maximum,\ - \ deal negative energy damage equal to that die to each enemy engaged with you." + description: |- +  You suck the life out of your surroundings to sustain yourself. When you make a + recovery roll to heal, and a die comes up as the maximum, deal negative energy + damage equal to that die to each enemy engaged with you. - tier: champion - description: "\_When you are reduced to zero hit points or below while raging,\ - \ your Rage ends, but you no longer fall unconscious. You can still die after\ - \ failing death saves, or when you reach negative hit points equal to half your\ - \ maximum hit points, but until that point, you can act normally." + description: |- +  When you are reduced to zero hit points or below while raging, your Rage ends, + but you no longer fall unconscious. You can still die after failing death saves, + or when you reach negative hit points equal to half your maximum hit points, but + until that point, you can act normally. - tier: epic - description: "\_As per the champion-tier feat, but you keep raging even when at\ - \ negative hit points." + description: |- +  As per the champion-tier feat, but you keep raging even when at negative hit + points. tier: adventurer - name: Red Mist _type: Talent source: DATP - description: "If you are staggered at the start of your turn, you can start raging\ - \ for free. (It doesn\u2019t count against your normal usage.)" + description: |- + If you are staggered at the start of your turn, you can start raging for free. + (It doesn’t count against your normal usage.) feats: - tier: adventurer - description: "\_While raging, you are immune to fear effects." + description:  While raging, you are immune to fear effects. - tier: champion - description: "\_While raging, you are immune to the dazed condition." + description:  While raging, you are immune to the dazed condition. - tier: epic - description: "\_While raging, you are immune to the weakened condition." + description:  While raging, you are immune to the weakened condition. tier: adventurer - name: Spirit Guardian _type: Talent source: DATP - description: "You\u2019ve bonded with a spirit animal that watches over you and\ - \ protects you. It\u2019s a privilege that is awarded only to the most honorable\ - \ warriors of your tribe.\n\nYou gain a 4-point background that represents the\ - \ spiritual connection to your spirit guide. You can use it on skill checks to\ - \ perceive supernatural dangers.\n\nYou also gain the two special abilities below.\ - \ Once per day, you can activate one of the abilities as a quick action.\n\n-\ - \ Infuse your body with the power of your spirit. Choose the beast aspect from\ - \ the druid\u2019s shifter talent that is closest to your spirit animal, and gain\ - \ its initiate benefit until the end of the battle.\n- Spend a recovery without\ - \ healing as a quick action to manifest your spirit. Until the end of the battle,\ - \ your spirit companion joins the battle as your ally. Create an Animal Companion\ - \ as per the ranger talent in the core book. As a spirit creature, your companion\ - \ gains resist physical damage 16+.\n" + description: | + You’ve bonded with a spirit animal that watches over you and protects you. It’s + a privilege that is awarded only to the most honorable warriors of your tribe. + + You gain a 4-point background that represents the spiritual connection to your + spirit guide. You can use it on skill checks to perceive supernatural dangers. + + You also gain the two special abilities below. Once per day, you can activate + one of the abilities as a quick action. + + - Infuse your body with the power of your spirit. Choose the beast aspect from + the druid’s shifter talent that is closest to your spirit animal, and gain its + initiate benefit until the end of the battle. + - Spend a recovery without healing as a quick action to manifest your spirit. + Until the end of the battle, your spirit companion joins the battle as your + ally. Create an Animal Companion as per the ranger talent in the core book. As a + spirit creature, your companion gains resist physical damage 16+. feats: - tier: adventurer - description: "\_If you are raging while your spirit companion is manifested, it\ - \ can make one attack with the benefit of raging that battle." + description: |- +  If you are raging while your spirit companion is manifested, it can make one + attack with the benefit of raging that battle. - tier: champion - description: "\_You can use both the infuse and the manifest ability once per\ - \ day each." + description:  You can use both the infuse and the manifest ability once per day + each. - tier: epic - description: "\_Once per battle, you or your manifested spirit companion can reroll\ - \ a save with a +4 bonus." + description: |- +  Once per battle, you or your manifested spirit companion can reroll a save with + a +4 bonus. tier: adventurer - name: Tribal War Chief _type: Talent source: DATP - description: "You gain three points in a background that represents your past or\ - \ your destiny as a tribal leader. In addition, choose one of the benefits below:\n\ - \n- You inherited a treasured set of armor as a sign of your status. You take\ - \ no penalty for wearing heavy armor.\n- Your voice rallies the troops. Choose\ - \ a battle cry of your level or lower from the bard\u2019s list.\n- You inherited\ - \ the gift of leadership from your ancestors. Choose a tactic of your level or\ - \ lower from the commander list.\n- The icons have taken special interest in the\ - \ destiny of you and your clan. You gain an additional icon relationship die.\n\ - - With you in the lead, others expect victory. Once per day, when you score a\ - \ critical hit, increase the escalation die by 1.\n" + description: | + You gain three points in a background that represents your past or your destiny + as a tribal leader. In addition, choose one of the benefits below: + + - You inherited a treasured set of armor as a sign of your status. You take no + penalty for wearing heavy armor. + - Your voice rallies the troops. Choose a battle cry of your level or lower from + the bard’s list. + - You inherited the gift of leadership from your ancestors. Choose a tactic of + your level or lower from the commander list. + - The icons have taken special interest in the destiny of you and your clan. You + gain an additional icon relationship die. + - With you in the lead, others expect victory. Once per day, when you score a + critical hit, increase the escalation die by 1. feats: - tier: adventurer - description: "\_Choose a second benefit from the list." + description:  Choose a second benefit from the list. - tier: champion - description: "\_Choose a third benefit from the list." + description:  Choose a third benefit from the list. - tier: epic - description: "\_Choose a fourth benefit from the list." + description:  Choose a fourth benefit from the list. tier: adventurer - name: Awaken the Fury _type: Talent source: DATP - description: Once per battle, when you enter Barbarian Rage, you can engage a nearby - enemy and make a melee attack as a free action. + description: |- + Once per battle, when you enter Barbarian Rage, you can engage a nearby enemy + and make a melee attack as a free action. feats: - tier: champion - description: "\_Also gain 5 times the escalation die in temporary hit points (8th\ - \ level: 10 times)." + description: |- +  Also gain 5 times the escalation die in temporary hit points (8th level: 10 + times). - tier: epic - description: "\_If you hit with the melee attack granted by this talent, deal\ - \ 10 times the escalation die in ongoing damage." + description: |- +  If you hit with the melee attack granted by this talent, deal 10 times the + escalation die in ongoing damage. tier: champion - name: Blood-Soaked Resurgence _type: Talent source: DATP - description: The first time you are reduced to zero hit points in a battle, you - can immediately spend a recovery to heal. If you use this talent while raging, - deal three times your level in psychic damage to each enemy you are engaged with. + description: |- + The first time you are reduced to zero hit points in a battle, you can + immediately spend a recovery to heal. If you use this talent while raging, deal + three times your level in psychic damage to each enemy you are engaged with. feats: - tier: champion - description: "\_After using this talent, deal 1d12 (8th level: 2d12) extra psychic\ - \ damage when you hit with a melee attack, until the end of the battle." + description: |- +  After using this talent, deal 1d12 (8th level: 2d12) extra psychic damage when + you hit with a melee attack, until the end of the battle. - tier: epic - description: "\_Heal additional hit points equal to 20 x the escalation die with\ - \ the recovery." + description:  Heal additional hit points equal to 20 x the escalation die with + the recovery. tier: champion - name: Primitive Strength _type: Talent source: DATP - description: One battle per day, after succeeding with a melee attack, really put - your back into it and deal an additional 1d6 damage. + description: |- + One battle per day, after succeeding with a melee attack, really put your back + into it and deal an additional 1d6 damage. feats: - tier: champion - description: "\_Bonus die is now 1d8." + description:  Bonus die is now 1d8. - tier: epic - description: "\_Bonus die is now 1d12." + description:  Bonus die is now 1d12. tier: champion - name: Raging Storm _type: Talent source: DATP - description: 'When you hit with a melee attack, deal 1d8 extra lightning damage - (7th level: 1d12; 9th level: 1d20) to the target.' + description: |- + When you hit with a melee attack, deal 1d8 extra lightning damage (7th level: + 1d12; 9th level: 1d20) to the target. feats: - tier: champion - description: "\_While raging, deal the extra damage to all nearby enemies." + description:  While raging, deal the extra damage to all nearby enemies. - tier: epic - description: "\_You gain resist lightning and thunder 16+." + description:  You gain resist lightning and thunder 16+. tier: champion - name: Rallying Cry _type: Talent source: DATP - description: When you score a critical hit, all nearby allies gain a +2 bonus to - melee attack rolls and saves against effects until the end of your next turn. + description: |- + When you score a critical hit, all nearby allies gain a +2 bonus to melee attack + rolls and saves against effects until the end of your next turn. feats: - tier: champion - description: "\_You grant the bonus to all saves, including saves to disengage\ - \ and death saves." + description:  You grant the bonus to all saves, including saves to disengage and + death saves. - tier: epic - description: "\_You grant the bonus to all attack rolls, including ranged and\ - \ spell attacks." + description:  You grant the bonus to all attack rolls, including ranged and spell + attacks. tier: champion - name: Tenacious Grit _type: Talent source: DATP - description: You gain a +1 bonus to all saves, including death saves. While raging, - the bonus is equal to your Constitution modifier instead. + description: |- + You gain a +1 bonus to all saves, including death saves. While raging, the bonus + is equal to your Constitution modifier instead. feats: - tier: champion - description: "\_When you start raging, you can make a save against all effects." + description:  When you start raging, you can make a save against all effects. - tier: epic - description: "\_You take half damage from ongoing damage." + description:  You take half damage from ongoing damage. tier: champion - name: Axe-Crazy Intimidation _type: Talent @@ -511,9 +539,10 @@ abilities: defenses. feats: - tier: epic - description: "\_Enemies must always succeed at a disengage check if they want\ - \ to disengage from you, even if they use abilities that pop free or teleport.\ - \ If the check fails, the enemy stays engaged." + description: |- +  Enemies must always succeed at a disengage check if they want to disengage from + you, even if they use abilities that pop free or teleport. If the check fails, + the enemy stays engaged. tier: epic - name: Blood Rage _type: Talent @@ -521,26 +550,27 @@ abilities: description: When you score a critical hit, you can heal using a free recovery. feats: - tier: epic - description: " After you score a critical hit, the next time you are hit by an\ - \ attack, you take half damage. Multiple half-damage effects don\u2019t stack." + description: |2- + After you score a critical hit, the next time you are hit by an attack, you + take half damage. Multiple half-damage effects don’t stack. tier: epic - name: Fury of the North Wind _type: Talent source: DATP - description: 'In battle, you can call on the Fury of the North Wind as a standard - action. Until the end of your next turn, you gain a +2 bonus to all defenses and - _resist cold_ 16+. - + description: |- + In battle, you can call on the Fury of the North Wind as a standard action. + Until the end of your next turn, you gain a +2 bonus to all defenses and _resist + cold_ 16+. - On your next turn, you can pop free from all enemies and make a giant leap, carried - by the icy winds, to engage a nearby or far away enemy as a move action. Your - next melee attack that turn deals double damage, and you always count as raging - when making the attack.' + On your next turn, you can pop free from all enemies and make a giant leap, + carried by the icy winds, to engage a nearby or far away enemy as a move action. + Your next melee attack that turn deals double damage, and you always count as + raging when making the attack. feats: - tier: epic - description: "\_When you activate Fury of the North Wind, enemies engaged with\ - \ you must succeed at a save or take 25 cold damage and be dazed until the end\ - \ of your next turn." + description: |- +  When you activate Fury of the North Wind, enemies engaged with you must succeed + at a save or take 25 cold damage and be dazed until the end of your next turn. tier: epic - name: Killing Frenzy _type: Talent @@ -548,30 +578,32 @@ abilities: description: Your critical hits deal triple damage. feats: - tier: epic - description: "\_When you are not raging, increase your critical threat range by\ - \ 1." + description:  When you are not raging, increase your critical threat range by + 1. tier: epic - name: Meat Grinder _type: Talent source: DATP - description: When an enemy misses with a melee attack against you, you can make - a melee attack against them as an interrupt action. + description: |- + When an enemy misses with a melee attack against you, you can make a melee + attack against them as an interrupt action. feats: - tier: epic - description: "\_Once per battle, use this talent as a free action (ignoring the\ - \ limit of one interrupt action between your turns)." + description: |- +  Once per battle, use this talent as a free action (ignoring the limit of one + interrupt action between your turns). tier: epic - name: Might of the Demigod _type: Talent source: DATP - description: '**Special:** You can only choose this talent as a single-class barbarian. - + description: |- + **Special:** You can only choose this talent as a single-class barbarian. - Increase your Strength and Constitution scores by 4.' + Increase your Strength and Constitution scores by 4. feats: - tier: epic - description: "\_Increase your Dexterity, Intelligence, Wisdom and Charisma scores\ - \ by 1." + description:  Increase your Dexterity, Intelligence, Wisdom and Charisma scores + by 1. tier: epic # END DATP ABILITIES --- diff --git a/content/1e/classes/bard.mdx b/content/1e/classes/bard.mdx index faa3014..83413e7 100644 --- a/content/1e/classes/bard.mdx +++ b/content/1e/classes/bard.mdx @@ -792,138 +792,164 @@ abilities: - name: Acrobat _type: Talent source: DATP - description: You gain a +3 bonus to disengage checks, a +1 bonus to PD, and 3 points - towards a background to show off your acrobatic skills. + description: |- + You gain a +3 bonus to disengage checks, a +1 bonus to PD, and 3 points towards + a background to show off your acrobatic skills. feats: - tier: adventurer - description: "\_Increase your base AC to 13 in light or no armor." + description:  Increase your base AC to 13 in light or no armor. - tier: champion - description: "\_You no longer take damage from missed attacks." + description:  You no longer take damage from missed attacks. - tier: epic - description: "\_Increase the PD bonus to +2." + description:  Increase the PD bonus to +2. - name: Bardic Familiar _type: Talent source: DATP - description: "You have enchanted a small animal to become your familiar, as in the\ - \ wizard\u2019s familiar talent. Like other familiars, it doesn\u2019t join fights\ - \ and stays somewhere safe. Bards prefer animals that can sing like a bird, dance\ - \ like a snake, or perform small tricks like a monkey. Your familiar gains two\ - \ abilities, which you can pick from the wizard list or the bard abilities below.\n\ - \n**Hypnotic Gaze:** Enemies that can see your familiar take a -1 penalty to\ - \ saves against your spells.\n\n**Little Rascal:** You gain a +2 bonus to checks\ - \ to pick pockets and steal what\u2019s not nailed down, either because your familiar\ - \ nicks the item while you\u2019re the distraction, or the other way around.\n\ - \n**Performer:** You gain a +2 bonus to Charisma checks, usually through your\ - \ familiar aiding your performances.\n\n**Songbird:** Your familiar can keep\ - \ up the tune of your bard songs, giving you a +1 bonus to sustain checks.\n\n\ - **Sound of Music:** You and your familiar can communicate over distance, with\ - \ the wind carrying along the music. This also gives your familiar the Scout ability." + description: |- + You have enchanted a small animal to become your familiar, as in the wizard’s + familiar talent. Like other familiars, it doesn’t join fights and stays + somewhere safe. Bards prefer animals that can sing like a bird, dance like a + snake, or perform small tricks like a monkey. Your familiar gains two abilities, + which you can pick from the wizard list or the bard abilities below. + + **Hypnotic Gaze:** Enemies that can see your familiar take a -1 penalty to + saves against your spells. + + **Little Rascal:** You gain a +2 bonus to checks to pick pockets and steal + what’s not nailed down, either because your familiar nicks the item while you’re + the distraction, or the other way around. + + **Performer:** You gain a +2 bonus to Charisma checks, usually through your + familiar aiding your performances. + + **Songbird:** Your familiar can keep up the tune of your bard songs, giving you + a +1 bonus to sustain checks. + + **Sound of Music:** You and your familiar can communicate over distance, with + the wind carrying along the music. This also gives your familiar the Scout + ability. feats: - tier: adventurer - description: "\_Your familiar gains a third ability." + description:  Your familiar gains a third ability. - tier: champion - description: "\_Your familiar gains a fourth ability." + description:  Your familiar gains a fourth ability. - tier: epic - description: "\_Your familiar gains a fifth ability." + description:  Your familiar gains a fifth ability. - name: Blade _type: Talent source: DATP - description: 'You are a master of stage combat, knife-throwing and other displays - of martial arts. While your skills are tested in real battle, you always retain - an air of showmanship, even if your opponent is truly out for your blood. Fancy - footwork and dashing displays are your lifeblood. - - - Gain three background points in a stage combat background, such as stage fencing, - knife-throwing or gladiatorial show combat. - + description: |- + You are a master of stage combat, knife-throwing and other displays of martial + arts. While your skills are tested in real battle, you always retain an air of + showmanship, even if your opponent is truly out for your blood. Fancy footwork + and dashing displays are your lifeblood. - When you make a melee or thrown weapon attack with a bladed weapon, you can reroll - a natural 2 on the attack roll. If you are fighting with two weapons, you can - also reroll a natural 3. + Gain three background points in a stage combat background, such as stage + fencing, knife-throwing or gladiatorial show combat. + When you make a melee or thrown weapon attack with a bladed weapon, you can + reroll a natural 2 on the attack roll. If you are fighting with two weapons, you + can also reroll a natural 3. - You can trigger your bard battle cries with thrown weapon attacks.' + You can trigger your bard battle cries with thrown weapon attacks. feats: - tier: adventurer - description: "\_When you hit with an attack, you can forgo the damage and do a\ - \ stage-worthy stunt instead, such as carving a letter into someone\u2019s shirt,\ - \ or fling their hat on your head." + description: |- +  When you hit with an attack, you can forgo the damage and do a stage-worthy + stunt instead, such as carving a letter into someone’s shirt, or fling their hat + on your head. - tier: champion - description: "\_Gain a fighter maneuver of up to your class level -2 as a bonus\ - \ power. You can trigger it with your bard basic attacks, like a battle cry." + description: |- +  Gain a fighter maneuver of up to your class level -2 as a bonus power. You can + trigger it with your bard basic attacks, like a battle cry. - tier: epic - description: "\_When fighting with a bladed weapon, you gain a +1 bonus to your\ - \ critical threat range." + description: |- +  When fighting with a bladed weapon, you gain a +1 bonus to your critical threat + range. - name: Bowstring Harmony _type: Talent source: DATP - description: "No wild elf is considered an adult before they have fletched their\ - \ first arrow. For their bards, the bow is not just an instrument of war, it is\ - \ an instrument of music, and each shot creates a fine harmony.\n\nYou don\u2019\ - t take a penalty to attack with bows, and you can use your battle cries as flexible\ - \ ranged attacks as the harmony of your bow inspires your allies." + description: |- + No wild elf is considered an adult before they have fletched their first arrow. + For their bards, the bow is not just an instrument of war, it is an instrument + of music, and each shot creates a fine harmony. + + You don’t take a penalty to attack with bows, and you can use your battle cries + as flexible ranged attacks as the harmony of your bow inspires your allies. feats: - tier: adventurer - description: "\_Your ranged attacks deal miss damage equal to your level." + description:  Your ranged attacks deal miss damage equal to your level. - tier: champion - description: "\_While you successfully sustain a bardic song, you gain a +1 bonus\ - \ to ranged attacks with your bow." + description: |- +  While you successfully sustain a bardic song, you gain a +1 bonus to ranged + attacks with your bow. - tier: epic - description: "\_Once per battle, while you have a bardic song active, you can\ - \ reroll a ranged attack with a bow." + description: |- +  Once per battle, while you have a bardic song active, you can reroll a ranged + attack with a bow. - name: Echo of the Tunnels _type: Talent source: DATP - description: 'The bards of the subterranean races, especially dwarves, have learned - to use the echo of the caverns to strengthen their bardic magic. - + description: |- + The bards of the subterranean races, especially dwarves, have learned to use the + echo of the caverns to strengthen their bardic magic. When your music can echo off stone, such as in a castle or underground, you have - advantage on sustain checks for your bardic songs.' + advantage on sustain checks for your bardic songs. feats: - tier: adventurer - description: "\_While underground or within a stone building, you can sustain\ - \ a bardic song for 1d4 rounds, even if you are knocked unconscious, stunned\ - \ or silenced, or otherwise unable to use an action to do it." + description: |- +  While underground or within a stone building, you can sustain a bardic song for + 1d4 rounds, even if you are knocked unconscious, stunned or silenced, or + otherwise unable to use an action to do it. - tier: champion - description: "\_While underground or within a stone building, any daily bard song\ - \ or spell becomes recharge 16+ for you." + description: |- +  While underground or within a stone building, any daily bard song or spell + becomes recharge 16+ for you. - tier: epic - description: "\_While underground or within a stone building, you gain a +1 bonus\ - \ to attack with bard spells." + description: |- +  While underground or within a stone building, you gain a +1 bonus to attack + with bard spells. - name: Fey-touched _type: Talent source: DATP - description: "Your past is connected to the fey \u2013 maybe it was a satyr who\ - \ taught you how to play the flute, or maybe you\u2019re a changeling kid that\ - \ was raised by the fey.\n\nYou gain a one-point icon relationship with the Elf\ - \ Queen. This represents your strong connection to the fey realm and its inhabitants\ - \ over civilized elven society in the mortal realm. Elves notice this connection\ - \ and treat you with added respect.\n\nStarting from 3rd level, choose either\ - \ sorcerer spells with the Fey keyword, or druid spells from the Circle of the\ - \ Feysong. You can switch out a bard spell for a spell of the chosen type at a\ - \ -2 level penalty." + description: |- + Your past is connected to the fey – maybe it was a satyr who taught you how to + play the flute, or maybe you’re a changeling kid that was raised by the fey. + + You gain a one-point icon relationship with the Elf Queen. This represents your + strong connection to the fey realm and its inhabitants over civilized elven + society in the mortal realm. Elves notice this connection and treat you with + added respect. + + Starting from 3rd level, choose either sorcerer spells with the Fey keyword, or + druid spells from the Circle of the Feysong. You can switch out a bard spell for + a spell of the chosen type at a -2 level penalty. feats: - tier: adventurer - description: You can switch out one bard spell without the level penalty. This - allows you to switch out a spell before 3rd level. + description: |- + You can switch out one bard spell without the level penalty. This allows you to + switch out a spell before 3rd level. - tier: champion - description: "\_When you disengage from an enemy or teleport away from it, you\ - \ deal psychic damage equal to twice your level to it." + description: |- +  When you disengage from an enemy or teleport away from it, you deal psychic + damage equal to twice your level to it. - tier: epic - description: "\_You can switch out a second spell at no level penalty. In addition,\ - \ you can now take spells of both types." + description: |- +  You can switch out a second spell at no level penalty. In addition, you can now + take spells of both types. - name: Gift of Inspiration _type: Talent source: DATP - description: "A number of times per day equal to your Charisma modifier, as a quick\ - \ action, you can gift a d4 inspiration die to an ally. Before the end of the\ - \ battle or scene, the ally can add the die to one d20 roll, such as an attack,\ - \ save or skill check. The ally can decide to add the die after making the roll.\ - \ You cannot target allies that currently have an unused inspiration die.\n\n\ - You sing an inspiring tune using this talent, so the ally has to be able to hear\ - \ your voice, and you can\u2019t do it stealthily." + description: |- + A number of times per day equal to your Charisma modifier, as a quick action, + you can gift a d4 inspiration die to an ally. Before the end of the battle or + scene, the ally can add the die to one d20 roll, such as an attack, save or + skill check. The ally can decide to add the die after making the roll. You + cannot target allies that currently have an unused inspiration die. + + You sing an inspiring tune using this talent, so the ally has to be able to hear + your voice, and you can’t do it stealthily. feats: - tier: adventurer description: ' You gift a d6.' @@ -934,158 +960,180 @@ abilities: - name: Jack of All Trades _type: Talent source: DATP - description: Whenever you make a skill check where none of your backgrounds apply, - gain a +1d4 bonus to the roll. + description: |- + Whenever you make a skill check where none of your backgrounds apply, gain a + +1d4 bonus to the roll. feats: - tier: adventurer - description: ' When you attempt a skill check to do something that an ally just - tried and failed, you gain advantage on the roll. Note that in some situations, - such as diplomacy, a failed check will increase the difficulty of all subsequent - checks.' + description: |2- + When you attempt a skill check to do something that an ally just tried and + failed, you gain advantage on the roll. Note that in some situations, such as + diplomacy, a failed check will increase the difficulty of all subsequent checks. - tier: champion - description: " Once per scene, you can grab the exact tool you need that moment\ - \ from a pocket or your surroundings. Usually, these are mundane tools like\ - \ a crowbar, but if you are willing to invest an icon relationship roll, you\ - \ can produce unique items, such as official documents. Explain how you got\ - \ the item with a flashback scene. These items have one use, so that wand of\ - \ fireballs will have one charge and that\u2019s it." + description: |2- + Once per scene, you can grab the exact tool you need that moment from a pocket + or your surroundings. Usually, these are mundane tools like a crowbar, but if + you are willing to invest an icon relationship roll, you can produce unique + items, such as official documents. Explain how you got the item with a flashback + scene. These items have one use, so that wand of fireballs will have one charge + and that’s it. - tier: epic - description: " No skill check ever has a higher DC than 30 for you. Explain it\ - \ as fool\u2019s luck or a form of supernatural ability." + description: |2- + No skill check ever has a higher DC than 30 for you. Explain it as fool’s luck + or a form of supernatural ability. - name: Living Melody _type: Talent source: DATP - description: "Your being is infused with the essence of the spherical melodies that\ - \ traverse the ethereal plane. It\u2019s possible that you were born from the\ - \ idea of music itself.\n\nAs a standard action, you can dissolve your current\ - \ physical manifestation and transfer your essence and your equipment into the\ - \ ethereal plane to merge with the great Song of the Spheres. You can stay in\ - \ this state as long as you like.\n\nWhen you choose to return, you can go to\ - \ either the spot where you left, or anywhere in the world where someone plays\ - \ your melody. In combat, you reappear at the start of your turn.\n\nIf your physical\ - \ form is killed, your essence returns to the ethereal plane, but it can take\ - \ days, and sometimes months to gather the strength to create a new body. Until\ - \ you gain a level, your damage dice and recovery dice are reduced by one step.\n\ - \nThe only way to permanently end your existence is to make every mortal forget\ - \ the melody to call you, or end music itself." + description: |- + Your being is infused with the essence of the spherical melodies that traverse + the ethereal plane. It’s possible that you were born from the idea of music + itself. + + As a standard action, you can dissolve your current physical manifestation and + transfer your essence and your equipment into the ethereal plane to merge with + the great Song of the Spheres. You can stay in this state as long as you like. + + When you choose to return, you can go to either the spot where you left, or + anywhere in the world where someone plays your melody. In combat, you reappear + at the start of your turn. + + If your physical form is killed, your essence returns to the ethereal plane, but + it can take days, and sometimes months to gather the strength to create a new + body. Until you gain a level, your damage dice and recovery dice are reduced by + one step. + + The only way to permanently end your existence is to make every mortal forget + the melody to call you, or end music itself. feats: - tier: adventurer - description: ' Even when your essence is on the ethereal plane, you can interact - with your friends through music. You can fight in spirit, and you can play or - sustain bard songs, but not interfere in other ways.' + description: |2- + Even when your essence is on the ethereal plane, you can interact with your + friends through music. You can fight in spirit, and you can play or sustain bard + songs, but not interfere in other ways. - tier: champion - description: ' When you take an action to play or sustain a bard song, you heal - hit points equal to your level.' + description: |2- + When you take an action to play or sustain a bard song, you heal hit points + equal to your level. - tier: epic - description: ' Once per day, you can whisk yourself away to the ethereal plane - as an interrupt action to avoid taking damage and effects from an attack.' + description: |2- + Once per day, you can whisk yourself away to the ethereal plane as an interrupt + action to avoid taking damage and effects from an attack. - name: Luck be a Lady _type: Talent source: DATP - description: You gain a number of luck points equal to your Charisma modifier. You - can use a luck point as a free action to reroll any of your d20 rolls once. You - regain all luck points during a full heal-up. + description: |- + You gain a number of luck points equal to your Charisma modifier. You can use a + luck point as a free action to reroll any of your d20 rolls once. You regain all + luck points during a full heal-up. feats: - tier: adventurer description: ' If your luck reroll is a natural 20, regain all luck points you spent that day.' - tier: champion - description: ' When you spend a luck point and the reroll is equal to the escalation - die or lower, immediately regain that luck point.' + description: |2- + When you spend a luck point and the reroll is equal to the escalation die or + lower, immediately regain that luck point. - tier: epic - description: ' When you spend your last luck point for the day, make the reroll - with advantage.' + description: |2- + When you spend your last luck point for the day, make the reroll with + advantage. - name: Never Trust a Bard _type: Talent source: DATP - description: 'Instead of battle cries, you gain the same number of rogue powers, - plus one. If you have at least one rogue power that requires momentum, you gain - the Momentum class feature. - + description: |- + Instead of battle cries, you gain the same number of rogue powers, plus one. If + you have at least one rogue power that requires momentum, you gain the Momentum + class feature. In addition, increase your damage die with small and light one-handed weapons, such as daggers and wicked knives, to d8. - - **Special:** You cannot take this talent together with the Battle Skald or Spellsinger - talents.' + **Special:** You cannot take this talent together with the Battle Skald or + Spellsinger talents. feats: - tier: adventurer description: ' Once per battle, you can Sneak Attack as a rogue of the same level.' - tier: champion description: ' Gain an additional rogue power at two levels below your class level.' - tier: epic - description: ' You gain a +2 bonus to hit with melee attacks against enemies that - are confused, dazed, stunned, vulnerable to your attack, or weakened.' + description: |2- + You gain a +2 bonus to hit with melee attacks against enemies that are + confused, dazed, stunned, vulnerable to your attack, or weakened. - name: Resounding Battle Cry _type: Talent source: DATP usage: per-battle - description: Once per battle, when you use a battle cry that affects only one target, - you can affect multiple allies instead, equal to your Charisma modifier or the + description: |- + Once per battle, when you use a battle cry that affects only one target, you can + affect multiple allies instead, equal to your Charisma modifier or the escalation die, whichever is lower. feats: - tier: adventurer - description: ' You can include yourself as a target of the battle cry when you - use this talent.' + description: |2- + You can include yourself as a target of the battle cry when you use this + talent. - tier: champion - description: ' The number of targets is no longer limited by the escalation die, - only your Charisma modifier.' + description: |2- + The number of targets is no longer limited by the escalation die, only your + Charisma modifier. - tier: epic - description: ' You gain a second use of this talent per battle, but you can only - affect two allies with the second use.' + description: |2- + You gain a second use of this talent per battle, but you can only affect two + allies with the second use. - name: Silver Tongue _type: Talent source: DATP - description: 'Bards have a reputation as sweet talkers, but you take it to a whole - new level. Once per session, you can captivate your audience with a story that - is so outrageous, so overwhelming, that it becomes the truth because your audience + description: |- + Bards have a reputation as sweet talkers, but you take it to a whole new level. + Once per session, you can captivate your audience with a story that is so + outrageous, so overwhelming, that it becomes the truth because your audience simply wants it to become true, at least in their minds. This is essentially a stunt, and this talent creates a success without the usual hard skill check. If - your audience is not willing to listen, like a bunch of cannibals hungry for some - gnome stew, your GM can still require a check. + your audience is not willing to listen, like a bunch of cannibals hungry for + some gnome stew, your GM can still require a check. - - You also gain 3 points towards an appropriate background.' + You also gain 3 points towards an appropriate background. feats: - tier: adventurer description: ' Once per session, you can reroll a failed skill check in a social interaction.' - tier: champion - description: ' You can intervene and reroll the failed skill check of an ally - instead, replacing your own skill check with his or hers.' + description: |2- + You can intervene and reroll the failed skill check of an ally instead, + replacing your own skill check with his or hers. - tier: epic description: ' You can use Silver Tongue twice per session.' - name: Soothing Melody _type: Talent source: DATP - description: When you grant an ally or yourself a recovery roll to heal with a song, - spell or battle cry, add your Charisma modifier to the amount of hit points healed - (x2 at 5th level, x3 at 8th). + description: |- + When you grant an ally or yourself a recovery roll to heal with a song, spell or + battle cry, add your Charisma modifier to the amount of hit points healed (x2 at + 5th level, x3 at 8th). feats: - tier: adventurer description: ' The target can decide to spend two recoveries instead of one.' - tier: champion description: ' The target can also roll a save against a save ends effect.' - tier: epic - description: ' The first time you grant a recovery in a battle, you and all allies - other than the target heal hit points equal to three times your Charisma modifier.' - - name: "Can\u2019t Touch This!" + description: |2- + The first time you grant a recovery in a battle, you and all allies other than + the target heal hit points equal to three times your Charisma modifier. + - name: Can’t Touch This! _type: Battle Cry 1 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural even roll - - **Effect:** You gain a +1 bonus to AC and PD until the end of your next turn.' + **Effect:** You gain a +1 bonus to AC and PD until the end of your next turn. feats: - tier: adventurer - description: ' You also take no damage or effects from missed attacks until the - end of your next turn.' + description: |2- + You also take no damage or effects from missed attacks until the end of your + next turn. - tier: champion description: ' Increase the bonus to +2.' - tier: epic @@ -1096,15 +1144,13 @@ abilities: _type: Battle Cry 1 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural even roll - **Effect:** You gain a +2 bonus to your next check to sustain a bard song this - turn.' + turn. feats: - tier: adventurer description: ' The bonus is equal to your Dexterity modifier instead.' @@ -1114,56 +1160,51 @@ abilities: _type: Battle Cry 1 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural odd roll - **Effect:** You gain temporary hit points equal to your Charisma modifier (x2 - at 5th level; x3 at 8th).' + at 5th level; x3 at 8th). feats: - tier: adventurer description: ' Add your level to the temporary hit points gained.' level: 1 category: Battle Cries - - name: "You Don\u2019t Dance!" + - name: You Don’t Dance! _type: Battle Cry 1 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural odd hit - **Effect:** The target takes a penalty on its next attack roll equal to your - Charisma modifier.' + Charisma modifier. feats: - tier: champion description: ' If the target is a mook, the entire group takes the penalty.' - tier: epic - description: " The attack penalty is \u201Csave ends\u201D. A group of mooks makes\ - \ one save for the group." + description: |2- + The attack penalty is “save ends”. A group of mooks makes one save for the + group. level: 1 category: Battle Cries - name: Advanced Acrobatics _type: Spell 1 source: DATP - description: 'Close-quarters spell; Daily; Quick action - + description: |- + Close-quarters spell; Daily; Quick action --- - **Target:** You or a nearby ally - - **Effect:** Until the next quick rest, the target has advantage on Dexterity-based - skill checks.' + **Effect:** Until the next quick rest, the target has advantage on Dexterity- + based skill checks. feats: - tier: adventurer description: ' The target also has advantage on disengage checks.' @@ -1177,10 +1218,20 @@ abilities: - name: Animated Betrayal _type: Spell 1 source: DATP - description: "Ranged spell; At-will\n\n---\n\n\n**Target:** Two nearby enemies\n\ - \n**Attack:** Charisma + Level vs. MD\n\n**Hit:** Psychic damage equal to the\ - \ other target\u2019s normal attack damage (without effects)\n\n**Miss:** Damage\ - \ equal to the other target\u2019s level" + description: |- + Ranged spell; At-will + + --- + + + **Target:** Two nearby enemies + + **Attack:** Charisma + Level vs. MD + + **Hit:** Psychic damage equal to the other target’s normal attack damage + (without effects) + + **Miss:** Damage equal to the other target’s level feats: [] level: 1 category: Spells & Songs @@ -1188,10 +1239,15 @@ abilities: - name: Birdsong _type: Spell 1 source: DATP - description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** Until the next\ - \ quick rest, you speak the language of birds. You can imitate their songs and\ - \ communicate with them, within the limits of a bird\u2019s intelligence and understanding\ - \ of the world." + description: |- + Close-quarters spell; Daily + + --- + + + **Effect:** Until the next quick rest, you speak the language of birds. You can + imitate their songs and communicate with them, within the limits of a bird’s + intelligence and understanding of the world. feats: - tier: adventurer description: ' You can extend the effect to a nearby ally.' @@ -1201,36 +1257,28 @@ abilities: - name: Cutting Words _type: Spell 1 source: DATP - description: 'Close-quarters spell; At-will - + description: |- + Close-quarters spell; At-will --- - **Target:** One nearby enemy - **Attack:** Charisma + Level vs. MD - **Hit:** 1d6 + Charisma psychic damage, and the target takes a 1d6 penalty to its next attack roll. - **Miss:** The target gains a 1d6 bonus to its next attack roll against you. - 3rd level spell: 3d6 damage - 5th level spell: 5d6 damage - 7th level spell: 7d6 damage - - 9th level spell: 10d6 damage' + 9th level spell: 10d6 damage feats: [] level: 1 category: Spells & Songs @@ -1239,22 +1287,20 @@ abilities: _type: Song 1 usage: recharge source: DATP - description: ' Recharge 6+ after battle + description: |2- + Recharge 6+ after battle - - Quick action each turn; 11+ to sustain; automatic sustain if a natural 1 was rolled - during or after your last turn - + Quick action each turn; 11+ to sustain; automatic sustain if a natural 1 was + rolled during or after your last turn ___ - - **Opening & Sustained Effect:** If an ally rolls a natural 1 on a d20 roll, they - gain temporary hit points equal to your Charisma + Level. If an opponent rolls - a natural 1 on a d20 roll, they take psychic damage equal to your Charisma + Level. - + **Opening & Sustained Effect:** If an ally rolls a natural 1 on a d20 roll, + they gain temporary hit points equal to your Charisma + Level. If an opponent + rolls a natural 1 on a d20 roll, they take psychic damage equal to your Charisma + + Level. **Final Verse:** Choose an enemy. That enemy must immediately make a save or - its next attack roll is a natural 1.' + its next attack roll is a natural 1. feats: - tier: adventurer description: ' Target 1d3 enemies with the final verse.' @@ -1267,15 +1313,14 @@ abilities: - name: Drinking Buddies _type: Spell 1 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Effect:** Until the end of the scene, you gain a 1d6 bonus to skill checks - against NPCs who have shared a drink with you.' + against NPCs who have shared a drink with you. feats: - tier: adventurer description: ' Also grant the bonus to all nearby allies.' @@ -1285,71 +1330,61 @@ abilities: - name: Enchant Instrument _type: Spell 1 source: DATP - description: 'Close-quarters spell; Daily; Quick action - + description: |- + Close-quarters spell; Daily; Quick action --- - **Target:** A musical instrument - **Effect:** You imbue the target item with the ability to play itself until the - end of the battle or scene, which provides a +1 bonus to perform checks and sustain - checks for bard songs. It acts as an implement for your bard spells, with a +1 - bonus to attack and damage rolls. - + end of the battle or scene, which provides a +1 bonus to perform checks and + sustain checks for bard songs. It acts as an implement for your bard spells, + with a +1 bonus to attack and damage rolls. 5th level spell: Increase the bonuses to +2. - - 9th level spell: Increase the bonuses to +3.' + 9th level spell: Increase the bonuses to +3. feats: - tier: adventurer description: ' The spell becomes recharge 11+.' - tier: champion - description: ' Enemies take a penalty to saves against your spells equal to the - enchantment bonus.' + description: |2- + Enemies take a penalty to saves against your spells equal to the enchantment + bonus. - tier: epic - description: ' Gain advantage on the first spell attack roll you make with the - enchanted instrument.' + description: |2- + Gain advantage on the first spell attack roll you make with the enchanted + instrument. level: 1 category: Spells & Songs usage: per-day - name: Pounding Voice _type: Spell 1 source: DATP - description: 'Close-quarters spell; Once per battle - + description: |- + Close-quarters spell; Once per battle --- - **Target:** One nearby enemy - **Attack:** Charisma + Level vs. PD - **Hit:** 3d6 + Charisma thunder damage. Until the end of the battle, whenever you use a battlecry, the target takes 1d6 psychic damage. - **Miss:** Half damage - 3rd level spell: 5d6 damage; 2d6 on battlecry - 5th level spell: 8d6 damage; 3d6 on battlecry - 7th level spell: 12d6 damage; 4d6 on battlecry - - 9th level spell: 2d6 x 10 damage; 6d6 on battlecry' + 9th level spell: 2d6 x 10 damage; 6d6 on battlecry feats: - tier: champion description: ' You regain the spell when you rally.' @@ -1359,43 +1394,36 @@ abilities: - name: Power Chord _type: Spell 1 source: DATP - description: 'Close-quarters spell; Once per battle - + description: |- + Close-quarters spell; Once per battle --- - **Target:** 1d3 nearby enemies in a group - **Attack:** Charisma + Level vs. MD - **Hit:** 1d12 + Charisma psychic damage, and an ally engaged with the target gains advantage on their next attack against it. - **Miss:** Damage equal to your level - 3rd level spell: 2d12 damage - 5th level spell: 3d12 damage - 7th level spell: 4d12 damage - - 9th level spell: 6d12 damage' + 9th level spell: 6d12 damage feats: - tier: adventurer description: ' If you currently have a bard song active, gain a +1 bonus to the attack roll.' - tier: champion - description: ' On a natural even hit, grant advantage to a second nearby ally. - The ally does not need to be engaged with the target.' + description: |2- + On a natural even hit, grant advantage to a second nearby ally. The ally does + not need to be engaged with the target. - tier: epic description: ' Attack 1d4 nearby enemies.' level: 1 @@ -1404,26 +1432,21 @@ abilities: - name: Riding into Battle _type: Spell 1 source: DATP - description: 'Ranged spell; Daily; Quick action - + description: |- + Ranged spell; Daily; Quick action --- - **Effect:** You and all nearby allies gain 2d10 temporary hit points. - 3rd level spell: 3d10 temporary hit points - 5th level spell: 4d10 temporary hit points - 7th level spell: 5d10 temporary hit points - - 9th level spell: 7d10 temporary hit points' + 9th level spell: 7d10 temporary hit points feats: - tier: champion description: ' You can use this spell twice per day.' @@ -1434,14 +1457,24 @@ abilities: _type: Song 1 source: DATP usage: recharge - description: " Recharge 11+ after battle\n\nQuick action each turn; 11+\ - \ to sustain\n___\n**Opening & Sustained Effect:** At the start of each of your\ - \ nearby allies\u2019 turns, they heal damage equal to your Charisma bonus (minimum\ - \ +1).\n\n**Final Verse:** The effect ends immediately, and one ally of your\ - \ choice can immediately heal using a recovery.\n\n3rd level spell: The heal amount\ - \ is 2 + your Charisma bonus.\n\n5th level spell: The heal amount is 4 + your\ - \ Charisma bonus.\n\n7th level spell: The heal amount is 6 + your Charisma bonus.\n\ - \n9th level spell: The heal amount is 8 + your Charisma bonus." + description: |2- + Recharge 11+ after battle + + Quick action each turn; 11+ to sustain + ___ + **Opening & Sustained Effect:** At the start of each of your nearby allies’ + turns, they heal damage equal to your Charisma bonus (minimum +1). + + **Final Verse:** The effect ends immediately, and one ally of your choice can + immediately heal using a recovery. + + 3rd level spell: The heal amount is 2 + your Charisma bonus. + + 5th level spell: The heal amount is 4 + your Charisma bonus. + + 7th level spell: The heal amount is 6 + your Charisma bonus. + + 9th level spell: The heal amount is 8 + your Charisma bonus. feats: [] level: 1 category: Spells & Songs @@ -1449,72 +1482,66 @@ abilities: _type: Song 1 source: DATP usage: recharge - description: ' Recharge 11+ after battle - - - Quick action each turn; 11+ to sustain + description: |2- + Recharge 11+ after battle + Quick action each turn; 11+ to sustain ___ - **Opening & Sustained Effect:** You or a nearby ally can immediately pop free from all enemies or engage a nearby enemy as a free action. - **Final Verse:** You or a nearby ally can immediately make a melee basic attack - against a nearby enemy as a free action.' + against a nearby enemy as a free action. feats: - tier: adventurer - description: ' Target both yourself and one nearby ally with opening, sustain - and final verse. Gain this feat for free if you have a positive icon relationship - with the High Druid.' + description: |2- + Target both yourself and one nearby ally with opening, sustain and final verse. + Gain this feat for free if you have a positive icon relationship with the High + Druid. - tier: champion - description: ' The target of the final verse effect can trigger flexible attacks - like fighter maneuvers and bard battle cries with the attack, if they have any.' + description: |2- + The target of the final verse effect can trigger flexible attacks like fighter + maneuvers and bard battle cries with the attack, if they have any. level: 1 category: Spells & Songs - name: Hammer Time! _type: Battle Cry 3 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural odd hit - - **Effect:** Your attack deals 1d6 extra thunder damage (5th level: 2d6; 8th level: - 3d6).' + **Effect:** Your attack deals 1d6 extra thunder damage (5th level: 2d6; 8th + level: 3d6). feats: - tier: champion description: ' Increase the extra damage dice to d8.' level: 3 category: Battle Cries - - name: "Let\u2019s Smack Them!" + - name: Let’s Smack Them! _type: Battle Cry 3 source: DATP - description: 'Flexible melee attack; Once per battle - + description: |- + Flexible melee attack; Once per battle --- - **Triggering Roll:** Natural even hit - **Effect:** All nearby allies deal one additional WEAPON damage die on hit or miss with melee attacks until the end of your next turn. - 5th level battle cry: 2 weapon dice - - 9th level battle cry: 3 weapon dice' + 9th level battle cry: 3 weapon dice feats: - tier: adventurer - description: ' Grant the bonus die to damage with all attacks. If the attack uses - no WEAPON die, add 1d6.' + description: |2- + Grant the bonus die to damage with all attacks. If the attack uses no WEAPON + die, add 1d6. level: 3 category: Battle Cries usage: per-battle @@ -1522,8 +1549,12 @@ abilities: _type: Battle Cry 3 source: DATP usage: at-will - description: "Flexible melee attack\n___\n**Triggering Roll:** Natural even hit\n\n\ - **Effect:** The next attack against the target\u2019s MD has advantage." + description: |- + Flexible melee attack + ___ + **Triggering Roll:** Natural even hit + + **Effect:** The next attack against the target’s MD has advantage. feats: - tier: champion description: ' Also deal extra psychic damage equal to your level.' @@ -1533,20 +1564,17 @@ abilities: _type: Spell 3 source: DATP usage: recharge - description: 'Ranged spell; Recharge 11+ - + description: |- + Ranged spell; Recharge 11+ ___ - **Effect:** You create a three-dimensional, animated visual illusion, roughly - the size of a chest, for up to an hour. You can use the illusion to recreate events, - entertain an audience, or add visuals to your music. You must concentrate on the - spell to keep the illusion going. - + the size of a chest, for up to an hour. You can use the illusion to recreate + events, entertain an audience, or add visuals to your music. You must + concentrate on the spell to keep the illusion going. 5th level spell: You can now create an illusion the size of a wardrobe. - - 7th level spell: The illusion is now the size of a stage.' + 7th level spell: The illusion is now the size of a stage. feats: - tier: adventurer description: ' The illusion can create sounds and smells too.' @@ -1555,15 +1583,14 @@ abilities: - name: High Tide Sea Shanty _type: Spell 3 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Effect:** You rouse the crew of a ship to work in unison. The difficulty of - all seafaring-related checks for the scene is lowered one step (by 5).' + all seafaring-related checks for the scene is lowered one step (by 5). feats: [] level: 3 category: Spells & Songs @@ -1571,43 +1598,55 @@ abilities: - name: Incite Rage _type: Spell 3 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Target:** A nearby creature\n\n\ - **Attack:** Charisma + Level vs. MD\n\n**Hit:** The target gains a +4 bonus\ - \ to their critical threat range with melee attacks, but takes a -4 penalty to\ - \ all defenses (save ends). If the target does not attack on its turn, it takes\ - \ psychic damage equal to twice its level at the end of that turn.\n\n**Miss:**\ - \ If you have a positive relationship with the Orc Lord, regain this spell at\ - \ the end of the battle.\n\n**Special:** When you target an ally with this spell,\ - \ you don\u2019t require an attack roll, and the target can choose to remain under\ - \ the effect, without saving against it." + description: |- + Ranged spell; Daily + + --- + + + **Target:** A nearby creature + + **Attack:** Charisma + Level vs. MD + + **Hit:** The target gains a +4 bonus to their critical threat range with melee + attacks, but takes a -4 penalty to all defenses (save ends). If the target does + not attack on its turn, it takes psychic damage equal to twice its level at the + end of that turn. + + **Miss:** If you have a positive relationship with the Orc Lord, regain this + spell at the end of the battle. + + **Special:** When you target an ally with this spell, you don’t require an + attack roll, and the target can choose to remain under the effect, without + saving against it. feats: - tier: adventurer - description: ' The target also takes a -2 penalty to melee attack rolls. If you - target an ally, they gain a +2 bonus instead.' + description: |2- + The target also takes a -2 penalty to melee attack rolls. If you target an + ally, they gain a +2 bonus instead. level: 3 category: Spells & Songs usage: per-day - name: Lucky Break _type: Spell 3 source: DATP - description: 'Ranged spell; Daily; Quick action - + description: |- + Ranged spell; Daily; Quick action --- - **Target:** You or a nearby ally. If you have a positive icon relationship with the Shadow Prince, target both. - - **Effect:** Until the end of the battle or scene, the target increases the natural - roll of all its d20 rolls by 1. A natural 20 remains a natural 20. A natural 1 - ends the spell.' + **Effect:** Until the end of the battle or scene, the target increases the + natural roll of all its d20 rolls by 1. A natural 20 remains a natural 20. A + natural 1 ends the spell. feats: - tier: adventurer - description: ' If the target rolls a natural 20, it can heal using a recovery - as a free action.' + description: |2- + If the target rolls a natural 20, it can heal using a recovery as a free + action. - tier: champion description: ' The recovery granted by the natural 20 is free.' level: 3 @@ -1616,14 +1655,22 @@ abilities: - name: March of the Emperor _type: Song 3 source: DATP - description: " Daily\n\nQuick action each turn; 16+ to sustain (11+ if\ - \ you have a positive icon relationship with the Emperor)\n\n---\n\n\n**Opening\ - \ & Sustained Effect:** \_A nearby group of mooks (with up to one mook per song\ - \ level + your Charisma modifier) must succeed at a normal save. If they fail,\ - \ you control them during their next turn. Undead are immune to the effect unless\ - \ you have a positive icon relationship with the Lich King.\n\n**Final Verse:**\ - \ Every mook that you have successfully controlled with this spell at least once\ - \ is stunned until the end of your next turn." + description: |2- + Daily + + Quick action each turn; 16+ to sustain (11+ if you have a positive icon + relationship with the Emperor) + + --- + + + **Opening & Sustained Effect:**  A nearby group of mooks (with up to one mook + per song level + your Charisma modifier) must succeed at a normal save. If they + fail, you control them during their next turn. Undead are immune to the effect + unless you have a positive icon relationship with the Lich King. + + **Final Verse:** Every mook that you have successfully controlled with this + spell at least once is stunned until the end of your next turn. feats: [] level: 3 category: Spells & Songs @@ -1632,51 +1679,46 @@ abilities: _type: Song 3 source: DATP usage: recharge - description: ' Recharge 16+ after battle - - - Quick action each turn; 11+ to sustain (6+ if you have a positive icon relationship with the Great Gold Wyrm) + description: |2- + Recharge 16+ after battle + Quick action each turn; 11+ to sustain (6+ if you have a positive icon + relationship with the Great Gold Wyrm) ___ - **Opening & Sustained Effect:** Choose an enemy. You and all nearby allies are immune to its fear aura (if any), and gain a +2 bonus to saves against any save ends effects it imposes. - **Final Verse:** You and all nearby allies can save against a save-ends effect - imposed by the target.' + imposed by the target. feats: - tier: adventurer - description: " You can choose two enemies for the song\u2019s effects." + description: ' You can choose two enemies for the song’s effects.' - tier: champion - description: ' You and all nearby allies are immune to the fear aura until the - end of the battle, even after the song ends.' + description: |2- + You and all nearby allies are immune to the fear aura until the end of the + battle, even after the song ends. level: 3 category: Spells & Songs - name: Phantom Crowd _type: Spell 3 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Effect:** You create the illusion of a group of 2d6 people. You can decide the appearance of the crowd freely, from playing children to a band of roving - orcs. The illusion is both visual and auditory. However, anything physical passes - through the crowd. - + orcs. The illusion is both visual and auditory. However, anything physical + passes through the crowd. 5th level spell: 1d4 x 10 people - 7th level spell: 2d6 x 10 people - - 9th level spell: 3d6 x 10 people' + 9th level spell: 3d6 x 10 people feats: [] level: 3 category: Spells & Songs @@ -1684,22 +1726,20 @@ abilities: - name: Song of Clashing Swords _type: Song 3 source: DATP - description: ' Daily + description: |2- + Daily - Quick action each turn; 16+ to sustain - ___ - **Opening & Sustained Effect:** All nearby allies gain a +2 bonus to their AC against melee attacks. - - **Final Verse:** Nearby allies have advantage on their next melee attack roll.' + **Final Verse:** Nearby allies have advantage on their next melee attack roll. feats: - tier: champion - description: " On the final verse, enemies are also vulnerable to your allies\u2019\ - \ next melee attack." + description: |2- + On the final verse, enemies are also vulnerable to your allies’ next melee + attack. level: 3 category: Spells & Songs usage: per-day @@ -1707,36 +1747,33 @@ abilities: _type: Battle Cry 5 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural odd hit - - **Effect:** Mark the target. At the start of any turn this battle, if the target - is hiding or has moved to a far away location, you can end the mark and make a - melee attack against the target as a standard action as if you were engaged with - it. The attack targets MD and deals psychic damage.' + **Effect:** Mark the target. At the start of any turn this battle, if the + target is hiding or has moved to a far away location, you can end the mark and + make a melee attack against the target as a standard action as if you were + engaged with it. The attack targets MD and deals psychic damage. feats: - tier: champion - description: ' The attack above is a free action. If you have a positive icon - relationship with the Shadow Prince, you gain this feat for free.' + description: |2- + The attack above is a free action. If you have a positive icon relationship + with the Shadow Prince, you gain this feat for free. level: 5 category: Battle Cries - - name: "I\u2019m Just Messing with You!" + - name: I’m Just Messing with You! _type: Battle Cry 5 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural even miss - - **Effect:** Your next melee attack against this enemy targets the lower of their - AC and MD.' + **Effect:** Your next melee attack against this enemy targets the lower of + their AC and MD. feats: - tier: champion description: ' You can use this battle cry on an odd miss once per battle.' @@ -1746,33 +1783,30 @@ abilities: _type: Battle Cry 5 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural even hit - **Effect:** The next ally who misses an attack before the end of your next turn - can reroll it once.' + can reroll it once. feats: - tier: champion - description: ' If no ally misses an attack roll before the end of your next turn, - increase the escalation die by 1.' + description: |2- + If no ally misses an attack roll before the end of your next turn, increase the + escalation die by 1. level: 5 category: Battle Cries - - name: "That\u2019s the Sound of Victory!" + - name: That’s the Sound of Victory! _type: Battle Cry 5 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural even hit - - **Effect:** Make a sustain check for a bard song as a free action.' + **Effect:** Make a sustain check for a bard song as a free action. feats: - tier: champion description: ' Add your Charisma modifier to the roll.' @@ -1782,15 +1816,13 @@ abilities: _type: Battle Cry 5 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural 5, 6, 7, 8 - **Effect:** You pop free from the target, and a nearby ally pops free from all - enemies and engages the target.' + enemies and engages the target. feats: - tier: champion description: ' A second nearby ally can also pop free and engage the target.' @@ -1799,53 +1831,65 @@ abilities: - name: Captivating Story _type: Spell 5 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Target:** A group of people you are telling a story to - **Attack:** Charisma + Level vs. the highest MD + **Hit:** You captivate your audience with a story that is so outrageous, so + overwhelming that it becomes the truth in their minds. - **Hit:** You captivate your audience with a story that is so outrageous, so overwhelming - that it becomes the truth in their minds. - - - **Miss:** Your audience loses interest and disperses.' + **Miss:** Your audience loses interest and disperses. feats: - tier: champion - description: " You can use an appropriate skill as a bonus to the \u201Cattack\u201D\ - \ roll." + description: ' You can use an appropriate skill as a bonus to the “attack” roll.' level: 5 category: Songs & Spells usage: per-day - name: Ethereal Dancers _type: Song 5 source: DATP - description: "_You summon a group of ghostly dancers who surround your enemies and\ - \ invite them to dance._\n\n Daily\n\n---\n\n\nStandard action each\ - \ turn; 11+ to sustain\n\n**Opening & Sustained Effect:** Make the following\ - \ attack against the nearby enemy with the lowest hit points. If it\u2019s a mook,\ - \ target the entire group. Skip targets that are already under the effect of the\ - \ song.\n\n**Attack:** Charisma + Level vs. MD\n\n**Hit:** The target enters\ - \ a wild dance (save ends). It can move, but it cannot take other actions. If\ - \ the target takes damage, the effect ends.\n\n_Natural even hit:_ Repeat the\ - \ attack against the next nearby enemy with the lowest hit points that is not\ - \ currently under the spell.\n\n**Miss:** The target is dazed until the end of\ - \ your next turn.\n\n**Final Verse:** All targets currently under the effect\ - \ of the spell are stunned until the end of your next turn, then the effect ends." + description: |- + _You summon a group of ghostly dancers who surround your enemies and invite them + to dance._ + + Daily + + --- + + + Standard action each turn; 11+ to sustain + + **Opening & Sustained Effect:** Make the following attack against the nearby + enemy with the lowest hit points. If it’s a mook, target the entire group. Skip + targets that are already under the effect of the song. + + **Attack:** Charisma + Level vs. MD + + **Hit:** The target enters a wild dance (save ends). It can move, but it cannot + take other actions. If the target takes damage, the effect ends. + + _Natural even hit:_ Repeat the attack against the next nearby enemy with the + lowest hit points that is not currently under the spell. + + **Miss:** The target is dazed until the end of your next turn. + + **Final Verse:** All targets currently under the effect of the spell are + stunned until the end of your next turn, then the effect ends. feats: - tier: champion - description: ' Gain a +1 bonus to your sustain check for each target currently - under the effect.' + description: |2- + Gain a +1 bonus to your sustain check for each target currently under the + effect. - tier: epic - description: ' Allies can give you advantage on your next attack roll with the - song if they spend a standard action joining the dance instead of attacking.' + description: |2- + Allies can give you advantage on your next attack roll with the song if they + spend a standard action joining the dance instead of attacking. level: 5 category: Songs & Spells usage: per-day @@ -1853,44 +1897,55 @@ abilities: _type: Spell 5 source: DATP usage: recharge - description: "Close-quarters spell; Daily (Recharge 16+ if you have a positive icon\ - \ relationship with the Elf Queen); Quick action\n___\n**Always:** For the rest\ - \ of the battle, once per round when an enemy moves to engage you, you can make\ - \ the following attack against it as a free action before it has the chance to\ - \ attack in melee.\n\n**Attack:** Charisma + Level vs. MD\n\n_Natural Even Hit:_\ - \ Teleport yourself to somewhere you can see. The attack has no effect as the\ - \ enemy attacks an illusory image of you.\n\n_Natural Odd Hit:_ 5d6 + Charisma\ - \ damage, and the target is dazed until the end of your next turn.\n\n**Miss:**\ - \ \u2014\n\n7th level spell: 7d6 damage\n\n9th level spell: 10d6 damage" + description: |- + Close-quarters spell; Daily (Recharge 16+ if you have a positive icon + relationship with the Elf Queen); Quick action + ___ + **Always:** For the rest of the battle, once per round when an enemy moves to + engage you, you can make the following attack against it as a free action before + it has the chance to attack in melee. + + **Attack:** Charisma + Level vs. MD + + _Natural Even Hit:_ Teleport yourself to somewhere you can see. The attack has + no effect as the enemy attacks an illusory image of you. + + _Natural Odd Hit:_ 5d6 + Charisma damage, and the target is dazed until the end + of your next turn. + + **Miss:** — + + 7th level spell: 7d6 damage + + 9th level spell: 10d6 damage feats: - tier: champion description: ' You can place the shield on a nearby ally instead.' - tier: epic - description: " On a natural even miss, you take half damage from the target\u2019\ - s attacks until the end of the turn." + description: |2- + On a natural even miss, you take half damage from the target’s attacks until + the end of the turn. level: 5 category: Songs & Spells - name: Song of the Mockingbird _type: Song 5 source: DATP - description: ' Daily + description: |2- + Daily - Quick action each turn; 6+ to sustain - ___ - **Opening & Sustained Effect:** All nearby enemies take a -2 penalty to their - saves. If an enemy fails a save, it takes psychic damage equal to your level (but - note that a natural 18+ on a save always succeeds). - + saves. If an enemy fails a save, it takes psychic damage equal to your level + (but note that a natural 18+ on a save always succeeds). **Final Verse:** The effect ends immediately. Deal 1d6 psychic damage per level - to a nearby enemy.' + to a nearby enemy. feats: - tier: champion - description: ' Enemies who fail a save are also dazed (-4 to attacks) until the - end of their next turn.' + description: |2- + Enemies who fail a save are also dazed (-4 to attacks) until the end of their + next turn. - tier: epic description: ' Increase the save penalty to -4.' level: 5 @@ -1899,32 +1954,26 @@ abilities: - name: Symphony of Pain _type: Spell 5 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - - **Target:** One nearby enemy (OR all nearby staggered enemies if you have a positive - icon relationship with the Diabolist) - + **Target:** One nearby enemy (OR all nearby staggered enemies if you have a + positive icon relationship with the Diabolist) **Attack:** Charisma + Level vs. MD - **Hit:** 15 ongoing psychic damage. The target is also weakened (-4 to attacks and defenses) and enraged (attacks deal extra damage equal to twice its level). A save ends all three conditions. - **Miss:** The target is dazed until the end of your next turn. - 7th level spell: 25 ongoing psychic damage - - 9th level spell: 40 ongoing psychic damage' + 9th level spell: 40 ongoing psychic damage feats: - tier: champion description: ' If the target is staggered, you gain a +2 bonus to the attack.' @@ -1936,40 +1985,31 @@ abilities: - name: Unleash Chaos & Mayhem _type: Spell 5 source: DATP - description: '_You animate nearby objects that are not nailed down to create a tornado - of flying hazards that strike at anyone who is not taking cover immediately._ - + description: |- + _You animate nearby objects that are not nailed down to create a tornado of + flying hazards that strike at anyone who is not taking cover immediately._ Close-quarters spell, Daily - --- - **Target:** 1d4 nearby enemies, or 2d4 if cast recklessly - **Attack:** Charisma + Level vs. AC - **Hit:** 1d6 x 10 + Charisma damage - **Miss:** Half damage - _Reckless miss:_ 10 damage to all allies engaged with the target - **Always:** The obstacles you scatter across the battlefield give all disengage checks disadvantage until the end of your next turn. - 7th level spell: 2d4 x 10 damage; 15 damage on reckless miss - - 9th level spell: 2d8 x 10 damage; 20 damage on reckless miss' + 9th level spell: 2d8 x 10 damage; 20 damage on reckless miss feats: - tier: champion description: ' The spell is now recharge 16+.' @@ -1979,18 +2019,16 @@ abilities: - name: Cover Me! _type: Battle Cry 7 source: DATP - description: 'Flexible melee attack; Once per battle - + description: |- + Flexible melee attack; Once per battle --- - **Triggering Roll:** Natural odd miss - **Effect:** A nearby ally can make a ranged basic attack against the target, - and you pop free.' + and you pop free. feats: - tier: epic description: ' The ally can use any standard action ranged attack.' @@ -2000,21 +2038,20 @@ abilities: - name: I Meant to Do That! _type: Battle Cry 7 source: DATP - description: 'Flexible melee attack; Once per battle - + description: |- + Flexible melee attack; Once per battle --- - **Triggering Roll:** Natural even miss - - **Effect:** Reroll the attack with a +2 bonus.' + **Effect:** Reroll the attack with a +2 bonus. feats: - tier: epic - description: ' If the second attack roll is a miss, gain a +2 bonus to all defenses - until the end of your next turn.' + description: |2- + If the second attack roll is a miss, gain a +2 bonus to all defenses until the + end of your next turn. level: 7 category: Battle Cries usage: per-battle @@ -2022,15 +2059,13 @@ abilities: _type: Battle Cry 7 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural 1 - **Effect:** You can reduce the escalation die by one to reroll the attack. Pop - free from all enemies after the attack.' + free from all enemies after the attack. feats: [] level: 7 category: Battle Cries @@ -2038,76 +2073,64 @@ abilities: _type: Battle Cry 7 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural odd hit - **Effect:** Deal 1d20 psychic damage against the target. - - 9th level battle cry: 2d20 damage' + 9th level battle cry: 2d20 damage feats: [] level: 7 category: Battle Cries - name: Dancing Blade _type: Song 7 source: DATP - description: ' Daily - - - Quick action; 6+ to sustain - - - ___ + description: |2- + Daily + Quick action; 6+ to sustain - **Opening & Sustained Effect:** A melee weapon you are holding flies out to make - a melee attack on its own. Make a melee basic attack (no battle cries) against - a nearby enemy. + ___ + **Opening & Sustained Effect:** A melee weapon you are holding flies out to + make a melee attack on its own. Make a melee basic attack (no battle cries) + against a nearby enemy. - **Final Verse:** The weapon flies out to make another melee attack.' + **Final Verse:** The weapon flies out to make another melee attack. feats: - tier: champion - description: ' With the final verse, If the natural roll of that attack was even, - make another attack against a different nearby enemy. Keep attacking until you - have run out of targets, or until an attack roll is odd.' + description: |2- + With the final verse, If the natural roll of that attack was even, make another + attack against a different nearby enemy. Keep attacking until you have run out + of targets, or until an attack roll is odd. level: 7 category: Songs & Spells usage: per-day - name: Manic Cacophony _type: Song 7 source: DATP - description: ' Daily + description: |2- + Daily - Standard action each turn; 16+ to sustain - ___ - - **Opening & Sustained Effect:** Make the following against the 1d3 nearby enemies - with the lowest hit point total. - + **Opening & Sustained Effect:** Make the following against the 1d3 nearby + enemies with the lowest hit point total. **Attack:** Charisma + Level vs. MD - **Hit:** If the target has 125 hit points or fewer, it is confused until the end of your next turn. If it has more, it is dazed instead. - **Miss:** If the target has 125 hit points or fewer, it is dazed until the end of your next turn. Otherwise, no effect. + **Final Verse:** Make the attack against 2d4 nearby enemies, or attack one + enemy with a +4 bonus and no hit point limit. - **Final Verse:** Make the attack against 2d4 nearby enemies, or attack one enemy - with a +4 bonus and no hit point limit. - - - 9th level song: Increase the hit point limit to 250 hit points.' + 9th level song: Increase the hit point limit to 250 hit points. feats: - tier: champion description: ' This song is now 11+ to sustain.' @@ -2117,25 +2140,22 @@ abilities: - name: Otherworldly Voice _type: Spell 7 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Target:** You - **Effect:** Until the rest of the scene, your voice becomes as soothing as a bath in the springs of Elysium, or as cutting as the sharpest knife. It can fill - the arena of Axis and still be heard in the outskirts of the city, or carry across - the planes to whisper in the ears of a god. It can bring a tear to the cheek of - the Elf Queen or a smile to the face of an Archdemon. + the arena of Axis and still be heard in the outskirts of the city, or carry + across the planes to whisper in the ears of a god. It can bring a tear to the + cheek of the Elf Queen or a smile to the face of an Archdemon. - - This spell allows you to achieve a feat with your voice that would normally require - a ridiculously hard skill check at epic tier (DC 35).' + This spell allows you to achieve a feat with your voice that would normally + require a ridiculously hard skill check at epic tier (DC 35). feats: [] level: 7 category: Songs & Spells @@ -2143,21 +2163,18 @@ abilities: - name: Roar of the Great Gold Wyrm _type: Song 7 source: DATP - description: ' Daily - - + description: |2- + Daily + Quick action; 16+ to sustain - ___ - **Opening & Sustained Effect:** Creatures with fewer hit points than you cannot attack you. - **Final Verse:** If you have succeeded at at least one sustain check for this - song, take an extra standard action this turn. If you have a positive icon relationship - with the Great Gold Wyrm, one ally can take an extra standard action for each - successful check past the first.' + song, take an extra standard action this turn. If you have a positive icon + relationship with the Great Gold Wyrm, one ally can take an extra standard + action for each successful check past the first. feats: [] level: 7 category: Songs & Spells @@ -2165,14 +2182,21 @@ abilities: - name: Time to Fly _type: Spell 7 source: DATP - description: "Close-quarters spell; Daily\n\n---\n\n\n**Target:** You and a number of\ - \ willing allies equal to your Charisma bonus\n\n**Effect:** You transform all\ - \ targets and their equipment into birds. The main purpose of this spell is overland\ - \ travel, as you can\u2019t use items or abilities while in bird form. The targets\ - \ can still communicate with each other, but their words sound like chirping and\ - \ twittering to anyone else. The effect lasts until the next sunrise or sundown,\ - \ or until you end it. Any flying targets fall to the ground like feathers when\ - \ the spell ends. The spell also ends on any target that takes damage." + description: |- + Close-quarters spell; Daily + + --- + + + **Target:** You and a number of willing allies equal to your Charisma bonus + + **Effect:** You transform all targets and their equipment into birds. The main + purpose of this spell is overland travel, as you can’t use items or abilities + while in bird form. The targets can still communicate with each other, but their + words sound like chirping and twittering to anyone else. The effect lasts until + the next sunrise or sundown, or until you end it. Any flying targets fall to the + ground like feathers when the spell ends. The spell also ends on any target that + takes damage. feats: - tier: epic description: ' Double the number of creatures you can target.' @@ -2182,39 +2206,36 @@ abilities: - name: Fight the Good Fight! _type: Battle Cry 9 source: DATP - description: 'Flexible melee attack; Daily - + description: |- + Flexible melee attack; Daily --- - **Triggering Roll:** Natural 16+ - - **Effect:** Increase the escalation die by 1.' + **Effect:** Increase the escalation die by 1. feats: - tier: epic - description: ' Roll a second d20 (without making an attack) and trigger a second - battle cry based on that roll. If you have a positive icon relationship with - the Crusader, you gain this feat for free.' + description: |2- + Roll a second d20 (without making an attack) and trigger a second battle cry + based on that roll. If you have a positive icon relationship with the Crusader, + you gain this feat for free. level: 9 category: Battle Cries usage: per-day - - name: "I\u2019ve Got Another One for You!" + - name: I’ve Got Another One for You! _type: Battle Cry 9 source: DATP - description: 'Flexible melee attack; Once per battle - + description: |- + Flexible melee attack; Once per battle --- - **Triggering Roll:** Natural 18+ - - **Effect:** Cast a bard spell as a quick action this turn.' + **Effect:** Cast a bard spell as a quick action this turn. feats: [] level: 9 category: Battle Cries @@ -2222,37 +2243,45 @@ abilities: - name: Never Gonna Give You Up! _type: Battle Cry 9 source: DATP - description: 'Flexible melee attack; Daily - + description: |- + Flexible melee attack; Daily --- - **Triggering Roll:** Natural even roll - **Effect:** Every ally that is currently at 10 hit points or less, including dying and stabilized allies, can spend a recovery to heal and heals the maximum - amount.' + amount. feats: - tier: epic - description: ' You grant the effect to all staggered allies. If you have a positive - icon relationship with the Priestess, you gain this feat for free.' + description: |2- + You grant the effect to all staggered allies. If you have a positive icon + relationship with the Priestess, you gain this feat for free. level: 9 category: Battle Cries usage: per-day - name: Dance to My Tune _type: Spell 9 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby enemy with\ - \ 300 hit points or fewer\n\n**Attack:** Charisma + Level vs. MD\n\n**Hit:**\ - \ You dominate the target (save ends). At the start of the target\u2019s turn,\ - \ you can command it to act as you like. If you give the target a command that\ - \ it has a strong reason to resist, such as one that would harm itself or its\ - \ friends, it can save against the effect immediately (in addition to the normal\ - \ save at the end of its turn).\n\n**Miss:** The target notices your attempt\ - \ to intrude into its mind." + description: |- + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy with 300 hit points or fewer + + **Attack:** Charisma + Level vs. MD + + **Hit:** You dominate the target (save ends). At the start of the target’s + turn, you can command it to act as you like. If you give the target a command + that it has a strong reason to resist, such as one that would harm itself or its + friends, it can save against the effect immediately (in addition to the normal + save at the end of its turn). + + **Miss:** The target notices your attempt to intrude into its mind. feats: - tier: epic description: ' On a natural even miss, your domination attempt remains undetected.' @@ -2262,69 +2291,62 @@ abilities: - name: Grand Illusion _type: Spell 9 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Target:** An entire castle or similar sized area - **Effect:** You create an illusion that covers the entire area with new sights, - sounds, and smells. The illusion is not solid, so if you were to create an illusory - wall, anyone can walk right through it. The closer the illusion is to the shape - of the terrain it covers, the more believable it is. - + sounds, and smells. The illusion is not solid, so if you were to create an + illusory wall, anyone can walk right through it. The closer the illusion is to + the shape of the terrain it covers, the more believable it is. Those who perceive the illusion, but have a reason to doubt it, can make a save to see through it. They still see the illusion, but can distinguish it from the reality beneath. Failed saves can be repeated after one hour. - The illusion lasts for up to a day, but can be made to last longer when cast as - a ritual.' + a ritual. feats: - tier: epic - description: ' You can add semi-real elements to the illusion, such as food that - really nourishes or water that really is wet. If you have a positive icon relationship - with the Archmage, you gain this feat for free.' + description: |2- + You can add semi-real elements to the illusion, such as food that really + nourishes or water that really is wet. If you have a positive icon relationship + with the Archmage, you gain this feat for free. level: 9 category: Songs & Spells usage: per-day - name: Wail of the Banshee _type: Song 9 source: DATP - description: ' Daily - + description: |2- + Daily Standard action each turn; 16+ to sustain - ___ - - **Opening & Sustained Effect:** Make the following attack against a nearby enemy. - + **Opening & Sustained Effect:** Make the following attack against a nearby + enemy. **Attack:** Charisma + Level vs. PD + **Hit:** The target loses half its current hit points, up to a maximum of 50 x + the escalation die. - **Hit:** The target loses half its current hit points, up to a maximum of 50 - x the escalation die. - - - **Miss:** The target loses half its current hit points, up to a maximum of 10 - x the escalation die. - + **Miss:** The target loses half its current hit points, up to a maximum of 10 x + the escalation die. **Final Verse:** Repeat the attack. On a hit, if the target currently has 300 hp or fewer, it starts making last gasp saves (16+). It dies after the fourth - failed save.' + failed save. feats: - tier: epic - description: " When you make the attack, also deal 5 x the escalation die damage\ - \ to all nearby enemies that you don\u2019t target. If you have a positive icon\ - \ relationship with the Lich King, you gain this feat for free." + description: |2- + When you make the attack, also deal 5 x the escalation die damage to all nearby + enemies that you don’t target. If you have a positive icon relationship with the + Lich King, you gain this feat for free. level: 9 category: Songs & Spells usage: per-day diff --git a/content/1e/classes/cleric.mdx b/content/1e/classes/cleric.mdx index 3535d6c..06cf775 100644 --- a/content/1e/classes/cleric.mdx +++ b/content/1e/classes/cleric.mdx @@ -680,70 +680,71 @@ abilities: description: | These spells work like standard cleric spells, except that you can only choose them if you have that domain as a talent. - + ### Paladins, Rangers and Domain Spells To give paladins with Cleric Training and rangers with Ranger Ex Cathedral - a chance to use the new material, PCs with these talents have access to the spells + a chance to use the new material, PCs with these talents have access to the + spells of the following domains: **Paladin:** Good, Justice, Protection, Strength, War - + **Ranger:** Animal, Archery, Freedom, Plant Paladins can also gain access to any domain with the Divine Domain talent. - Note that this is a default selection for PCs who fit the archetype of that class. + Note that this is a default selection for PCs who fit the archetype of that + class. Based on backgrounds, race, icon relationships or One Unique Thing there may be domains that fit better. Talk to your GM. feats: - tier: adventurer - description: ' As a paladin or a ranger, you gain the at-will attack spell of a cleric domain as a once-per-battle - bonus spell. This feat requires the Cleric Training, Divine Domain or Ranger - Ex Cathedral talent.' + description: |2- + As a paladin or a ranger, you gain the at-will attack spell of a cleric domain + as a once-per-battle bonus spell. This feat requires the Cleric Training, Divine + Domain or Ranger Ex Cathedral talent. - name: Air / Storm / Thunder _type: Domain source: DATP - description: '_Since ancient times, people have looked to the sky to pray._ - + description: |- + _Since ancient times, people have looked to the sky to pray._ Gain a spell from a different class at your level or lower as a bonus spell. The spell must deal lightning or thunder damage, or have air, wind or storm in the name. You can replace the ability score used for attack and damage with Wisdom. - - Whenever a spell deals holy damage, you can change that damage to lightning damage. - + Whenever a spell deals holy damage, you can change that damage to lightning + damage. **Invocation of Air / Storm / Thunder:** Until the end of the battle, you can - fly to a nearby location as a move action.' + fly to a nearby location as a move action. feats: - tier: adventurer description: ' You have resist _lightning and thunder_ 16+.' - tier: champion - description: ' When you deal lightning or thunder damage with an attack, increase - the damage dice by one step.' + description: |2- + When you deal lightning or thunder damage with an attack, increase the damage + dice by one step. - tier: epic - description: ' You now fly normally and no longer need to land at the end of your - move action. While airborne, you have a -2 penalty to attack rolls and you are - vulnerable to attacks.' + description: |2- + You now fly normally and no longer need to land at the end of your move action. + While airborne, you have a -2 penalty to attack rolls and you are vulnerable to + attacks. - name: Thundering Blow _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** WEAPON + Strength thunder damage - - **Miss:** Thunder damage equal to your level + Wisdom modifier (x2 at 5th level; - x3 at 8th).' + **Miss:** Thunder damage equal to your level + Wisdom modifier (x2 at 5th + level; x3 at 8th). feats: - tier: adventurer description: ' On a natural even attack roll, the target pops free from you.' @@ -753,30 +754,47 @@ abilities: - name: Air Bubble _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; Daily; Quick action - + description: |- + Close-quarters spell; Daily; Quick action --- - - **Effect:** You create a zone of breathable air around you, that holds back water, - poisonous gases and the like. One normal-sized creature per spell level can be - in the zone with you. The zone lasts for 5 minutes per spell level.' + **Effect:** You create a zone of breathable air around you, that holds back + water, poisonous gases and the like. One normal-sized creature per spell level + can be in the zone with you. The zone lasts for 5 minutes per spell level. feats: [] usage: per-day - name: Storm Cloud _type: Domain Spell 3 source: DATP - description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** You summon a\ - \ storm cloud in the air above you. Until the end of the battle, you can make\ - \ the following attack as a free action at the start of your turn.\n\n**Target:**\ - \ One nearby or far away enemy\n\n**Attack:** Wisdom + Level vs. PD; if the\ - \ target is flying, you gain a +2 bonus to the attack roll\n\n**Hit:** 2d8 +\ - \ Wisdom lightning damage\n\n**Miss:** \u2014\n\n**Any natural even roll:** \ - \ Deal thunder damage equal to your Strength OR Wisdom modifier (x2 at 5th level;\ - \ x3 at 8th) to 1d3 nearby enemies in the same group.\n\n5th level spell: 4d8\ - \ damage\n\n7th level spell: 6d8 damage\n\n9th level spell: 8d8 damage" + description: |- + Close-quarters spell; Daily + + --- + + + **Effect:** You summon a storm cloud in the air above you. Until the end of the + battle, you can make the following attack as a free action at the start of your + turn. + + **Target:** One nearby or far away enemy + + **Attack:** Wisdom + Level vs. PD; if the target is flying, you gain a +2 bonus + to the attack roll + + **Hit:** 2d8 + Wisdom lightning damage + + **Miss:** — + + **Any natural even roll:** Deal thunder damage equal to your Strength OR Wisdom + modifier (x2 at 5th level; x3 at 8th) to 1d3 nearby enemies in the same group. + + 5th level spell: 4d8 damage + + 7th level spell: 6d8 damage + + 9th level spell: 8d8 damage feats: - tier: champion description: ' On a natural odd miss, repeat the attack against a different nearby @@ -785,56 +803,53 @@ abilities: - name: Animal / Beast _type: Domain source: DATP - description: "_You worship the divine spark in every living creature._\n\nYou can\ - \ speak with animals, as per the druid\u2019s Nature Talking class feature.\n\n\ - **Invocation of Animal / Beast:** You call a beast to aid you in battle. The\ - \ beast has the stats of an animal companion, as per the ranger talent, at one\ - \ level below your class level." + description: |- + _You worship the divine spark in every living creature._ + + You can speak with animals, as per the druid’s Nature Talking class feature. + + **Invocation of Animal / Beast:** You call a beast to aid you in battle. The + beast has the stats of an animal companion, as per the ranger talent, at one + level below your class level. feats: - tier: adventurer description: ' Once per battle or scene, you have advantage on an animal-related skill check.' - tier: champion - description: " When you use the invocation, gain a spell from the druid\u2019\ - s Circle of the Fang at your class level or lower as a bonus spell." + description: |2- + When you use the invocation, gain a spell from the druid’s Circle of the Fang + at your class level or lower as a bonus spell. - tier: epic - description: ' When you cast a cleric spell for broad effect, you can add one - nearby animal companion as a bonus target.' + description: |2- + When you cast a cleric spell for broad effect, you can add one nearby animal + companion as a bonus target. - name: Poison Claw _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; At-will - + description: |- + Close-quarters spell; At-will --- - - **Target:** One enemy engaged with you, or engaged with a nearby animal companion - + **Target:** One enemy engaged with you, or engaged with a nearby animal + companion **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** 1d8 + Strength poison damage - _Natural 18+:_ 5 ongoing poison damage - **Miss:** Damage equal to your level - 3rd level spell: 3d8 damage; 10 ongoing damage - 5th level spell: 5d8 damage; 15 ongoing damage - 7th level spell: 7d8 damage; 20 ongoing damage - - 9th level spell: 10d8 damage; 25 ongoing damage' + 9th level spell: 10d8 damage; 25 ongoing damage feats: - tier: adventurer description: ' Reroll the first natural even miss with this spell in a battle.' @@ -842,82 +857,96 @@ abilities: - name: Voice of Beasts _type: Domain Spell 1 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Target:** One nearby animal - **Effect:** The animal can speak one language that you know until the end of - the scene. The conversation with the animal will still be limited by its intelligence - and general outlook on the world, although most animals are smarter than you think. - Its speech patterns will keep traces of its natural voice.' + the scene. The conversation with the animal will still be limited by its + intelligence and general outlook on the world, although most animals are smarter + than you think. Its speech patterns will keep traces of its natural voice. feats: [] usage: per-day - name: Celestial Guardian _type: Domain Spell 3 source: DATP - description: "Ranged spell; Once per battle\n\n---\n\n\n**Effect:** Summon a celestial\ - \ beast next to you. It can move to engage an enemy and make the following melee\ - \ attack.\n\n**Attack:** Wisdom + Level vs. AC\n\n**Hit:** 3d8 + Wisdom holy\ - \ damage\n\n**Miss:** \u2014\n\n_Natural even roll:_ The beast remains summoned.\ - \ On your next turn, as a quick action, you can direct it to engage and attack\ - \ again.\n\n_Natural odd roll:_ The beast vanishes after the attack.\n\n**Special:**\ - \ The beast has your AC, PD and MD, and hit points equal to 10 times the spell\ - \ level. It can make one opportunity attack between your turns.\n\n5th level spell:\ - \ 5d8 damage\n\n7th level spell: 7d8 damage\n\n9th level spell: 10d8 damage" + description: |- + Ranged spell; Once per battle + + --- + + + **Effect:** Summon a celestial beast next to you. It can move to engage an + enemy and make the following melee attack. + + **Attack:** Wisdom + Level vs. AC + + **Hit:** 3d8 + Wisdom holy damage + + **Miss:** — + + _Natural even roll:_ The beast remains summoned. On your next turn, as a quick + action, you can direct it to engage and attack again. + + _Natural odd roll:_ The beast vanishes after the attack. + + **Special:** The beast has your AC, PD and MD, and hit points equal to 10 times + the spell level. It can make one opportunity attack between your turns. + + 5th level spell: 5d8 damage + + 7th level spell: 7d8 damage + + 9th level spell: 10d8 damage feats: - tier: adventurer - description: " Increase the beast\u2019s defenses by 2." + description: ' Increase the beast’s defenses by 2.' usage: per-battle - name: Archery / Hunting _type: Domain source: DATP - description: '_With divine help, your arrows always find their target._ - + description: |- + _With divine help, your arrows always find their target._ You can use all ranged weapons without attack penalty. - - **Invocation of Archery / Hunting:** Choose a nearby enemy. The target is vulnerable - to attacks from you and all your allies until the end of the battle.' + **Invocation of Archery / Hunting:** Choose a nearby enemy. The target is + vulnerable to attacks from you and all your allies until the end of the battle. feats: - tier: adventurer - description: ' You can use a true magic item ranged weapon as an implement for - your cleric spells.' + description: |2- + You can use a true magic item ranged weapon as an implement for your cleric + spells. - tier: champion - description: ' If you kill the target with a critical hit, you immediately regain - this invocation.' + description: |2- + If you kill the target with a critical hit, you immediately regain this + invocation. - tier: epic - description: ' If the escalation die is 4+, increase the critical threat range - bonus from the vulnerability to +4.' + description: |2- + If the escalation die is 4+, increase the critical threat range bonus from the + vulnerability to +4. - name: Exalted Shot _type: Domain Spell 1 source: DATP - description: 'Ranged attack; At-will - + description: |- + Ranged attack; At-will --- - **Target:** One nearby or far away enemy - **Attack:** Dexterity OR Wisdom + Level vs. AC - **Hit:** (ranged) WEAPON + Dexterity + Wisdom holy damage - _Natural 20:_ The target is hampered until the end of your next turn. - - **Miss:** Damage equal to your level' + **Miss:** Damage equal to your level feats: - tier: adventurer description: ' Reroll the first natural even miss with this spell in a battle.' @@ -925,45 +954,63 @@ abilities: - name: Blessing of the Hunt _type: Domain Spell 1 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Target:** You, and one nearby ally per point of Wisdom modifier - **Effect:** For one hour per spell level, reduce the difficulty of all skill - checks the targets make to track creatures and move unnoticed by one step (-5).Adventurer - Feat: When casting the spell, you get a general sense of where game can be found - nearby.' + checks the targets make to track creatures and move unnoticed by one step + (-5).Adventurer Feat: When casting the spell, you get a general sense of where + game can be found nearby. feats: [] usage: per-day - name: Holy Arrow _type: Domain Spell 1 source: DATP - description: "Ranged attack; Daily\n\n---\n\n\n**Target:** One nearby or far away\ - \ enemy\n\n**Attack:** Dexterity OR Wisdom + Level vs. AC\_\n\n**Special:** \ - \ Against undead and demons, you have advantage on the attack roll.\n\n**Hit:**\ - \ WEAPON + Dexterity + Wisdom holy damage. If the target is undead or a demon,\ - \ deal 5 ongoing holy damage and the target is weakened (save ends both).\n\n\ - **Miss:** Half damage\n\n3rd level spell: 10 ongoing holy damage\n\n5th level\ - \ spell: 15 ongoing holy damage\n\n7th level spell: 25 ongoing holy damage\n\n\ - 9th level spell: 40 ongoing holy damage" + description: |- + Ranged attack; Daily + + --- + + + **Target:** One nearby or far away enemy + + **Attack:** Dexterity OR Wisdom + Level vs. AC  + + **Special:** Against undead and demons, you have advantage on the attack roll. + + **Hit:** WEAPON + Dexterity + Wisdom holy damage. If the target is undead or a + demon, deal 5 ongoing holy damage and the target is weakened (save ends both). + + **Miss:** Half damage + + 3rd level spell: 10 ongoing holy damage + + 5th level spell: 15 ongoing holy damage + + 7th level spell: 25 ongoing holy damage + + 9th level spell: 40 ongoing holy damage feats: [] usage: per-day - name: Chaos / Disorder / Rebellion _type: Domain source: DATP - description: "_Like children rebelling against their parents, gods rebel against\ - \ the divine order._\n\nWhen you save against an effect, and the save is a natural\ - \ odd success, transfer the effect to a random nearby enemy.\n\n**Invocation of\ - \ Chaos / Disorder / Rebellion:** Roll on the chaos mage\u2019s High Weirdness\ - \ table (13TW p. 18). At the end of your turn, use the chaos mage spell selection\ - \ method to gain a chaos mage at-will or once-per-battle spell as a bonus spell.\ - \ You can use the spell once this battle." + description: |- + _Like children rebelling against their parents, gods rebel against the divine + order._ + + When you save against an effect, and the save is a natural odd success, transfer + the effect to a random nearby enemy. + + **Invocation of Chaos / Disorder / Rebellion:** Roll on the chaos mage’s High + Weirdness table (13TW p. 18). At the end of your turn, use the chaos mage spell + selection method to gain a chaos mage at-will or once-per-battle spell as a + bonus spell. You can use the spell once this battle. feats: - tier: champion description: ' Once per battle, transfer an effect on any natural odd save.' @@ -972,10 +1019,18 @@ abilities: - name: Chaos Hammer _type: Domain Spell 1 source: DATP - description: "Melee attack; At-will\n\n---\n\n\n**Attack:** Strength OR Wisdom\ - \ + Level vs. AC\n\n**Hit:** WEAPON + Strength damage. Roll a d6 on the chaos\ - \ mage\u2019s attack warp table to determine the additional effect.\n\n**Miss:**\ - \ Damage equal to your level." + description: |- + Melee attack; At-will + + --- + + + **Attack:** Strength OR Wisdom + Level vs. AC + + **Hit:** WEAPON + Strength damage. Roll a d6 on the chaos mage’s attack warp + table to determine the additional effect. + + **Miss:** Damage equal to your level. feats: - tier: adventurer description: ' On a natural even miss, roll on the defense warp table.' @@ -983,24 +1038,20 @@ abilities: - name: Haywire _type: Domain Spell 1 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Target:** One nearby enemy - **Attack:** Wisdom + Level vs. PD - **Hit:** When the target makes an attack, determine the target of the attack randomly among all creatures within range (save ends). - - **Miss:** The spell is not expended.' + **Miss:** The spell is not expended. feats: - tier: adventurer description: ' If the randomly determined target is an ally, the attack is at @@ -1009,12 +1060,22 @@ abilities: - name: Incite Rebellion _type: Domain Spell 3 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Target:** 1d3 nearby enemies. This\ - \ spell can only target creatures that are under someone else\u2019s control.\_\ - \_\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** The target shakes free from\ - \ whatever or whoever controlled it. It is now free to act as it pleases, which\ - \ usually means fleeing from the battlefield to a nearby safe location.\n\n**Miss:**\ - \ The target is dazed until the end of your next turn." + description: |- + Ranged spell; Daily + + --- + + + **Target:** 1d3 nearby enemies. This spell can only target creatures that are + under someone else’s control.   + + **Attack:** Wisdom + Level vs. MD + + **Hit:** The target shakes free from whatever or whoever controlled it. It is + now free to act as it pleases, which usually means fleeing from the battlefield + to a nearby safe location. + + **Miss:** The target is dazed until the end of your next turn. feats: - tier: adventurer description: ' When targeting mooks, count a group of them as a single target.' @@ -1022,73 +1083,76 @@ abilities: - name: Darkness / Night _type: Domain source: DATP - description: "_And have you felt your neck skin crawl when you\u2019re searching\ - \ for the light?_\n\nGain a spell from the sorcerer\u2019s Umbral Bloodline of\ - \ up to your level as a bonus spell. You can replace Charisma with Wisdom in the\ - \ spell description.\n\n**Invocation of Darkness / Night:** Give yourself and\ - \ all nearby allies advantage on the next skill check to be stealthy until the\ - \ end of the battle or scene." + description: |- + _And have you felt your neck skin crawl when you’re searching for the light?_ + + Gain a spell from the sorcerer’s Umbral Bloodline of up to your level as a bonus + spell. You can replace Charisma with Wisdom in the spell description. + + **Invocation of Darkness / Night:** Give yourself and all nearby allies + advantage on the next skill check to be stealthy until the end of the battle or + scene. feats: - tier: adventurer - description: ' You have advantage on skill checks to notice things in dimly lit - and dark conditions.' + description: |2- + You have advantage on skill checks to notice things in dimly lit and dark + conditions. - tier: epic description: ' When you cast a daily cleric spell at night, the spell becomes Recharge 16+.' - tier: champion - description: ' Invocation of Darkness gives you and all nearby allies advantage - on your initiative roll if you use it to sneak up on an enemy.' + description: |2- + Invocation of Darkness gives you and all nearby allies advantage on your + initiative roll if you use it to sneak up on an enemy. - name: Embrace of the Night _type: Domain Spell 1 source: DATP - description: 'Ranged spell; At-will - + description: |- + Ranged spell; At-will --- - **Target:** Two nearby enemies in a group - **Attack:** Wisdom + Level vs. PD - **Natural Even Hit:** 1d6 + Wisdom cold damage, and one ally engaged with the target can pop free from it. - **Natural Odd Hit:** Wisdom cold damage, and the target is stuck until the end of your next turn. - **Miss:** One ally engaged with the target can pop free from it. - 3rd level spell: 2d6 damage on even hit - 5th level spell: 3d6 damage on even hit - 7th level spell: 5d6 damage on even hit - - 9th level spell: 8d6 damage on even hit' + 9th level spell: 8d6 damage on even hit feats: - tier: adventurer - description: ' On a natural odd hit, the target also takes a -2 penalty to attack - rolls until the end of your next turn.' + description: |2- + On a natural odd hit, the target also takes a -2 penalty to attack rolls until + the end of your next turn. usage: at-will - name: Darkness _type: Domain Spell 1 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Effect:** You create a stationary\ - \ zone of darkness that lasts for 5 minutes or until the end of the battle. Creatures\ - \ can move in and out of the zone as a move action. While a creature is in the\ - \ zone, it has disadvantage on all attacks against enemies it is not engaged with.\ - \ You are immune to the effect, and so are creatures that are adapted to darkness\ - \ (cats, drow) or that don\u2019t rely on sight (bats, purple worms)." + description: |- + Ranged spell; Daily + + --- + + + **Effect:** You create a stationary zone of darkness that lasts for 5 minutes + or until the end of the battle. Creatures can move in and out of the zone as a + move action. While a creature is in the zone, it has disadvantage on all attacks + against enemies it is not engaged with. You are immune to the effect, and so are + creatures that are adapted to darkness (cats, drow) or that don’t rely on sight + (bats, purple worms). feats: - tier: adventurer description: ' Your allies are immune to the effect.' @@ -1096,19 +1160,17 @@ abilities: - name: Meld into the Shadows _type: Domain Spell 3 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Target:** You - **Effect:** Until the end of the scene, you are invisible as long as you stay in a dimly lit or dark area. The effect ends if you step into the light or make - an attack.' + an attack. feats: - tier: adventurer description: ' You can target one ally per Wisdom modifier point with this spell.' @@ -1116,56 +1178,56 @@ abilities: - name: Disappear into the Night _type: Domain Spell 7 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Special:** You can cast this spell only once per level. - **Target:** You and all nearby allies - **Effect:** Flee from the current battle. Your party does not suffer a campaign - loss, but everyone loses their current 5 and 6 on icon relationship dice.' + loss, but everyone loses their current 5 and 6 on icon relationship dice. feats: [] usage: per-day - name: Doom / Destruction _type: Domain source: DATP - description: "_Come in like a divine wrecking ball._\n\nGain a spell from the terrain\ - \ druid\u2019s Ruins terrain at your class level or lower as a bonus spell.\n\n\ - **Invocation of Doom / Destruction:** Choose a nearby enemy. Until the end of\ - \ the battle, attacks against the target gain a bonus to their critical threat\ - \ range equal to the escalation die." + description: |- + _Come in like a divine wrecking ball._ + + Gain a spell from the terrain druid’s Ruins terrain at your class level or lower + as a bonus spell. + + **Invocation of Doom / Destruction:** Choose a nearby enemy. Until the end of + the battle, attacks against the target gain a bonus to their critical threat + range equal to the escalation die. feats: - tier: adventurer - description: ' Basic attacks against the target deal half damage on a miss instead - of their normal damage.' + description: |2- + Basic attacks against the target deal half damage on a miss instead of their + normal damage. - tier: champion - description: ' Once per battle, you can use this invocation for free. If you do - so, you cannot cast healing spells until the end of the battle.' + description: |2- + Once per battle, you can use this invocation for free. If you do so, you cannot + cast healing spells until the end of the battle. - name: Doomhammer _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength OR Wisdom + Level vs. AC + **Hit:** WEAPON + Strength holy damage. The damage dice of this spell are + exploding dice. - **Hit:** WEAPON + Strength holy damage. The damage dice of this spell are exploding - dice. - - - **Miss:** Damage equal to your Strength + Level' + **Miss:** Damage equal to your Strength + Level feats: - tier: champion description: ' This spell deals triple damage on a critical hit.' @@ -1173,13 +1235,24 @@ abilities: - name: Doom _type: Domain Spell 1 source: DATP - description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Special:**\ - \ You can cast this spell for power or for broad effect.\n\n**Target:** When\ - \ cast for power, target one nearby enemy; when cast for broad effect, 3 nearby\ - \ enemies\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** The target has disadvantage\ - \ on attack rolls and saves (except against this spell). When cast for broad effect,\ - \ the spell lasts until the end of the target\u2019s next turn. When cast for\ - \ power, it is \u201Csave ends\u201D.\n\n**Miss:** \u2014" + description: |- + Close-quarters spell; Daily; Quick action + + --- + + + **Special:** You can cast this spell for power or for broad effect. + + **Target:** When cast for power, target one nearby enemy; when cast for broad + effect, 3 nearby enemies + + **Attack:** Wisdom + Level vs. MD + + **Hit:** The target has disadvantage on attack rolls and saves (except against + this spell). When cast for broad effect, the spell lasts until the end of the + target’s next turn. When cast for power, it is “save ends”. + + **Miss:** — feats: - tier: adventurer description: ' This spell is now Recharge 16+ after battle.' @@ -1187,37 +1260,29 @@ abilities: - name: Touch of Despair _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Target:** One enemy you are engaged with - **Attack:** Wisdom + Level vs. MD - - **Hit:** 10 ongoing psychic damage. If the target makes an attack while it takes - ongoing damage from this spell, it takes additional psychic damage equal to your - Wisdom modifier (x2 at 5th level; x3 at 8th). - + **Hit:** 10 ongoing psychic damage. If the target makes an attack while it + takes ongoing damage from this spell, it takes additional psychic damage equal + to your Wisdom modifier (x2 at 5th level; x3 at 8th). **Miss:** The spell is not expended. - 3rd level spell: 20 ongoing damage - 5th level spell: 30 ongoing damage - 7th level spell: 50 ongoing damage - - 9th level spell: 80 ongoing damage' + 9th level spell: 80 ongoing damage feats: - tier: champion description: ' Deal psychic damage equal to twice your level on a miss.' @@ -1225,117 +1290,124 @@ abilities: - name: Dragon _type: Domain source: DATP - description: "_Dragon worship started with the first humanoid begging not to be\ - \ eaten._\n\nGain a spell from the sorcerer\u2019s Draconic bloodline of up to\ - \ your class level as a bonus spell. You can replace Charisma with Wisdom in the\ - \ spell description.\n\n**Invocation of Dragons:** Gain a dragon aspect until\ - \ the end of the battle or scene. Roll 1d6:\n\n1. Claws and Teeth: You can make\ - \ unarmed attacks at no penalty, with a d8 damage die.\n2. Wings: You can fly\ - \ to a nearby location as a move action, but you can\u2019t stay airborne.\n3.\ - \ Tail: You can make a melee basic attack as a quick action once per round with\ - \ a d4 damage die.\n4. Resistance: Choose fire, cold, acid, poison or lightning,\ - \ and gain _resist that element_ 16+.\n5. Scales: Gain a +2 bonus to AC and PD.\n\ - 6. Choose one of the above.\n" + description: | + _Dragon worship started with the first humanoid begging not to be eaten._ + + Gain a spell from the sorcerer’s Draconic bloodline of up to your class level as + a bonus spell. You can replace Charisma with Wisdom in the spell description. + + **Invocation of Dragons:** Gain a dragon aspect until the end of the battle or + scene. Roll 1d6: + + 1. Claws and Teeth: You can make unarmed attacks at no penalty, with a d8 damage + die. + 2. Wings: You can fly to a nearby location as a move action, but you can’t stay + airborne. + 3. Tail: You can make a melee basic attack as a quick action once per round with + a d4 damage die. + 4. Resistance: Choose fire, cold, acid, poison or lightning, and gain _resist + that element_ 16+. + 5. Scales: Gain a +2 bonus to AC and PD. + 6. Choose one of the above. feats: - tier: adventurer - description: ' You have advantage on skill checks pertaining to dragons, and you - learn Draconic as a bonus language.' + description: |2- + You have advantage on skill checks pertaining to dragons, and you learn + Draconic as a bonus language. - tier: epic - description: " While in (or near) a dragon lair, your divine daily spells are\ - \ \u201CRecharge 18+ after battle\u201D." + description: |2- + While in (or near) a dragon lair, your divine daily spells are “Recharge 18+ + after battle”. - tier: champion description: ' Roll twice and gain both aspects (reroll duplicates).' - tier: epic - description: ' You can now fly and hover between turns with the wings, but you - are vulnerable to attacks and take a -2 penalty to attack rolls while airborne.' + description: |2- + You can now fly and hover between turns with the wings, but you are vulnerable + to attacks and take a -2 penalty to attack rolls while airborne. - name: Divine Odem _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; At-will - + description: |- + Close-quarters spell; At-will --- - **Target:** One nearby enemy - **Attack:** Wisdom + Level vs. PD - **Hit:** 1d8 + Wisdom holy OR fire damage - _Natural even hit:_ Deal damage equal to your Wisdom modifier (x2 at 5th level, x3 at 8th) to a different nearby enemy. - **Miss:** Damage equal to your level - 3rd level spell: 3d8 damage - 5th level spell: 5d8 damage - 7th level spell: 7d8 damage - - 9th level spell: 10d8 damage' + 9th level spell: 10d8 damage feats: - tier: adventurer - description: ' If the escalation die is 3+, on a natural even hit, deal half damage - to the second target instead.' + description: |2- + If the escalation die is 3+, on a natural even hit, deal half damage to the + second target instead. usage: at-will - name: Sense Dragons _type: Domain Spell 1 source: DATP - description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** You sense how\ - \ many dragons are within roughly a mile area, and the direction they are in.\n\ - \n3rd level spell: You sense whether they are chromatic or metallic dragons (or\ - \ something completely different).\n\n5th level spell: You sense the dragon\u2019\ - s color.\n\n7th level spell: You sense the dragon\u2019s age." + description: |- + Close-quarters spell; Daily + + --- + + + **Effect:** You sense how many dragons are within roughly a mile area, and the + direction they are in. + + 3rd level spell: You sense whether they are chromatic or metallic dragons (or + something completely different). + + 5th level spell: You sense the dragon’s color. + + 7th level spell: You sense the dragon’s age. feats: [] usage: per-day - name: Summon Dragon _type: Domain Spell 3 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Special:** You can cast this spell only once per level. - **Effect:** If your cult worships metallic dragons, you summon a medium brass dragon (13TW p. 184, 31 hp) or a medium bronze dragon (13TW p. 184, 50 hp). If you worship chromatic dragons, you summon a medium white dragon (CB p. 218, 38 hp) or a medium black dragon (CB p. 218, 42 hp). The dragon is a divine emissary - coming to your help. If it considers the fight a worthy cause, and if it is given - the proper respect, it will fight for you until the end of the battle, or until - it drops to 0 hp. You control it according to the summoning rules on page XX, - except the dragon is free to ignore your orders or leave the battle whenever it - desires. - + coming to your help. If it considers the fight a worthy cause, and if it is + given the proper respect, it will fight for you until the end of the battle, or + until it drops to 0 hp. You control it according to the summoning rules on page + XX, except the dragon is free to ignore your orders or leave the battle whenever + it desires. As you cast the spell at higher levels, you can summon the following dragons: + 5th level spell: Medium copper dragon (13TW p. 184, 44 hp) or medium green + dragon (CB p. 219, 60 hp) - 5th level spell: Medium copper dragon (13TW p. 184, 44 hp) or medium green dragon - (CB p. 219, 60 hp) - - - 7th level spell: Medium silver dragon (13TW p. 185, 90 hp) or a medium blue dragon - (CB p. 219, 76 hp) - + 7th level spell: Medium silver dragon (13TW p. 185, 90 hp) or a medium blue + dragon (CB p. 219, 76 hp) 9th level spell: Medium gold dragon (13TW p. 186, 85 hp) or a medium red dragon - (CB p. 219, 90 hp)' + (CB p. 219, 90 hp) feats: - tier: epic description: ' Summon a large dragon of any color instead.' @@ -1343,17 +1415,21 @@ abilities: - name: Earth / Mountain _type: Domain source: DATP - description: "_How can you look at a majestic peak and not see the divine that resides\ - \ there?_\n\nGain a spell from the terrain druid\u2019s Cave or Mountain terrain\ - \ at your class level or lower as a bonus spell.\n\n**Invocation of Earth / Mountain:**\ - \ Until the end of the battle, all nearby enemies take a -2 penalties to disengage\ - \ checks. Airborne enemies must succeed at a save at the start of their turn,\ - \ or they are pulled towards the ground and can\u2019t use their flight ability\ - \ until the start of their next turn." + description: |- + _How can you look at a majestic peak and not see the divine that resides there?_ + + Gain a spell from the terrain druid’s Cave or Mountain terrain at your class + level or lower as a bonus spell. + + **Invocation of Earth / Mountain:** Until the end of the battle, all nearby + enemies take a -2 penalties to disengage checks. Airborne enemies must succeed + at a save at the start of their turn, or they are pulled towards the ground and + can’t use their flight ability until the start of their next turn. feats: - tier: adventurer - description: ' Whenever you let an ally use a recovery to heal, that ally also - gains _resist all_ 14+ until the end of your next turn.' + description: |2- + Whenever you let an ally use a recovery to heal, that ally also gains _resist + all_ 14+ until the end of your next turn. - tier: champion description: ' Both you and the ally gain the resistance.' - tier: epic @@ -1361,39 +1437,30 @@ abilities: - name: Earthen Hail _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** WEAPON + Strength damage - _Natural Even hit:_ Deal 1d4 damage to a different nearby enemy. - _Natural Odd Hit:_ You grant a nearby ally a +2 bonus to AC and PD until the end of your next turn. - **Miss:** Damage equal to your level - 3rd level spell: 1d8 damage on natural even hit - 5th level spell: 2d6 damage on natural even hit - 7th level spell: 2d10 damage on natural even hit - - 9th level spell: 3d8 damage on natural even hit' + 9th level spell: 3d8 damage on natural even hit feats: - tier: adventurer description: ' You also grant the AC/PD bonus on a natural odd miss.' @@ -1401,35 +1468,31 @@ abilities: - name: Return to Dust _type: Domain Spell 1 source: DATP - description: 'Ranged spell; At-will; Quick action - + description: |- + Ranged spell; At-will; Quick action --- - **Target:** A nearby corpse - **Effect:** You turn the corpse into soil. This prevents necromantic magic from - being used on the body.' + being used on the body. feats: [] usage: at-will - name: Rock Shield _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; Daily; Interrupt action - + description: |- + Close-quarters spell; Daily; Interrupt action --- - **Trigger:** You are targeted by an attack against your AC or PD. - **Effect:** Take half damage from the attack. Ignore any non-damage effects of - the attack.' + the attack. feats: - tier: adventurer description: ' If the attack has more than one target, all targets are protected @@ -1438,37 +1501,29 @@ abilities: - name: Tremors _type: Domain Spell 3 source: DATP - description: 'Ranged Spell; Once per battle - + description: |- + Ranged Spell; Once per battle --- - **Target:** 1d3 nearby enemies - **Attack:** Wisdom + Level vs. PD - **Hit:** 4d6 + Wisdom damage - _Natural even hit:_ The target is knocked prone (melee attacks have advantage against it until it takes a move action to stand up) and all allies engaged with the target can pop free from it. - **Miss:** Half damage - 5th level spell: 6d6 damage - 7th level spell: 9d6 damage - - 9th level spell: 12d6 damage' + 9th level spell: 12d6 damage feats: - tier: champion description: ' You can target 1d4 nearby enemies.' @@ -1478,58 +1533,89 @@ abilities: - name: Evil / Egoism _type: Domain source: DATP - description: '_Worship someone who is worth it. Worship yourself._ - + description: |- + _Worship someone who is worth it. Worship yourself._ You can target yourself with spells you cast for power, and any other spell that can normally be cast on allies only. You can also target allies with enemy-only spells and enemies with ally-only spells. - When you cast a daily cleric spell on yourself and no other targets, it becomes recharge 18+ after battle. - **Invocation of Egoism / Evil:** This battle, when you would spend a recovery, - you can force a nearby creature to make a hard save (16+). On a success, you spend - the recovery normally. On a failure, your recovery is free and the target loses - a recovery. If it is not a PC or NPC that has recoveries, it takes twice your - level in negative energy damage instead.' + you can force a nearby creature to make a hard save (16+). On a success, you + spend the recovery normally. On a failure, your recovery is free and the target + loses a recovery. If it is not a PC or NPC that has recoveries, it takes twice + your level in negative energy damage instead. feats: - tier: champion description: ' The spell is now recharge 16+ after battle.' - tier: adventurer - description: ' This battle, when you would roll a death save, you can force a - nearby creature to roll a hard save (16+) instead. If the target succeeds, your - death save fails. If the target fails, your death save succeeds and the target - failed a death save for this battle. If it is not a PC or NPC that rolls death - saves, it takes twice your level in negative energy damage instead.' + description: |2- + This battle, when you would roll a death save, you can force a nearby creature + to roll a hard save (16+) instead. If the target succeeds, your death save + fails. If the target fails, your death save succeeds and the target failed a + death save for this battle. If it is not a PC or NPC that rolls death saves, it + takes twice your level in negative energy damage instead. - name: Festering Evil _type: Domain Spell 1 source: DATP - description: "Ranged attack; At-will\n\n---\n\n\n**Attack:** Wisdom + Level vs.\ - \ the lower of the target\u2019s PD or MD\n\n**Hit:** 1d8 + Wisdom damage. If\ - \ you attack PD, deal poison damage. If you attack MD, deal psychic damage. Until\ - \ the end of your next turn, the target can\u2019t be healed, it can\u2019t benefit\ - \ from any positive effects granted by its allies, and it can\u2019t grant any\ - \ positive effects to its allies.\n\n**Miss:** Damage equal to your level\n\n\ - 3rd level spell: 3d8 damage\n\n5th level spell: 5d8 damage\n\n7th level spell:\ - \ 7d8 damage\n\n9th level spell: 10d8 damage" + description: |- + Ranged attack; At-will + + --- + + + **Attack:** Wisdom + Level vs. the lower of the target’s PD or MD + + **Hit:** 1d8 + Wisdom damage. If you attack PD, deal poison damage. If you + attack MD, deal psychic damage. Until the end of your next turn, the target + can’t be healed, it can’t benefit from any positive effects granted by its + allies, and it can’t grant any positive effects to its allies. + + **Miss:** Damage equal to your level + + 3rd level spell: 3d8 damage + + 5th level spell: 5d8 damage + + 7th level spell: 7d8 damage + + 9th level spell: 10d8 damage feats: - tier: adventurer - description: ' If you miss a target you have hit with this spell at least once - this battle, deal half damage.' + description: |2- + If you miss a target you have hit with this spell at least once this battle, + deal half damage. usage: at-will - name: Blasphemy _type: Domain Spell 1 source: DATP - description: "Ranged spell; Once per battle\n\n---\n\n\n**Target:** The nearby\ - \ enemy with the fewest hit points\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:**\ - \ 4d6 + Wisdom psychic damage, and the target is dazed until the end of your\ - \ next turn.\n\n**Miss:** \u2014\n\n_Natural even miss:_ The target is dazed\ - \ until the end of your next turn.\n\n3rd level spell: 7d6 damage\n\n5th level\ - \ spell: 7d10 damage\n\n7th level spell: 10d12 damage\n\n9th level spell: 2d8\ - \ x 10 damage" + description: |- + Ranged spell; Once per battle + + --- + + + **Target:** The nearby enemy with the fewest hit points + + **Attack:** Wisdom + Level vs. MD + + **Hit:** 4d6 + Wisdom psychic damage, and the target is dazed until the end of + your next turn. + + **Miss:** — + + _Natural even miss:_ The target is dazed until the end of your next turn. + + 3rd level spell: 7d6 damage + + 5th level spell: 7d10 damage + + 7th level spell: 10d12 damage + + 9th level spell: 2d8 x 10 damage feats: - tier: adventurer description: ' Hit or miss, deal damage equal to your level to all enemies engaged @@ -1540,53 +1626,48 @@ abilities: - name: Egomania _type: Domain Spell 3 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Target:** You - **Effect:** Until the end of the battle, whenever a positive effect targets an - ally, that ally can choose to have it target you instead, and whenever a negative - effect targets you, an ally can choose to have it target them instead. Whenever - an ally agrees to this, you grant them a +1 bonus to their next attack roll (which - stacks).' + ally, that ally can choose to have it target you instead, and whenever a + negative effect targets you, an ally can choose to have it target them instead. + Whenever an ally agrees to this, you grant them a +1 bonus to their next attack + roll (which stacks). feats: [] usage: per-day - name: Rise above the Peons _type: Domain Spell 9 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Target:** You - **Effect:** Until the end of the battle, you can fly, you take half damage from - enemy attacks, and you have your own escalation die, which is always 6.' + enemy attacks, and you have your own escalation die, which is always 6. feats: [] usage: per-day - name: Farming / Harvest _type: Domain source: DATP - description: '_Fertility gods throw the best parties._ - - - During a quick rest, you can enchant food, such as berries, to allow you and every - ally to reroll 1 on recovery rolls they spend during that rest. + description: |- + _Fertility gods throw the best parties._ + During a quick rest, you can enchant food, such as berries, to allow you and + every ally to reroll 1 on recovery rolls they spend during that rest. - **Invocation of Farming / Harvest:** Summon a feast that feeds up to five people - per level. The feast gives everyone a +1 bonus to savessaving throws and _resist - poison_ 12+ until the end of the next battle.' + **Invocation of Farming / Harvest:** Summon a feast that feeds up to five + people per level. The feast gives everyone a +1 bonus to savessaving throws and + _resist poison_ 12+ until the end of the next battle. feats: - tier: adventurer description: ' Reroll 1 and 2.' @@ -1597,21 +1678,18 @@ abilities: - name: Cut the Weeds _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** WEAPON + Strength damage. Deal damage equal to your Strength modifier to all other enemies engaged with you. - - **Miss:** Damage equal to your level.' + **Miss:** Damage equal to your level. feats: - tier: adventurer description: ' You gain a +2 bonus to attack against mooks.' @@ -1619,24 +1697,21 @@ abilities: - name: Protect the Harvest _type: Domain Spell 1 source: DATP - description: '_A divine blessing meant to protect the fields, that also proves its - value when surrounded by zombies._ - + description: |- + _A divine blessing meant to protect the fields, that also proves its value when + surrounded by zombies._ Ranged spell; Daily - --- - **Target:** The nearby area - **Effect:** Until the end of the battle or scene, non-humanoid creatures must succeed at a save to enter the target area. After they succeed at one save, they - are no longer affected by the spell. Creatures already in the area have disadvantage - to all attacks until they leave the area or succeed at a save.' + are no longer affected by the spell. Creatures already in the area have + disadvantage to all attacks until they leave the area or succeed at a save. feats: - tier: adventurer description: ' Add your Wisdom modifier to the difficulty of the save.' @@ -1644,10 +1719,17 @@ abilities: - name: Reap What You Sow _type: Domain Spell 1 source: DATP - description: "Close-quarters spell; Once per battle; Interrupt action\n\n---\n\n\ - \n**Trigger:** You take damage from an enemy\u2019s attack.\n\n**Effect:** Gain\ - \ advantage on your next attack roll against the target. If your attack is a hit,\ - \ deal extra damage equal to half the damage you took from the attack." + description: |- + Close-quarters spell; Once per battle; Interrupt action + + --- + + + **Trigger:** You take damage from an enemy’s attack. + + **Effect:** Gain advantage on your next attack roll against the target. If your + attack is a hit, deal extra damage equal to half the damage you took from the + attack. feats: - tier: adventurer description: ' You can cast this spell on an ally who was attacked.' @@ -1655,50 +1737,45 @@ abilities: - name: Fire / Volcano _type: Domain source: DATP - description: '_Gods of fire range from benevolent protectors of the hearth to raging - forces of nature that blow up mountains._ - + description: |- + _Gods of fire range from benevolent protectors of the hearth to raging forces of + nature that blow up mountains._ Gain a spell from a different class at your level or lower as a bonus spell. The spell must deal fire damage, or have fire, flame or burn in the name. You can replace the ability score used for attack and damage with Wisdom. - Whenever a spell deals holy damage, you can change that damage to fire damage instead. - - **Invocation of Fire / Volcano:** Until the end of the battle or scene, increase - all damage dice of attacks that deal fire damage by one step.' + **Invocation of Fire / Volcano:** Until the end of the battle or scene, + increase all damage dice of attacks that deal fire damage by one step. feats: - tier: adventurer description: ' Gain _resist fire_ 16+.' - tier: champion description: ' Enemies are vulnerable to your spells that deal fire damage.' - tier: epic - description: " When you reduce an enemy to zero hp or below with fire damage,\ - \ you can teleport to that enemy\u2019s location as a free action." + description: |2- + When you reduce an enemy to zero hp or below with fire damage, you can teleport + to that enemy’s location as a free action. - name: Burning Brand _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** WEAPON + Strength damage - _Natural even hit:_ Ongoing fire damage equal to your Wisdom modifier (x2 at 5th level, x3 at 8th). - - **Miss:** Damage equal to your level' + **Miss:** Damage equal to your level feats: - tier: adventurer description: ' Add your level to the ongoing damage.' @@ -1706,87 +1783,69 @@ abilities: - name: Penance by Fire _type: Domain Spell 3 source: DATP - description: 'Ranged attack; Once per battle - + description: |- + Ranged attack; Once per battle --- - **Target:** One nearby enemy - **Attack:** Wisdom + Level vs. MD - **Hit:** 1d4 x 10 + Wisdom fire damage and the target is vulnerable to attacks - until the end of your next turn. The target can choose to pray fervently for absolution. - It takes no damage and avoids the vulnerability, but loses its next standard action. - + until the end of your next turn. The target can choose to pray fervently for + absolution. It takes no damage and avoids the vulnerability, but loses its next + standard action. **Miss:** Half damage (unless the target prays for absolution) - 5th level spell: 1d6 x 10 damage - 7th level spell: 2d4 x 10 damage - - 9th level spell: 2d8 x 10 damage' + 9th level spell: 2d8 x 10 damage feats: - tier: champion - description: ' If the target has dealt damage to you during the battle, deal extra - damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th), and even - if the target prays for absolution, it takes half damage on a hit.' + description: |2- + If the target has dealt damage to you during the battle, deal extra damage + equal to your Charisma modifier (x2 at 5th level; x3 at 8th), and even if the + target prays for absolution, it takes half damage on a hit. usage: per-battle - name: Flame Strike _type: Domain Spell 5 source: DATP - description: 'Ranged Spell; Daily - + description: |- + Ranged Spell; Daily --- - **Special:** You can cast this spell for power or for broad effect. - _Cast for power:_ - **Target:** One nearby enemy - **Attack:** Wisdom + Level vs. PD - **Hit:** 8d8 + Wisdom fire damage - **Miss:** Half damage - _Cast for broad effect:_ - **Target:** Three nearby enemies - **Attack:** Wisdom + Level vs. PD - **Hit:** 4d8 + Wisdom fire damage - **Miss:** Half damage - 7th level spell: 2d6 x 10 / 1d6 x 10 damage - - 9th level spell: 3d6 x 10 / 1d10 x 10 damage' + 9th level spell: 3d6 x 10 / 1d10 x 10 damage feats: - tier: champion description: ' Targets that are vulnerable to holy damage are also vulnerable @@ -1795,58 +1854,63 @@ abilities: - name: Freedom / Travel _type: Domain source: DATP - description: "_Freedom is the most precious gift once your belly is filled._\n\n\ - You are immune to the stuck and hampered conditions.\n\n**Invocation of Freedom\ - \ / Travel:** You and all nearby allies can make a save against all \u201Csave\ - \ ends\u201D conditions." + description: |- + _Freedom is the most precious gift once your belly is filled._ + + You are immune to the stuck and hampered conditions. + + **Invocation of Freedom / Travel:** You and all nearby allies can make a save + against all “save ends” conditions. feats: - tier: adventurer description: ' Nearby allies gain a +1 bonus to saves against these conditions.' - tier: champion - description: " The targets can even save against conditions that don\u2019t normally\ - \ allow a save, such as \u201Cend of your next turn\u201D effects." + description: |2- + The targets can even save against conditions that don’t normally allow a save, + such as “end of your next turn” effects. - tier: epic description: ' You can use this invocation twice per day.' - name: Freedom Bells _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; At-will - + description: |- + Close-quarters spell; At-will --- - **Attack:** Wisdom + Level vs. MD - **Hit:** 1d8 + Wisdom damage. All allies engaged with the target can pop free. - **Miss:** Damage equal to your level - 3rd level spell: 3d8 damage - 5th level spell: 5d8 damage - 7th level spell: 7d8 damage - - 9th level spell: 10d8 damage' + 9th level spell: 10d8 damage feats: - tier: adventurer - description: ' If the target of the spell is under mind control or a similar effect, - you can choose to deal half damage to it and allow it to save against the effect.' + description: |2- + If the target of the spell is under mind control or a similar effect, you can + choose to deal half damage to it and allow it to save against the effect. usage: at-will - name: Blessed Journey _type: Domain Spell 1 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Target:** You and one nearby ally\ - \ per Wisdom modifier\n\n**Effect:** Double the target\u2019s overland speed\ - \ for a day as they travel without tiring." + description: |- + Ranged spell; Daily + + --- + + + **Target:** You and one nearby ally per Wisdom modifier + + **Effect:** Double the target’s overland speed for a day as they travel without + tiring. feats: - tier: adventurer description: ' You can bless vehicles, such as carts and ships, with this spell.' @@ -1854,24 +1918,21 @@ abilities: - name: Freedom of Movement _type: Domain Spell 3 source: DATP - description: 'Ranged Spell; Daily; Quick action - + description: |- + Ranged Spell; Daily; Quick action --- - **Effect:** You can cast this spell for power or for broad effect. + _Cast for power:_ You or a nearby ally ends all effects that hinder their + movement, including penalties to disengage checks, the stuck and hampered + conditions, and getting grabbed by enemies. The target is immune to these + effects until the end of the battle. - _Cast for power:_ You or a nearby ally ends all effects that hinder their movement, - including penalties to disengage checks, the stuck and hampered conditions, and - getting grabbed by enemies. The target is immune to these effects until the end - of the battle. - - - _Cast for broad effect:_ As above, but target three allies (you can include yourself), - but no ongoing immunity.' + _Cast for broad effect:_ As above, but target three allies (you can include + yourself), but no ongoing immunity. feats: - tier: champion description: ' The spell is now Recharge 11+ after battle.' @@ -1879,15 +1940,14 @@ abilities: - name: Traveller's Footsteps _type: Domain Spell 5 source: DATP - description: 'Close-quarters spell; Daily; Quick action - + description: |- + Close-quarters spell; Daily; Quick action --- - **Effect:** Until the end of the battle, you can teleport to a nearby location - as a move action once per round.' + as a move action once per round. feats: - tier: champion description: ' You can cast this spell on a nearby ally.' @@ -1895,18 +1955,17 @@ abilities: - name: Good / Selflessness _type: Domain source: DATP - description: '_All religions claim they are for the benefit of the common folk. - Yours takes that pledge seriously._ - + description: |- + _All religions claim they are for the benefit of the common folk. Yours takes + that pledge seriously._ Whenever you cast a cleric daily spell on your allies, but not on yourself, the spell is recharge 18+ after battle. - **Invocation of Good / Selflessness:** Transfer all negative effects that your nearby allies are suffering from to yourself. If several allies are suffering from the same effect, transfer all of them, but you still suffer the effect only - once.' + once. feats: - tier: epic description: ' The spell is now recharge 16+.' @@ -1918,25 +1977,21 @@ abilities: - name: Aiding Strike _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - - **Special:** You have disadvantage on the attack roll. Keep the higher die roll. - The next ally to attack the target can switch their natural attack roll for the - die you kept. - + **Special:** You have disadvantage on the attack roll. Keep the higher die + roll. The next ally to attack the target can switch their natural attack roll + for the die you kept. **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** WEAPON + Strength damage - - **Miss:** Holy damage equal to your level' + **Miss:** Holy damage equal to your level feats: - tier: adventurer description: ' If both dice come up as the same result, you can choose to reroll @@ -1945,18 +2000,16 @@ abilities: - name: Martyr's Shield _type: Domain Spell 1 source: DATP - description: 'Ranged spell; Once per battle; Interrupt action - + description: |- + Ranged spell; Once per battle; Interrupt action --- - **Trigger:** A nearby ally is hit by an attack. - - **Effect:** The attacker rerolls the attack. If the reroll is a natural odd hit, - the attack hits you instead.' + **Effect:** The attacker rerolls the attack. If the reroll is a natural odd + hit, the attack hits you instead. feats: - tier: adventurer description: ' Halve the damage that the triggering attack deals to either you @@ -1965,109 +2018,107 @@ abilities: - name: Righteous Resolve _type: Domain Spell 3 source: DATP - description: 'Ranged spell; Daily; Quick action - + description: |- + Ranged spell; Daily; Quick action --- - **Effect:** Cast this spell for power or for broad effect. + _Cast for power:_ A nearby ally gains a +2 bonus to all savessaving throws, + including death saves until the end of the battle. - _Cast for power:_ A nearby ally gains a +2 bonus to all savessaving throws, including - death saves until the end of the battle. - - - _Cast for broad effect:_ Up to three nearby allies (including you) gain a +1 bonus - to all saving throws, including death saves until the end of the battle.' + _Cast for broad effect:_ Up to three nearby allies (including you) gain a +1 + bonus to all saving throws, including death saves until the end of the battle. feats: - tier: adventurer - description: " The targets can make a save against a \u201Csave ends\u201D effect\ - \ immediately." + description: ' The targets can make a save against a “save ends” effect immediately.' - tier: champion - description: " Targets who successfully save against a \u201Csave ends\u201D effect\ - \ also heal hit points equal to twice the spell level." + description: |2- + Targets who successfully save against a “save ends” effect also heal hit points + equal to twice the spell level. usage: per-day - name: Carry On, My Friend _type: Domain Spell 5 source: DATP - description: 'Close-quarters spell; Daily; No Action - + description: |- + Close-quarters spell; Daily; No Action --- - **Special:** You can only cast this spell when you are unconscious, or dead, i.e. fighting in spirit. - - **Effect:** You grant a bonus standard action to a nearby ally.' + **Effect:** You grant a bonus standard action to a nearby ally. feats: [] usage: per-day - name: Healing _type: Domain source: DATP description: |- - When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit points equal to double your level to the recovery. - + When you cast a spell that lets you or an ally heal using a recovery, the target + also adds hit points equal to double your level to the recovery. + **Invocation of Healing:** - This battle, you gain an additional use of the heal spell (see Class Features, left). - The first heal spell you cast after using this invocation allows the target to heal using a free recovery instead of spending a recovery. + This battle, you gain an additional use of the heal spell (see Class Features, + left). + The first heal spell you cast after using this invocation allows the target to + heal using a free recovery instead of spending a recovery. feats: - - tier: adventurer - description: - When you cast a spell that allows an ally to heal using a recovery, you can let them use one of your recoveries instead. - (If you also have the Protection/Community domain, any nearby ally can expend the recovery instead of you.) - - tier: champion - description: The invocation of healing gives you two additional uses of heal this battle instead of only one. - - tier: epic - description: Increase the additional hit points the target heals to triple your level. + - tier: adventurer + description: |- + When you cast a spell that allows an ally to heal using a recovery, you can let + them use one of your recoveries instead. (If you also have the + Protection/Community domain, any nearby ally can expend the recovery instead of + you.) + - tier: champion + description: |- + The invocation of healing gives you two additional uses of heal this battle + instead of only one. + - tier: epic + description: Increase the additional hit points the target heals to triple your + level. - name: Healing Strike _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** WEAPON + Strength damage, and a nearby conscious ally heals hit points equal to your Wisdom modifier (x2 at 5th level; x3 at 8th). - - **Miss:** Damage equal to your level' + **Miss:** Damage equal to your level feats: - tier: adventurer description: ' Add your level to the number of hit points healed.' - tier: champion - description: ' On a natural 18+, a nearby unconscious ally can use a recovery - to heal (and they can then benefit from the additional healing on a hit).' + description: |2- + On a natural 18+, a nearby unconscious ally can use a recovery to heal (and + they can then benefit from the additional healing on a hit). usage: at-will - name: Restoration _type: Domain Spell 3 source: DATP - description: 'Ranged spell; Daily; Quick action - + description: |- + Ranged spell; Daily; Quick action --- - **Effect:** Cast this spell for power or for broad effect. - _Cast for power:_ Remove all effects that a save can end, including last gasp save effects, from one nearby ally. - _Cast for broad effect:_ Remove one effect that a save can end, including last - gasp save effects, from three nearby creatures, including yourself.' + gasp save effects, from three nearby creatures, including yourself. feats: - tier: champion description: ' The target(s) can also heal using a recovery.' @@ -2075,26 +2126,22 @@ abilities: - name: Flash Heal _type: Domain Spell 5 source: DATP - description: 'Ranged spell; Daily; Free Action - + description: |- + Ranged spell; Daily; Free Action --- - **Special:** You can cast this spell at any time during battle, including enemy turns. - **Effect:** Cast this spell for power or for broad effect. - _Cast for power:_ A nearby ally can heal using a recovery, and double the hit points gained. - - _Cast for broad effect:_ Up to three nearby allies (including you) can heal using - a recovery.' + _Cast for broad effect:_ Up to three nearby allies (including you) can heal + using a recovery. feats: - tier: champion description: ' The spell is now recharge 11+ after battle.' @@ -2103,104 +2150,106 @@ abilities: _type: Domain source: DATP description: |- - Once per turn when an enemy scores a critical hit against you or a nearby ally, or drops you or a nearby ally to 0 hp or below, you gain an attack-reroll blessing. + Once per turn when an enemy scores a critical hit against you or a nearby ally, + or drops you or a nearby ally to 0 hp or below, you gain an attack-reroll + blessing. Immediately choose a nearby ally and give them the blessing as a free action. - - An ally with this blessing can use it to reroll an attack as a free action this battle. An ally can only have one such blessing on them at a time. - - **Invocation of Justice/Vengeance:** This battle, add double your level to the miss damage of your attacks and the attacks of your - nearby allies. (For example, your basic melee attack as a cleric will deal triple your level as miss damage while this invocation is active.) + + An ally with this blessing can use it to reroll an attack as a free action this + battle. An ally can only have one such blessing on them at a time. + + **Invocation of Justice/Vengeance:** This battle, add double your level to the + miss damage of your attacks and the attacks of your + nearby allies. (For example, your basic melee attack as a cleric will deal + triple your level as miss damage while this invocation is active.) feats: - - tier: adventurer - description: You can now take the attack-reroll blessing yourself. - - tier: champion - description: When you gain an attack-reroll blessing to distribute, you gain two blessings to distribute instead. - - tier: epic - description: Attacks rolls from your reroll blessings gain a +4 bonus. + - tier: adventurer + description: You can now take the attack-reroll blessing yourself. + - tier: champion + description: |- + When you gain an attack-reroll blessing to distribute, you gain two blessings to + distribute instead. + - tier: epic + description: Attacks rolls from your reroll blessings gain a +4 bonus. - name: Hammer of Retribution _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** WEAPON + Strength damage. Until the end of your next turn, whenever - the target makes an attack against a staggered or unconscious creature, they take - holy damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th). + the target makes an attack against a staggered or unconscious creature, they + take holy damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th). - - **Miss:** Damage equal to your level' + **Miss:** Damage equal to your level feats: - tier: adventurer - description: ' Increase your critical threat range with this attack by 1 for each - ally (including you) that was knocked below 0 hp this battle.' + description: |2- + Increase your critical threat range with this attack by 1 for each ally + (including you) that was knocked below 0 hp this battle. - tier: champion description: ' Add your level to the retribution damage.' usage: at-will - name: Eyes of the Judge _type: Domain Spell 1 source: DATP - description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** Until the end\ - \ of the battle or scene, you gain True Sight. You see objects and creatures for\ - \ what they truly are, ignoring any illusion or transformation effects. The GM\ - \ may require a skill check to unmask a creature or spell of a higher level than\ - \ yours. You can also see in a person\u2019s aura when they tell a deliberate\ - \ lie or falsehood." + description: |- + Close-quarters spell; Daily + + --- + + + **Effect:** Until the end of the battle or scene, you gain True Sight. You see + objects and creatures for what they truly are, ignoring any illusion or + transformation effects. The GM may require a skill check to unmask a creature or + spell of a higher level than yours. You can also see in a person’s aura when + they tell a deliberate lie or falsehood. feats: [] usage: per-day - name: Compel Duel _type: Domain Spell 3 source: DATP - description: 'Close-quarters spell; Daily; Quick action - + description: |- + Close-quarters spell; Daily; Quick action --- - **Target:** One nearby enemy and one nearby ally (or you) - - **Effect:** Until the end of the battle, or until one of the targets is unconscious, - both targets have disadvantage on all attack rolls against targets other than - each other. In addition, attacks by anyone else against either of the targets - have disadvantage.' + **Effect:** Until the end of the battle, or until one of the targets is + unconscious, both targets have disadvantage on all attack rolls against targets + other than each other. In addition, attacks by anyone else against either of the + targets have disadvantage. feats: [] usage: per-day - name: Banishment _type: Domain Spell 5 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Target:** 1d3 nearby enemies - **Attack:** Wisdom + Level vs. PD - **Hit:** If the target is summoned from a different plane, such as a demon from the abyss, it is banished back to that plane. Other creatures are stunned (save ends) if they have 80 hp or less, or dazed (save ends) otherwise. - **Miss:** The target is dazed until the end of its next turn. - 7th level spell: Stunned at 120 hp or less. - - 9th level spell: Stunned at 180 hp or less.' + 9th level spell: Stunned at 180 hp or less. feats: - tier: champion description: ' You can target a group of up to five mooks as one enemy.' @@ -2209,46 +2258,52 @@ abilities: _type: Domain source: DATP description: |- - You gain 4 additional background points that must be used somehow in relation to knowledge or lore. - - **Invocation of Knowledge/Lore:** You must use this invocation during your first round of a battle. + You gain 4 additional background points that must be used somehow in relation to + knowledge or lore. + + **Invocation of Knowledge/Lore:** You must use this invocation during your first + round of a battle. When you do, you get a quick glimpse of the battle's future. - Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future. + Roll a d6; as a free action at any point after the escalation die equals the + number you rolled, you can allow one of your allies to reroll a single attack + roll with a +2 bonus thanks to your vision of this future. feats: - - tier: adventurer - description: Once per day, you can change one of your skill checks involving knowledge to a natural 20 instead. Interpret the word “knowledge” as loosely as your GM allows. GMs, be generous. - - tier: champion - description: You now roll a d4 for the invocation, not a d6. - - tier: epic - description: You gain a different positive relationship point each day with a random icon, purely because the icon has realized you know something they need to know. It changes every day and it might contradict your usual icon relationships. + - tier: adventurer + description: |- + Once per day, you can change one of your skill checks involving knowledge to a + natural 20 instead. Interpret the word “knowledge” as loosely as your GM allows. + GMs, be generous. + - tier: champion + description: You now roll a d4 for the invocation, not a d6. + - tier: epic + description: |- + You gain a different positive relationship point each day with a random icon, + purely because the icon has realized you know something they need to know. It + changes every day and it might contradict your usual icon relationships. - name: Sacred Mantra _type: Domain Spell 1 source: DATP - description: '_You utter words of power in the old language of the scripture._ - + description: |- + _You utter words of power in the old language of the scripture._ Close-quarters spell; At-will - --- - **Target:** The nearby enemy with the lowest MD (choose in case of a tie) - **Attack:** Automatic hit - **Effect:** 1d4 + Wisdom holy damage - - 3rd level spell: 1d8 damage5th level spell: 2d8 damage7th level spell: 3d8 damage9th - level spell: 5d8 damage' + 3rd level spell: 1d8 damage5th level spell: 2d8 damage7th level spell: 3d8 + damage9th level spell: 5d8 damage feats: - tier: adventurer - description: ' If the target is dazed, hampered, weakened, or stunned, reroll - all natural 1s on the damage dice.' + description: |2- + If the target is dazed, hampered, weakened, or stunned, reroll all natural 1s + on the damage dice. - tier: champion description: ' The first time you use this spell in a battle, deal maximum damage with it.' @@ -2256,25 +2311,29 @@ abilities: - name: Divine Insight _type: Domain Spell 1 source: DATP - description: "Close-quarter spell; Daily\n\n---\n\n\n**Effect:** Choose a wizard\ - \ utility spell from the Divination school of this spell\u2019s level or lower.\ - \ Duplicate its effect." + description: |- + Close-quarter spell; Daily + + --- + + + **Effect:** Choose a wizard utility spell from the Divination school of this + spell’s level or lower. Duplicate its effect. feats: [] usage: per-day - name: Pious Tongue _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - - **Effect:** Until the end of the scene, you are able to understand all languages, - and your words can be understood by any intelligent being. Your words ring as - a deep divine truth, which allows you to substitute Wisdom for Charisma in social - interaction skill checks.' + **Effect:** Until the end of the scene, you are able to understand all + languages, and your words can be understood by any intelligent being. Your words + ring as a deep divine truth, which allows you to substitute Wisdom for Charisma + in social interaction skill checks. feats: - tier: adventurer description: ' The spell is now recharge 16+.' @@ -2283,60 +2342,72 @@ abilities: _type: Domain Spell 3 source: DATP usage: recharge - description: "Ranged spell; Recharge 11+\n___\n**Target:** A nearby creature you have\ - \ eye contact with\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** Ask a question\ - \ about the target\u2019s soul. Below are some examples.\n\n\u201CWhich icon are\ - \ you loyal to / do you consider an enemy?\u201D\n\n\u201CWhat is your greatest\ - \ hope / greatest fear?\u201D\n\n\u201CWhat was the most happy / terrifying experience\ - \ in your life?\u201D\n\n\u201CWhich person do you love / hate the most?\u201D\ - \n\nYou perceive the answer as an image that appears in your mind.\n\n**Miss:**\ - \ \u2014" - feats: - - tier: adventurer - description: ' Ask up to three questions.' - - name: Life/Death - _type: Domain - source: DATP description: |- - You and your nearby allies gain a +1 bonus to death saves. - - **Invocation of Life/Death:** This battle, you and each of your allies can each separately add the escalation die to a single save made by that character. - In addition, you and your allies do not die from hit point damage when your negative hit points equal half your normal hit points. + Ranged spell; Recharge 11+ + ___ + **Target:** A nearby creature you have eye contact with + + **Attack:** Wisdom + Level vs. MD + + **Hit:** Ask a question about the target’s soul. Below are some examples. + + “Which icon are you loyal to / do you consider an enemy?” + + “What is your greatest hope / greatest fear?” + + “What was the most happy / terrifying experience in your life?” + + “Which person do you love / hate the most?” + + You perceive the answer as an image that appears in your mind. + + **Miss:** — + feats: + - tier: adventurer + description: ' Ask up to three questions.' + - name: Life/Death + _type: Domain + source: DATP + description: |- + You and your nearby allies gain a +1 bonus to death saves. + + **Invocation of Life/Death:** This battle, you and each of your allies can each + separately add the escalation die to a single save made by that character. + In addition, you and your allies do not die from hit point damage when your + negative hit points equal half your normal hit points. Instead, you die when your negative hit points equal your full hit points. feats: - - tier: adventurer - description: The death save bonus increases to +2. - - tier: champion - description: Each battle, the first time an ally near you becomes staggered, that ally immediately heals hit points equal to twice your level. - - tier: epic - description: Your first use of the resurrection spell is free, and doesn't count against your total. + - tier: adventurer + description: The death save bonus increases to +2. + - tier: champion + description: |- + Each battle, the first time an ally near you becomes staggered, that ally + immediately heals hit points equal to twice your level. + - tier: epic + description: |- + Your first use of the resurrection spell is free, and doesn't count against your + total. - name: Invigorate _type: Domain Spell 1 source: DATP - description: 'Ranged spell; At-will - + description: |- + Ranged spell; At-will --- - **Target:** A nearby ally - **Effect:** The ally gains a +2 bonus to their next attack roll. If the attack hits, it deals 1d8 extra damage. - 3rd level spell: 3d8 extra damage - 5th level spell: 5d8 extra damage - 7th level spell: 7d8 extra damage - - 9th level spell: 10d8 extra damage' + 9th level spell: 10d8 extra damage feats: - tier: adventurer description: ' Increase the attack bonus to +3.' @@ -2344,103 +2415,103 @@ abilities: - name: Death Ward _type: Domain Spell 1 source: DATP - description: 'Ranged spell; Daily; Quick action - + description: |- + Ranged spell; Daily; Quick action --- - **Target:** You or a nearby ally - - **Effect:** The first time the target is reduced to zero hit points this battle, - it can spend a recovery to heal as an interrupt action and double the amount healed.' + **Effect:** The first time the target is reduced to zero hit points this + battle, it can spend a recovery to heal as an interrupt action and double the + amount healed. feats: - tier: adventurer - description: ' When the target uses the interrupt, it also gains a +4 bonus to - all defenses until it is missed by an attack.' + description: |2- + When the target uses the interrupt, it also gains a +4 bonus to all defenses + until it is missed by an attack. - tier: champion description: ' The spell is now Recharge 16+.' usage: per-day - name: Symbol of Life _type: Domain Spell 3 source: DATP - description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ - \ You create a glowing holy symbol that floats in mid-air until the end of the\ - \ battle. The symbol starts with a strength equal to the spell level. As a quick\ - \ action, you or a nearby ally can spend a point of the symbol\u2019s strength\ - \ to use a recovery to heal. The symbol fades if its strength is reduced to zero." + description: |- + Close-quarters spell; Daily; Quick action + + --- + + + **Effect:** You create a glowing holy symbol that floats in mid-air until the + end of the battle. The symbol starts with a strength equal to the spell level. + As a quick action, you or a nearby ally can spend a point of the symbol’s + strength to use a recovery to heal. The symbol fades if its strength is reduced + to zero. feats: - tier: adventurer - description: ' The symbol keeps floating nearby you when you move. It does not - fade at the end of the battle if it has strength left. It fades after 1d6 hours.' + description: |2- + The symbol keeps floating nearby you when you move. It does not fade at the end + of the battle if it has strength left. It fades after 1d6 hours. - tier: champion - description: ' You or an ally can also spend a point of strength of the symbol - to reroll a death save once. This is not an action.' + description: |2- + You or an ally can also spend a point of strength of the symbol to reroll a + death save once. This is not an action. - tier: epic - description: ' You or an ally can spend two points to use two recoveries, or reroll - a death save with a +5 bonus.' + description: |2- + You or an ally can spend two points to use two recoveries, or reroll a death + save with a +5 bonus. usage: per-day - name: Raise Dead _type: Domain Spell 5 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Target:** A nearby creature that has been killed within a day. You need an intact corpse to cast this spell. - - **Effect:** You reset the target to zero hit points and zero failed death saves. - The target starts making death saves, even outside of combat. If it fails four - death saves, it is permanently dead. It cannot take recoveries or heal, even through - magic, until it succeeds at a death save. - + **Effect:** You reset the target to zero hit points and zero failed death + saves. The target starts making death saves, even outside of combat. If it fails + four death saves, it is permanently dead. It cannot take recoveries or heal, + even through magic, until it succeeds at a death save. Being raised from the dead is very strenuous. The target takes a -2 penalty to attack rolls, defenses, skill checks and saves until the next full heal-up. + In addition, one randomly chosen ability score of the target is permanently + reduced by 2, and it permanently loses a recovery. They also end up with a + permanent quirk that is related to how they died. For example, if they died from + a fireball, they might end up with permanent flame marks on their skin and a + strong fear of fire. - In addition, one randomly chosen ability score of the target is permanently reduced - by 2, and it permanently loses a recovery. They also end up with a permanent quirk - that is related to how they died. For example, if they died from a fireball, they - might end up with permanent flame marks on their skin and a strong fear of fire. - - - If Raise Dead is cast on a target a second time before it gains a level, the spell - fails.' + If Raise Dead is cast on a target a second time before it gains a level, the + spell fails. feats: [] usage: per-day - name: Slay Living _type: Domain Spell 7 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Target:** One enemy you are engaged with - **Attack:** Wisdom + Level vs. PD - **Hit:** If the target has 150 hit points or less, it dies. If it has more hit points, it takes 100 negative energy damage. - **Miss:** 3d10 negative energy damage - - 9th level spell: Death on 250 hit points or less; 150 damage otherwise; 5d10 damage - on miss' + 9th level spell: Death on 250 hit points or less; 150 damage otherwise; 5d10 + damage on miss feats: - tier: epic description: ' You can use this spell as a ranged attack against a nearby enemy.' @@ -2448,133 +2519,163 @@ abilities: - name: Gate to the Underworld _type: Domain Spell 9 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Special:** You must cast this spell at a site that has a connection to the dead, such as a graveyard, a crypt, or the site of a large, ancient battle. - **Effect:** The spell enables you and a group of nearby allies to travel to any - location in the underworld, the world of spirits and the dead. Some knowledge - of the underworld is required to know where you are going, which can be gained - from past travels, scrying rituals, or the guidance of the soul of a deceased. - Travel takes between an hour and a day, depending on distance and the amount of - effort exerted. - + location in the underworld, the world of spirits and the dead. Some knowledge of + the underworld is required to know where you are going, which can be gained from + past travels, scrying rituals, or the guidance of the soul of a deceased. Travel + takes between an hour and a day, depending on distance and the amount of effort + exerted. After you enter the underworld, the gate remains and can be unlocked with the right passphrase. You have to return to the same location within the underworld - to return. You can also cast this spell again to open a gate back to the surface.' + to return. You can also cast this spell again to open a gate back to the + surface. feats: - tier: epic - description: ' You can open the gate to return from anywhere within the Underworld - with a passphrase.' + description: |2- + You can open the gate to return from anywhere within the Underworld with a + passphrase. usage: per-day - name: Love/Beauty _type: Domain source: DATP description: |- - Once per level, you can generate a one-point conflicted relationship with a heroic or ambiguous icon you do not already have a relationship with. - The relationship point remains with you until you gain a level, and then it's time for another one-level relationship. - - **Invocation of Love/Beauty:** As a free action, at some dramatic moment, you or an ally of your choice can roll for one icon relationship that might have an effect on the battle. - Rolls of 5 and 6 are beneficial as usual, though the GM will have to improvise what that means in the middle of combat. - The invocation's advantage does not occur the moment you roll initiative; wait for a dramatic moment instead. + Once per level, you can generate a one-point conflicted relationship with a + heroic or ambiguous icon you do not already have a relationship with. + The relationship point remains with you until you gain a level, and then it's + time for another one-level relationship. + + **Invocation of Love/Beauty:** As a free action, at some dramatic moment, you or + an ally of your choice can roll for one icon relationship that might have an + effect on the battle. + Rolls of 5 and 6 are beneficial as usual, though the GM will have to improvise + what that means in the middle of combat. + The invocation's advantage does not occur the moment you roll initiative; wait + for a dramatic moment instead. feats: - - tier: champion - description: You gain two points in the relationship instead. + - tier: champion + description: You gain two points in the relationship instead. - name: Radiant Heart _type: Domain Spell 1 source: DATP - description: 'Ranged spell; At-will - + description: |- + Ranged spell; At-will --- - **Target:** A nearby enemy - **Attack:** Wisdom + Level vs. MD - **Hit:** 1d6 + Wisdom holy damage. Choose a nearby ally. The target is unable to attack you or the chosen ally until the end of your next turn, or until you or that ally attack it. - **Miss:** Damage equal to your level - 3rd level spell: 3d6 damage - 5th level spell: 5d6 damage - 7th level spell: 7d6 damage - - 9th level spell: 10d6 damage' + 9th level spell: 10d6 damage feats: - tier: adventurer - description: ' On a natural even hit, the chosen ally heals hit points equal to - your Charisma modifier (x2 at 5th level; x3 at 8th).' + description: |2- + On a natural even hit, the chosen ally heals hit points equal to your Charisma + modifier (x2 at 5th level; x3 at 8th). usage: at-will - name: Call for a White Knight _type: Domain Spell 1 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby creature with\ - \ 60 hp or fewer\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** The target\ - \ sees you as a hapless damsel in distress that needs protection. On its turn,\ - \ it won\u2019t take any actions except move close to you, if possible. When adjacent\ - \ to you, it has a 50% chance of taking a hit that was meant for you. Once between\ - \ its turns, it can make a counterattack against a creature attacking you as an\ - \ interrupt. The effect ends on a normal save, or if the target is attacked by\ - \ you or one of your allies.\n\n**Miss:** \u2014\n\n3rd level spell: Target with\ - \ 100 hp or fewer\n\n5th level spell: Target with 150 hp or fewer\n\n7th level\ - \ spell: Target with 250 hp or fewer\n\n9th level spell: Target with 400 hp or\ - \ fewer" + description: |- + Ranged spell; Daily + + --- + + + **Target:** One nearby creature with 60 hp or fewer + + **Attack:** Wisdom + Level vs. MD + + **Hit:** The target sees you as a hapless damsel in distress that needs + protection. On its turn, it won’t take any actions except move close to you, if + possible. When adjacent to you, it has a 50% chance of taking a hit that was + meant for you. Once between its turns, it can make a counterattack against a + creature attacking you as an interrupt. The effect ends on a normal save, or if + the target is attacked by you or one of your allies. + + **Miss:** — + + 3rd level spell: Target with 100 hp or fewer + + 5th level spell: Target with 150 hp or fewer + + 7th level spell: Target with 250 hp or fewer + + 9th level spell: Target with 400 hp or fewer feats: - tier: adventurer - description: " If you don\u2019t attack during your turn, the target\u2019s save\ - \ is a hard save (16+)." + description: ' If you don’t attack during your turn, the target’s save is a hard + save (16+).' - tier: champion description: ' On a miss, the spell is not expended.' usage: per-day - name: Love Charm _type: Domain Spell 1 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby creature with\ - \ 40 hp or fewer\n\n**Special:** This spell cannot be cast during combat or on\ - \ a target that has rolled initiative to fight.\n\n**Attack:** Wisdom + Level\ - \ vs. MD\n\n**Hit:** The target falls in love with you. It will follow you around\ - \ and try to please you. The effect ends if you reject the target\u2019s advances,\ - \ or if you or an ally tries to harm it. If combat starts, the target can save\ - \ against the effect normally.\n\n**Miss:** The target feels warm and fuzzy,\ - \ but can\u2019t quite tell why.\n\n3rd level spell: Target with 64 hp or fewer\n\ - \n5th level spell: Target with 96 hp or fewer\n\n7th level spell: Target with\ - \ 160 hp or fewer\n\n9th level spell: Target with 266 hp or fewer" + description: |- + Ranged spell; Daily + + --- + + + **Target:** One nearby creature with 40 hp or fewer + + **Special:** This spell cannot be cast during combat or on a target that has + rolled initiative to fight. + + **Attack:** Wisdom + Level vs. MD + + **Hit:** The target falls in love with you. It will follow you around and try + to please you. The effect ends if you reject the target’s advances, or if you or + an ally tries to harm it. If combat starts, the target can save against the + effect normally. + + **Miss:** The target feels warm and fuzzy, but can’t quite tell why. + + 3rd level spell: Target with 64 hp or fewer + + 5th level spell: Target with 96 hp or fewer + + 7th level spell: Target with 160 hp or fewer + + 9th level spell: Target with 266 hp or fewer feats: [] usage: per-day - name: Luck / Fortune _type: Domain source: DATP - description: ' + description: |2- - Choose a spell from the Fateweaver class _(Dark Pacts and Ancient Secrets)_ of your level or lower as a bonus spell. - + Choose a spell from the Fateweaver class _(Dark Pacts and Ancient Secrets)_ of + your level or lower as a bonus spell. **Invocation of Luck / Fortune:** This battle, whenever you or a nearby ally - rolls a natural 1 on a d20, flip a coin and call heads or tails. If you win, treat - the roll as a natural 20 instead.' + rolls a natural 1 on a d20, flip a coin and call heads or tails. If you win, + treat the roll as a natural 20 instead. feats: - tier: adventurer description: ' You can Gather Focus like a Fateweaver for the chosen spell.' @@ -2583,13 +2684,29 @@ abilities: - name: Lucky Star _type: Domain Spell 1 source: DATP - description: "Ranged spell; At-will\n\n---\n\n\n**Target:** A nearby enemy\n\n\ - **Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d4 + Wisdom holy damage. Give\ - \ a luck token to yourself or a nearby ally. The token can be used to increase\ - \ a natural d20 roll by 1 this battle. You can\u2019t give a token to someone\ - \ who already has a token.\n\n**Miss:** Damage equal to your level\n\n3rd level\ - \ spell: 3d4 damage\n\n5th level spell: 5d4 damage\n\n7th level spell: 7d4 damage\n\ - \n9th level spell: 10d4 damage" + description: |- + Ranged spell; At-will + + --- + + + **Target:** A nearby enemy + + **Attack:** Wisdom + Level vs. PD + + **Hit:** 1d4 + Wisdom holy damage. Give a luck token to yourself or a nearby + ally. The token can be used to increase a natural d20 roll by 1 this battle. You + can’t give a token to someone who already has a token. + + **Miss:** Damage equal to your level + + 3rd level spell: 3d4 damage + + 5th level spell: 5d4 damage + + 7th level spell: 7d4 damage + + 9th level spell: 10d4 damage feats: - tier: adventurer description: ' On a natural 20, gain a second luck token.' @@ -2598,36 +2715,40 @@ abilities: _type: Domain Spell 1 source: DATP usage: recharge - description: 'Ranged spell; Recharge 16+ after battle; Interrupt action - + description: |- + Ranged spell; Recharge 16+ after battle; Interrupt action ___ - **Trigger:** You or a nearby ally is hit by an attack - **Target:** The attacker - **Attack:** Wisdom + Level vs. MD - **Hit:** The target cannot benefit from effects that are triggered by specific attack roll, such as an even hit (save ends). - - **Miss:** Damage equal to your level' + **Miss:** Damage equal to your level feats: [] - name: Serendipity _type: Domain Spell 1 source: DATP - description: "Ranged spell; Daily; Free action\n\n---\n\n\n**Target:** You or a\ - \ nearby ally\n\n**Effect:** When the spell is cast, a good thing happens to\ - \ the target through sheer dumb luck. Maybe they kick a stone down the dark tunnel\ - \ to disarm a deadly trap, lean against a wall to find the secret door everyone\ - \ is looking for, or just happen to recognize the shopkeeper as an old childhood\ - \ friend to get a big discount.\n\nIt\u2019s best to cast the spell when there\ - \ is a specific problem that the party is facing. The GM then decides what boon\ - \ to grant the PC, and the player can narrate the details of what happens." + description: |- + Ranged spell; Daily; Free action + + --- + + + **Target:** You or a nearby ally + + **Effect:** When the spell is cast, a good thing happens to the target through + sheer dumb luck. Maybe they kick a stone down the dark tunnel to disarm a deadly + trap, lean against a wall to find the secret door everyone is looking for, or + just happen to recognize the shopkeeper as an old childhood friend to get a big + discount. + + It’s best to cast the spell when there is a specific problem that the party is + facing. The GM then decides what boon to grant the PC, and the player can + narrate the details of what happens. feats: - tier: adventurer description: ' The spell is now Recharge 16+.' @@ -2635,77 +2756,68 @@ abilities: - name: Madness / Nightmare _type: Domain source: DATP - description: '_You are the only sane person in the room._ - + description: |- + _You are the only sane person in the room._ You are immune to the dazed and confused conditions. - - **Invocation of Madness / Nightmare:** The next enemy you hit with a cleric spell - this battle is also confused (save ends).' + **Invocation of Madness / Nightmare:** The next enemy you hit with a cleric + spell this battle is also confused (save ends). feats: - tier: adventurer - description: ' Nearby allies gain a +1 bonus to saves against the dazed and confused - conditions.' + description: |2- + Nearby allies gain a +1 bonus to saves against the dazed and confused + conditions. - tier: champion - description: ' When an enemy attack affects you with the dazed or confused condition, - gain a +1 bonus to your next attack roll instead.' + description: |2- + When an enemy attack affects you with the dazed or confused condition, gain a + +1 bonus to your next attack roll instead. - tier: epic description: ' Enemies that are dazed or confused are vulnerable to your attacks.' - name: Manic Cackle _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; At-will - + description: |- + Close-quarters spell; At-will --- - **Target:** One nearby enemy - **Attack:** Wisdom + Level vs. MD - **Hit:** 1d6 + Wisdom psychic damage - _Natural 18+:_ The target immediately makes an attack against its own ally. - **Miss:** Damage equal to your level - 3rd level spell: 3d6 damage - 5th level spell: 5d6 damage - 7th level spell: 7d6 damage - - 9th level spell: 10d6 damage' + 9th level spell: 10d6 damage feats: - tier: champion - description: ' Once per battle, when the escalation die is odd, attack 1d3 enemies - with this spell.' + description: |2- + Once per battle, when the escalation die is odd, attack 1d3 enemies with this + spell. usage: at-will - name: Manic Reflection _type: Domain Spell 3 source: DATP usage: recharge - description: 'Close-quarters spell; Recharge 16+ after battle; Interrupt action - + description: |- + Close-quarters spell; Recharge 16+ after battle; Interrupt action ___ - **Trigger:** An enemy hits you with a melee attack. - - **Effect:** The attacker must reroll the attack. You must accept the new result. - If the reroll is a miss, the attacker takes psychic damage equal to half the damage - of a hit.' + **Effect:** The attacker must reroll the attack. You must accept the new + result. If the reroll is a miss, the attacker takes psychic damage equal to half + the damage of a hit. feats: - tier: adventurer description: ' The reroll takes a penalty equal to your Charisma modifier.' @@ -2715,33 +2827,26 @@ abilities: - name: Waking Nightmare _type: Domain Spell 5 source: DATP - description: '_Listen to the voices. Your friends are out to get you._ - + description: |- + _Listen to the voices. Your friends are out to get you._ Ranged spell; Daily - --- - **Target:** One nearby enemy with 160 hp or fewer - **Attack:** Wisdom + Level vs. MD - **Hit:** The target is confused (save ends). Whenever the target hits an ally, it takes half the damage it dealt as psychic damage. - **Miss:** The target is dazed until the end of your next turn. - 7th level spell: Target with 250 hp or fewer - - 9th level spell: Target with 500 hp or fewer' + 9th level spell: Target with 500 hp or fewer feats: - tier: champion description: ' The target adds the escalation die to attacks against its allies.' @@ -2751,50 +2856,80 @@ abilities: - name: Fever Dream _type: Domain Spell 7 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby enemy\n\n\ - **Special:** If you collect three personal items from the target and create a\ - \ little effigy of it, you can cast this spell as a ritual on the effigy and affect\ - \ the target over a distance of several miles.\n\n**Attack:** Wisdom + Level\ - \ vs. MD\n\n**Hit:** The next time the target sleeps, it will be plagued by a\ - \ nightmare you create for it. If it succeeds at a save, it still regains half\ - \ of its recoveries and spells that night. If it fails the save, it does not recover\ - \ any. For NPCs that don\u2019t have recoveries or spell slots, the GM should\ - \ reduce their stats or remove a number of powers on the next day.\n\n**Miss:**\ - \ \u2014" + description: |- + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy + + **Special:** If you collect three personal items from the target and create a + little effigy of it, you can cast this spell as a ritual on the effigy and + affect the target over a distance of several miles. + + **Attack:** Wisdom + Level vs. MD + + **Hit:** The next time the target sleeps, it will be plagued by a nightmare you + create for it. If it succeeds at a save, it still regains half of its recoveries + and spells that night. If it fails the save, it does not recover any. For NPCs + that don’t have recoveries or spell slots, the GM should reduce their stats or + remove a number of powers on the next day. + + **Miss:** — feats: [] usage: per-day - name: Magic / Arcana _type: Domain source: DATP - description: '_Arcane magic is but a shard of the divine._ - - - Gain a wizard spell, or a sorcerer spell from the arcane bloodline, of up to your - level as a bonus spell. You can switch out Intelligence or Charisma for Wisdom - in the spell description. + description: |- + _Arcane magic is but a shard of the divine._ + Gain a wizard spell, or a sorcerer spell from the arcane bloodline, of up to + your level as a bonus spell. You can switch out Intelligence or Charisma for + Wisdom in the spell description. **Invocation of Magic / Arcana:** Choose yourself or a nearby ally. The next spell cast by the target is treated as if it was two levels higher. If the spell is already at 9th level, increase its effect by 50% (caster chooses one: number - of targets, damage, healing, granted bonus).' + of targets, damage, healing, granted bonus). feats: - tier: adventurer - description: " You can now choose the wizard\u2019s utility spell (CB 150) as\ - \ your bonus spell." + description: ' You can now choose the wizard’s utility spell (CB 150) as your + bonus spell.' - tier: champion - description: ' If the invocation would end at the end of your turn, roll a d6. - On a 6, it is active for another turn.' + description: |2- + If the invocation would end at the end of your turn, roll a d6. On a 6, it is + active for another turn. - name: Magic Spark _type: Domain Spell 1 source: DATP - description: "Ranged spell; At-will\n\n---\n\n\n**Target:** A nearby enemy\n\n\ - **Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d6 + Wisdom force damage\n\n\ - _Natural even hit:_ A nearby ally can add your Charisma modifier to their next\ - \ attack roll against the target.\n\n**Miss:** \u2014\n\n_Natural even miss:_\ - \ You gain a +1 bonus to your next spell attack this battle.\n\n3rd level spell:\ - \ 3d6 damage\n\n5th level spell: 5d6 damage\n\n7th level spell: 7d6 damage\n\n\ - 9th level spell: 10d6 damage" + description: |- + Ranged spell; At-will + + --- + + + **Target:** A nearby enemy + + **Attack:** Wisdom + Level vs. PD + + **Hit:** 1d6 + Wisdom force damage + + _Natural even hit:_ A nearby ally can add your Charisma modifier to their next + attack roll against the target. + + **Miss:** — + + _Natural even miss:_ You gain a +1 bonus to your next spell attack this battle. + + 3rd level spell: 3d6 damage + + 5th level spell: 5d6 damage + + 7th level spell: 7d6 damage + + 9th level spell: 10d6 damage feats: - tier: adventurer description: ' Increase the attack bonus on natural even miss to +2.' @@ -2806,23 +2941,38 @@ abilities: _type: Domain Spell 5 source: DATP usage: recharge - description: "Close-quarters spell; Recharge 11+; Quick action\n___\n**Target:** A\ - \ nearby enemy\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** The target cannot\ - \ use resistances or other abilities to reduce the damage it takes (save ends).\n\ - \n**Miss:** \u2014" + description: |- + Close-quarters spell; Recharge 11+; Quick action + ___ + **Target:** A nearby enemy + + **Attack:** Wisdom + Level vs. MD + + **Hit:** The target cannot use resistances or other abilities to reduce the + damage it takes (save ends). + + **Miss:** — feats: - tier: champion description: ' The save against this spell is a hard save (16+).' - name: Shield of the Archons _type: Domain Spell 5 source: DATP - description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ - \ You can cast this spell for power or for broad effect.\n\n_Cast for power:_\ - \ Choose a nearby ally. The next magical attack against the target this battle\ - \ is absorbed without effect. Roll a save \u2014 on a success the shield persists\ - \ and absorbs a second attack.\n\n_Cast for broad effect:_ Target three nearby\ - \ allies (including you). The next time the target is subject to a magical attack\ - \ this battle, roll a save. On a success, the attack is absorbed without effect." + description: |- + Close-quarters spell; Daily; Quick action + + --- + + + **Effect:** You can cast this spell for power or for broad effect. + + _Cast for power:_ Choose a nearby ally. The next magical attack against the + target this battle is absorbed without effect. Roll a save — on a success the + shield persists and absorbs a second attack. + + _Cast for broad effect:_ Target three nearby allies (including you). The next + time the target is subject to a magical attack this battle, roll a save. On a + success, the attack is absorbed without effect. feats: - tier: champion description: ' This spell is now Recharge 11+.' @@ -2830,19 +2980,18 @@ abilities: - name: Metal / Smithing _type: Domain source: DATP - description: '_Dwarves shape metal like the gods shaped the first dwarf._ - + description: |- + _Dwarves shape metal like the gods shaped the first dwarf._ Up to one item per level (a sword, armor, shield and so on) that you have forged yourself is considered an adventurer level true magic item of the appropriate - chakra when you or an ally wears it. The item only has the basic enchantment effect - (+1 to attack and damage for a weapon), but it can acquire an additional effect - through story events or icon relations. - + chakra when you or an ally wears it. The item only has the basic enchantment + effect (+1 to attack and damage for a weapon), but it can acquire an additional + effect through story events or icon relations. **Invocation of Metal / Smithing:** Until the end of the battle, you deal an extra WEAPON damage die with metal weapons (5th level: two dice; 8th level: 3 - dice).' + dice). feats: - tier: adventurer description: ' Gain 3 points towards a background in smithing.' @@ -2855,24 +3004,20 @@ abilities: - name: Blessed Steel _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** WEAPON + Strength damage - _Natural 16+:_ Deal extra holy damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th) - - **Miss:** Damage equal to your level' + **Miss:** Damage equal to your level feats: - tier: adventurer description: ' Deal half damage on a miss.' @@ -2882,67 +3027,73 @@ abilities: - name: Heat Metal _type: Domain Spell 1 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby enemy in heavy\ - \ armor, wearing metal armor, or using metal weapons\n\n**Attack:** Wisdom +\ - \ Level vs. PD\n\n**Hit:** 3d6 + Wisdom fire damage,\_ 10 ongoing fire damage,\ - \ and the target is dazed (save ends both).\n\n**Miss:** 10 ongoing fire damage\n\ - \n3rd level spell: 5d6 damage; 15 ongoing damage\n\n5th level spell: 5d10 damage;\ - \ 25 ongoing damage\n\n7th level spell: 9d10 damage; 40 ongoing damage\n\n9th\ - \ level spell: 10d12 damage; 50 ongoing damage" + description: |- + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy in heavy armor, wearing metal armor, or using + metal weapons + + **Attack:** Wisdom + Level vs. PD + + **Hit:** 3d6 + Wisdom fire damage,  10 ongoing fire damage, and the target is + dazed (save ends both). + + **Miss:** 10 ongoing fire damage + + 3rd level spell: 5d6 damage; 15 ongoing damage + + 5th level spell: 5d10 damage; 25 ongoing damage + + 7th level spell: 9d10 damage; 40 ongoing damage + + 9th level spell: 10d12 damage; 50 ongoing damage feats: [] usage: per-day - name: Blade Barrier _type: Domain Spell 5 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Target:** All enemies engaged with you - **Attack:** Wisdom + Level vs. AC - **Hit:** 6d8 + Wisdom damage - **Miss:** Half damage - **Always:** Until the end of the battle, when an enemy engages you, deal 3d8 damage to them. - 7th level spell: 9d8 / 4d8 damage - 9th level spell: 12d8 / 6d8 damage - - Champion: Increase the damage dice to d10s.' + Champion: Increase the damage dice to d10s. feats: [] usage: per-day - name: Music / Song _type: Domain source: DATP - description: '_Music moves hearts and minds as easily as the strongest magic._ - - - Gain a bardic song (CB p. 83) of up to your level as a bonus spell. You can replace - Charisma with Wisdom in the spell description. - + description: |- + _Music moves hearts and minds as easily as the strongest magic._ - You can conceal your divine spellcasting as part of music or singing, as long - as the spell effect itself is subtle, i.e. not like a Flamestrike. + Gain a bardic song (CB p. 83) of up to your level as a bonus spell. You can + replace Charisma with Wisdom in the spell description. + You can conceal your divine spellcasting as part of music or singing, as long as + the spell effect itself is subtle, i.e. not like a Flamestrike. **Invocation of Music:** Grant yourself and all nearby allies a d6 inspiration die, which you can add as a bonus to any d20 roll before the end of the battle - or scene. You can decide whether to use the bonus after making the roll.' + or scene. You can decide whether to use the bonus after making the roll. feats: - tier: adventurer description: ' You gain 3 points towards a background in musical performance.' @@ -2951,138 +3102,129 @@ abilities: - name: Divine Cantata _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; At-will - + description: |- + Close-quarters spell; At-will --- - **Target:** Up to two nearby enemies - **Attack:** Wisdom + Level vs. PD - **Hit:** 1d4 + Wisdom holy damage, and a nearby ally gains a +1 bonus to their next savesaving throw. - **Miss:** Damage equal to your level - 3rd level spell: 1d12 damage - 5th level spell: 2d8 damage - 7th level spell: 2d12 damage - - 9th level spell: 4d12 damage' + 9th level spell: 4d12 damage feats: - tier: adventurer - description: ' If both attacks hit and you grant both save bonuses to the same - ally, increase the total save bonus to +4.' + description: |2- + If both attacks hit and you grant both save bonuses to the same ally, increase + the total save bonus to +4. usage: at-will - name: Sacred Hymn _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Effect:** Increase the escalation die by 1. Until the end of the battle, any enemy attempting to use the escalation die (or steal it, or otherwise manipulate it) takes holy damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th) + the spell level. - - 5th level spell: You can now cast this spell as a quick action.' + 5th level spell: You can now cast this spell as a quick action. feats: - tier: adventurer - description: ' Until the end of the battle, you and all allies can add the escalation - die to sustain checks for bard songs.' + description: |2- + Until the end of the battle, you and all allies can add the escalation die to + sustain checks for bard songs. usage: per-day - name: Angelic Chorus _type: Domain Spell 7 source: DATP - description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ - \ You call celestial beings to the battlefield until the end of the battle. While\ - \ they don\u2019t interact with any creatures directly, they can take one standard\ - \ action on your turn to cast any of your cleric spells as if you had cast it.\ - \ The spell is expended as if you had cast it." + description: |- + Close-quarters spell; Daily; Quick action + + --- + + + **Effect:** You call celestial beings to the battlefield until the end of the + battle. While they don’t interact with any creatures directly, they can take one + standard action on your turn to cast any of your cleric spells as if you had + cast it. The spell is expended as if you had cast it. feats: [] usage: per-day - name: Oracle _type: Domain source: DPAS - description: "You can use the Follow the Thread fateweaver class\_\ - feature once per day. Starting at 3rd level, you can take a fateweaver spell in\ - \ place of cleric spells. The\_fateweaver spell must be two levels lower than\ - \ the cleric spell." + description: |- + You can use the Follow the Thread fateweaver class feature once per day. + Starting at 3rd level, you can take a fateweaver spell in place of cleric + spells. The fateweaver spell must be two levels lower than the cleric spell. feats: - tier: adventurer - description: " Gain a fateweaver adventurer-tier meditation as a bonus power.\ - \ You can expend\_focus to deal maximum damage with a Cleric spell,\_or to allow\ - \ an ally to heal the maximum amount\_when you grant them the use of a recovery." + description: |2- + Gain a fateweaver adventurer-tier meditation as a bonus power. You can + expend focus to deal maximum damage with a Cleric spell, or to allow an ally to + heal the maximum amount when you grant them the use of a recovery. - name: Pain / Suffering _type: Domain source: DATP - description: '_I will face my fear. I will permit it to pass over me and through - me. Where the fear has gone there will be nothing. Only I will remain._ - + description: |- + _I will face my fear. I will permit it to pass over me and through me. Where the + fear has gone there will be nothing. Only I will remain._ While you are staggered, increase the damage die of each spell you cast by one step (d4 -> d6 and so on). - **Invocation of Pain:** When you deal damage to an enemy, you can activate this power as a free action to deal ongoing damage to the target equal to the damage - you just inflicted.' + you just inflicted. feats: - tier: adventurer - description: ' While you are staggered, increase the difficulty of saves against - effects you place on enemies by 2.' + description: |2- + While you are staggered, increase the difficulty of saves against effects you + place on enemies by 2. - tier: champion - description: ' If you use this invocation while you are staggered, you regain - it at the end of the battle.' + description: |2- + If you use this invocation while you are staggered, you regain it at the end of + the battle. - name: Inflict Wounds _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; At-will - + description: |- + Close-quarters spell; At-will --- - **Target:** One nearby enemy you are engaged with - **Attack:** Wisdom + Level vs. PD - **Hit:** 1d8 + Wisdom negative energy damage - **Miss:** Negative energy damage equal to your level - 3rd level spell: 3d8 damage - 5th level spell: 5d8 damage - 7th level spell: 7d8 damage - - 9th level spell: 10d8 damage' + 9th level spell: 10d8 damage feats: - tier: adventurer description: ' You gain a +2 bonus to hit against staggered enemies.' @@ -3093,23 +3235,20 @@ abilities: - name: Thorny Crown _type: Domain Spell 3 source: DATP - description: 'Ranged spell; Daily; Quick action - + description: |- + Ranged spell; Daily; Quick action --- - **Effect:** Cast this spell for power or for broad effect. + _Cast for power:_ A nearby ally gains _resist all_ 16+ until the end of the + battle. When damage is resisted, the resisted part of the damage is reflected to + the attacker, and the spell ends. - _Cast for power:_ A nearby ally gains _resist all_ 16+ until the end of the battle. - When damage is resisted, the resisted part of the damage is reflected to the attacker, - and the spell ends. - - - _Cast for broad effect:_ As cast for power, but target 3 nearby allies with _resist - all_ 12+.' + _Cast for broad effect:_ As cast for power, but target 3 nearby allies with + _resist all_ 12+. feats: - tier: champion description: ' The spell no longer ends when a target resists damage.' @@ -3117,31 +3256,25 @@ abilities: - name: Harm _type: Domain Spell 7 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Target:** One nearby enemy you are engaged with - **Attack:** Wisdom + Level vs. PD - **Hit:** 2d8 x 10 negative energy damage - - _Natural 16+:_ If the target has 120 hit points or fewer after taking damage, - it starts making last gasp saves (16+). - + _Natural 16+:_ If the target has 120 hit points or fewer after taking damage, it + starts making last gasp saves (16+). **Miss:** 1d4 x 10 negative energy damage - 9th level spell: 3d8 x 10 damage on a hit; 1d8 x 10 damage on a miss; 180 hp or - fewer' + fewer feats: - tier: champion description: ' You can cast this spell as a ranged spell against a nearby enemy.' @@ -3149,44 +3282,44 @@ abilities: - name: Plant / Forest _type: Domain source: DATP - description: "_Revere the ancient trees, taller, stronger and filled with more wisdom\ - \ than any temple._\n\nGain a spell from the Forest terrain of the druid\u2019\ - s Circle of the Lands of up to your level as a bonus spell.\n\n**Invocation of\ - \ Plant:** Deal 3 times your level in ongoing poison damage to all nearby enemies\ - \ that are stuck." + description: |- + _Revere the ancient trees, taller, stronger and filled with more wisdom than any + temple._ + + Gain a spell from the Forest terrain of the druid’s Circle of the Lands of up to + your level as a bonus spell. + + **Invocation of Plant:** Deal 3 times your level in ongoing poison damage to + all nearby enemies that are stuck. feats: - tier: adventurer - description: ' You and any nearby allies ignore movement penalties or restrictions - in dense or hazardous vegetation. Any related skill checks are one step easier - (-5).' + description: |2- + You and any nearby allies ignore movement penalties or restrictions in dense or + hazardous vegetation. Any related skill checks are one step easier (-5). - tier: champion - description: ' The targets have disadvantage on their next save against ongoing - poison damage and the stuck effect.' + description: |2- + The targets have disadvantage on their next save against ongoing poison damage + and the stuck effect. - tier: epic description: ' Increase the ongoing damage to 5 times your level.' - name: Thorn Whip _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; At-will - + description: |- + Close-quarters spell; At-will --- - **Target:** One nearby enemy you are engaged with - **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** 1d6 per level + Strength poison damage - _Natural even hit:_ The target is stuck until the end of your next turn. - - **Miss:** Damage equal to your level' + **Miss:** Damage equal to your level feats: - tier: adventurer description: ' You can attack nearby enemies you are not engaged with.' @@ -3194,21 +3327,18 @@ abilities: - name: Binding Vines _type: Domain Spell 1 source: DATP - description: 'Ranged spell; Once per battle; Quick Action - + description: |- + Ranged spell; Once per battle; Quick Action --- - **Target:** A nearby enemy + **Attack:** Wisdom + Level vs. AC; you have a -4 penalty to the attack roll + against large, huge, and flying enemies - **Attack:** Wisdom + Level vs. AC; you have a -4 penalty to the attack roll against - large, huge, and flying enemies - - - **Hit:** The target is stuck (save ends).' + **Hit:** The target is stuck (save ends). feats: - tier: adventurer description: ' You can target 1d3 enemies with this spell.' @@ -3220,42 +3350,52 @@ abilities: - name: Ensnaring Roots _type: Domain Spell 1 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Effect:** Until the end of the\ - \ battle, tree roots in the nearby area start writhing and grabbing for your enemies\u2019\ - \ legs. When an enemy moves on the ground, it must succeed at an easy save (6+),\ - \ or it is stuck until the start of its next turn.\n\n3rd level spell: You can\ - \ now cast this spell as a quick action.\n\n5th level spell: The save is now a\ - \ normal save (11+) for normal-sized and smaller enemies." + description: |- + Ranged spell; Daily + + --- + + + **Effect:** Until the end of the battle, tree roots in the nearby area start + writhing and grabbing for your enemies’ legs. When an enemy moves on the ground, + it must succeed at an easy save (6+), or it is stuck until the start of its next + turn. + + 3rd level spell: You can now cast this spell as a quick action. + + 5th level spell: The save is now a normal save (11+) for normal-sized and + smaller enemies. feats: [] usage: per-day - name: Protection/Community _type: Domain source: DATP description: |- - Once per battle, you can affect two additional allies when you cast a spell for broad effect. - - **Invocation of Protection/Community:** This battle, critical hits against you and your nearby allies deal normal damage instead of critical damage. + Once per battle, you can affect two additional allies when you cast a spell for + broad effect. + + **Invocation of Protection/Community:** This battle, critical hits against you + and your nearby allies deal normal damage instead of critical damage. feats: - - tier: adventurer - description: Whenever you target one or more allies with a spell, one ally of your choice can roll a save against a save ends effect. + - tier: adventurer + description: |- + Whenever you target one or more allies with a spell, one ally of your choice can + roll a save against a save ends effect. - name: Shielding Strike _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength OR Wisdom + Level vs. AC + **Hit:** WEAPON + Strength damage, and you grant a nearby ally a +2 bonus to AC + until the end of your next turn. - **Hit:** WEAPON + Strength damage, and you grant a nearby ally a +2 bonus to - AC until the end of your next turn. - - - **Miss:** Grant a nearby ally a +1 bonus to AC.' + **Miss:** Grant a nearby ally a +1 bonus to AC. feats: - tier: adventurer description: ' If you wield a shield, grant the bonus to PD too.' @@ -3263,148 +3403,167 @@ abilities: - name: Blessed Orator _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - - **Effect:** Until the end of the scene, you have advantage on Wisdom and Charisma-checks - when speaking to a group.' + **Effect:** Until the end of the scene, you have advantage on Wisdom and + Charisma-checks when speaking to a group. feats: [] usage: per-day - name: Shield Other _type: Domain Spell 1 source: DATP usage: recharge - description: "Close-quarters spell; Recharge 11+ after battle; Interrupt action\n___\ - \n**Trigger:** An attack hits a nearby ally\u2019s AC.\n\n**Effect:** The attacker\ - \ must reroll the attack, and use the second result.\n\n3rd level spell: The ally\ - \ gains a +2 AC bonus against the rerolled attack.\n\n5th level spell: You can\ - \ trigger the spell against attacks that target PD; replace references to AC with\ - \ PD.\n\n7th level spell: The bonus to AC/PD on the rerolled attack increases\ - \ to +4.\n\n9th level spell: The bonus to AC/PD on the rerolled attack increases\ - \ to +6." + description: |- + Close-quarters spell; Recharge 11+ after battle; Interrupt action + ___ + **Trigger:** An attack hits a nearby ally’s AC. + + **Effect:** The attacker must reroll the attack, and use the second result. + + 3rd level spell: The ally gains a +2 AC bonus against the rerolled attack. + + 5th level spell: You can trigger the spell against attacks that target PD; + replace references to AC with PD. + + 7th level spell: The bonus to AC/PD on the rerolled attack increases to +4. + + 9th level spell: The bonus to AC/PD on the rerolled attack increases to +6. feats: - tier: adventurer - description: ' You can now choose either of the attack rolls, in case the second - one crits or is otherwise bad for your ally.' + description: |2- + You can now choose either of the attack rolls, in case the second one crits or + is otherwise bad for your ally. - tier: champion description: ' Recharge roll after battle is now 6+.' - tier: epic - description: ' Hit or miss, the ally takes only half damage from any attack you - use Shield Other against.' + description: |2- + Hit or miss, the ally takes only half damage from any attack you use Shield + Other against. - name: Summon Guardian of Faith _type: Domain Spell 3 source: DATP - description: "Close-quarters spell; Daily\n\n---\n\n\n**Effect:** This spell calls\ - \ a Guardian of Faith as a superior summoned creature according to the summoning\ - \ rules on page XX. The guardian takes a shape determined by your faith, often\ - \ an animal associated with strength, valor and protection, such as a lion, or\ - \ a knightly saint. The level of the guardian is the same as the spell\u2019s\ - \ level.\n\n### _Summoned Guardian of Faith_\n\n3rd level troop [Celestial beast]\n\ - \nInitiative: +5\n\n**Celestial weapon +8 vs. AC** \u201410 holy damage.\n\nNatural\ - \ even hit: The guardian can use both defend self and defend other this turn.\n\ - \n_Defend self (quick action):_ The guardian gains a +2 bonus to all defenses\ - \ until the end of its next turn.\n\n_Defend others (quick action):_ The ally\ - \ closest to the guardian gains a +2 bonus to all defenses until the end of its\ - \ next turn.\n\n**Guardian of Faith Level Progression** " + description: |- + Close-quarters spell; Daily + + --- + + + **Effect:** This spell calls a Guardian of Faith as a superior summoned + creature according to the summoning rules on page XX. The guardian takes a shape + determined by your faith, often an animal associated with strength, valor and + protection, such as a lion, or a knightly saint. The level of the guardian is + the same as the spell’s level. + + ### _Summoned Guardian of Faith_ + + 3rd level troop [Celestial beast] + + Initiative: +5 + + **Celestial weapon +8 vs. AC** —10 holy damage. + + Natural even hit: The guardian can use both defend self and defend other this + turn. + + _Defend self (quick action):_ The guardian gains a +2 bonus to all defenses + until the end of its next turn. + + _Defend others (quick action):_ The ally closest to the guardian gains a +2 + bonus to all defenses until the end of its next turn. + + **Guardian of Faith Level Progression** feats: - tier: adventurer - description: ' If you summon the guardian to defend a holy site, it has a +2 bonus - to attacks and defenses and twice the starting hit points.' + description: |2- + If you summon the guardian to defend a holy site, it has a +2 bonus to attacks + and defenses and twice the starting hit points. - tier: champion description: ' The guardian has _resist negative energy_ 16+.' - tier: epic - description: " The guardian\u2019s defend abilities grant a +3 bonus to defenses." + description: ' The guardian’s defend abilities grant a +3 bonus to defenses.' usage: per-day - name: Walk Unharmed _type: Domain Spell 3 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Special:** You can only cast this spell outside of battle. - **Effect:** Until the end of the scene, you and up to one nearby ally per point - of Wisdom modifier cannot be attacked. Only creatures of a higher level than you, - or direct icon interference (watch those complications from 5s!) can break the - effect. The effect also ends if you or one of your allies makes an attack. - + of Wisdom modifier cannot be attacked. Only creatures of a higher level than + you, or direct icon interference (watch those complications from 5s!) can break + the effect. The effect also ends if you or one of your allies makes an attack. 5th level spell: The effect lasts one hour. - 7th level spell: The effect lasts 1d6 hours. - - 9th level spell: The effect lasts 2d4 hours.' + 9th level spell: The effect lasts 2d4 hours. feats: [] usage: per-day - name: Secrets / Cultism _type: Domain source: DATP - description: "_Your church, or at least the branch you belong to, prefers to operate\ - \ without drawing attention to itself. You generally don\u2019t disclose your\ - \ status to those who are not part of your faith._\n\nYour divine magic is subtle,\ - \ and hard to detect. Outside of blatant elemental effects, only direct targets\ - \ of the spell, and those with a supernatural ability to detect divine presence\ - \ will notice your divine aura or your spellcasting.\n\n**Invocation of Secrets\ - \ / Cultism:** Choose a nearby person. Gain a hint about a secret they are hiding.\ - \ The hint should be significant enough to drive the story forward, but not so\ - \ complete that no further investigation is required. If in doubt, the invocation\ - \ gives an inspiration about where to look for more information." + description: |- + _Your church, or at least the branch you belong to, prefers to operate without + drawing attention to itself. You generally don’t disclose your status to those + who are not part of your faith._ + + Your divine magic is subtle, and hard to detect. Outside of blatant elemental + effects, only direct targets of the spell, and those with a supernatural ability + to detect divine presence will notice your divine aura or your spellcasting. + + **Invocation of Secrets / Cultism:** Choose a nearby person. Gain a hint about + a secret they are hiding. The hint should be significant enough to drive the + story forward, but not so complete that no further investigation is required. If + in doubt, the invocation gives an inspiration about where to look for more + information. feats: - tier: adventurer - description: " Your ranged divine spells don\u2019t provoke opportunity attacks." + description: ' Your ranged divine spells don’t provoke opportunity attacks.' - tier: champion - description: ' When casting a divine ritual to uncover secrets or find forbidden - information, you gain advantage on the skill check.' + description: |2- + When casting a divine ritual to uncover secrets or find forbidden information, + you gain advantage on the skill check. - tier: epic - description: ' Once per day, you can use a secret you know about a target to gain - advantage on a spell attack roll against them.' + description: |2- + Once per day, you can use a secret you know about a target to gain advantage on + a spell attack roll against them. - name: Ominous Chant _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; At-will - + description: |- + Close-quarters spell; At-will --- - **Target:** One nearby enemy - **Attack:** Wisdom + Level vs. MD - **Hit:** 1d8 + Wisdom psychic damage - **Miss:** Damage equal to your level - - **Any natural even roll:** The target takes a -4 penalty to MD until the end - of your next turn. - + **Any natural even roll:** The target takes a -4 penalty to MD until the end of + your next turn. 3rd level spell: 3d8 damage - 5th level spell: 5d8 damage - 7th level spell: 7d8 damage - - 9th level spell: 10d8 damage' + 9th level spell: 10d8 damage feats: - tier: adventurer description: ' The damage dice of this spell are exploding dice.' @@ -3412,67 +3571,97 @@ abilities: - name: Encrypt _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - **Target:** A letter, book etc. - **Effect:** You obfuscate the words, and make the writing appear as a harmless text or complete gibberish. Only you, and any person designated by you, can read - the original text.' + the original text. feats: [] usage: per-day - name: Erase Memory _type: Domain Spell 5 source: DATP - description: "Ranged spell; Daily\n\n---\n\n\n**Target:** One nearby creature\n\ - \n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** You cause the target to forget\ - \ a small piece of information, such as the face of a stranger, a password or\ - \ the location of a meeting. The target can save against the effect after 24 hours,\ - \ and each day after that.\n\n**Miss:** \u2014\n\n_Natural odd miss:_ The target\ - \ notices the attempt to mess with its mind, and it will be quite unhappy about\ - \ it.\n\n7th level spell: The target forgets something much closer to them, such\ - \ as the name of a good friend.\n\n9th level spell: You can erase a larger chunk\ - \ of memory, up to a year\u2019s worth." + description: |- + Ranged spell; Daily + + --- + + + **Target:** One nearby creature + + **Attack:** Wisdom + Level vs. MD + + **Hit:** You cause the target to forget a small piece of information, such as + the face of a stranger, a password or the location of a meeting. The target can + save against the effect after 24 hours, and each day after that. + + **Miss:** — + + _Natural odd miss:_ The target notices the attempt to mess with its mind, and it + will be quite unhappy about it. + + 7th level spell: The target forgets something much closer to them, such as the + name of a good friend. + + 9th level spell: You can erase a larger chunk of memory, up to a year’s worth. feats: - tier: champion - description: ' Instead of erasing the memory, you can subtly alter it. For example, - you can make the target remember a different face.' + description: |2- + Instead of erasing the memory, you can subtly alter it. For example, you can + make the target remember a different face. usage: per-day - name: Spirits / Undeath _type: Domain source: DATP - description: '_Eternal life at any cost._ - + description: |- + _Eternal life at any cost._ Gain a necromancer spell (13TW p. 85) of your level or lower as a bonus spell. You can switch Intelligence for Wisdom in the spell description. - **Invocation of Spirits / Undeath:** Until the end of the battle, deal negative energy damage equal to your level to each enemy who makes an attack against you. If an undead creature attempts to attack you, it must roll a save. If the save - fails, they cannot attack you, but they do not lose the action used for the attack. - If the save succeeds, they can now attack you freely until the end of the battle.' + fails, they cannot attack you, but they do not lose the action used for the + attack. If the save succeeds, they can now attack you freely until the end of + the battle. feats: - tier: adventurer - description: ' If the save is a natural 1, the target is stunned until the start - of its next turn.' + description: |2- + If the save is a natural 1, the target is stunned until the start of its next + turn. - name: Withering Touch _type: Domain Spell 1 source: DATP - description: "Close-quarters spell; At-will\n\n---\n\n\n**Target:** One enemy you\ - \ are engaged with\n\n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d12 + Wisdom\ - \ negative energy damage\n\n**Miss:** \u2014\n\n_Natural odd miss:_ You take\ - \ 1d6 negative energy damage.\n\n3rd level spell: 5d6 damage, 2d6 damage on odd\ - \ miss\n\n5th level spell: 5d8 damage, 2d8 damage on odd miss\n\n7th level spell:\ - \ 7d10 damage, 3d10 damage on odd miss\n\n9th level spell: 10d10 damage, 4d6 damage\ - \ on odd miss" + description: |- + Close-quarters spell; At-will + + --- + + + **Target:** One enemy you are engaged with + + **Attack:** Wisdom + Level vs. PD + + **Hit:** 1d12 + Wisdom negative energy damage + + **Miss:** — + + _Natural odd miss:_ You take 1d6 negative energy damage. + + 3rd level spell: 5d6 damage, 2d6 damage on odd miss + + 5th level spell: 5d8 damage, 2d8 damage on odd miss + + 7th level spell: 7d10 damage, 3d10 damage on odd miss + + 9th level spell: 10d10 damage, 4d6 damage on odd miss feats: - tier: champion description: ' You can now use the spell as a ranged spell.' @@ -3480,46 +3669,39 @@ abilities: - name: Captive Spirit _type: Domain Spell 1 source: DATP - description: 'Ranged spell; Once per battle - + description: |- + Ranged spell; Once per battle --- - **Effect:** You summon one captive spirit mook as per the summoning rules on - page XX. The spirit fights for you until the end of the battle, or until it drops - to 0 hp, whichever comes first.' + page XX. The spirit fights for you until the end of the battle, or until it + drops to 0 hp, whichever comes first. feats: [] usage: per-battle - name: Bolster Undead _type: Domain Spell 3 source: DATP - description: 'Ranged spell; Daily; Quick action - + description: |- + Ranged spell; Daily; Quick action --- - **Effect:** You can cast this spell for power or for broad effect. - - _Cast for power:_ One nearby undead creature gains 20 temporary hit points and - a +2 bonus to hit until the end of the battle. - + _Cast for power:_ One nearby undead creature gains 20 temporary hit points and a + +2 bonus to hit until the end of the battle. _Cast for broad effect_: Choose up to three nearby undead creatures; each target gains 10 temporary hit points and a +1 bonus to hit until the end of the battle. - 5th level spell: Temporary hp = 30/15 - 7th level spell: Temporary hp = 40/20 - - 9th level spell: Temporary hp = 50/25' + 9th level spell: Temporary hp = 50/25 feats: [] usage: per-day - name: Strength @@ -3527,86 +3709,86 @@ abilities: source: DATP description: |- You can wield heavy/martial weapons without an attack penalty. - - **Invocation of Strength:** This battle, you and your nearby allies deal triple damage instead of double damage on critical hits with melee attacks. + + **Invocation of Strength:** This battle, you and your nearby allies deal triple + damage instead of double damage on critical hits with melee attacks. feats: - - tier: adventurer - description: Once per battle, you can deal extra damage to one target you hit with a melee attack as a free action. The damage bonus is a number of d4 equal to your Strength modifier or to your level, whichever is higher. - - tier: champion - description: You can use d8s instead of d4s for the bonus damage dice. - - tier: epic - description: Once per day, you can use d20s instead of d8s for the bonus damage dice. + - tier: adventurer + description: |- + Once per battle, you can deal extra damage to one target you hit with a melee + attack as a free action. The damage bonus is a number of d4 equal to your + Strength modifier or to your level, whichever is higher. + - tier: champion + description: You can use d8s instead of d4s for the bonus damage dice. + - tier: epic + description: Once per day, you can use d20s instead of d8s for the bonus damage + dice. - name: Powerful Blow _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength + Level vs. AC - **Hit:** WEAPON + Strength damage - _Natural odd hit:_ The target pops free from you. - - **Miss:** Damage equal to your Strength modifier (x2 at 5th level; x3 at 8th) - + Level' + **Miss:** Damage equal to your Strength modifier (x2 at 5th level; x3 at 8th) + + Level feats: - tier: adventurer description: ' On a natural even hit, deal extra damage equal to your level.' - tier: champion - description: ' On a natural odd hit, you knock the target prone. Melee attacks - have advantage against the target until it takes a move action to stand up.' + description: |2- + On a natural odd hit, you knock the target prone. Melee attacks have advantage + against the target until it takes a move action to stand up. usage: at-will - name: Bend Bars and Lift Gates _type: Domain Spell 1 source: DATP - description: "Close-quarters spell; Once per scene; Free action\n\n**Trigger:**\ - \ You or a nearby ally makes a Strength check or a Strength-based skill check.\n\ - \n**Effect:** Triple the target\u2019s Strength modifier for the check." + description: |- + Close-quarters spell; Once per scene; Free action + + **Trigger:** You or a nearby ally makes a Strength check or a Strength-based + skill check. + + **Effect:** Triple the target’s Strength modifier for the check. feats: - tier: adventurer description: ' You can target 1d3 allies (including yourself).' - name: Siphon Strength _type: Domain Spell 3 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Target:** One nearby enemy with 96 hp or fewer - **Attack:** Wisdom + Level vs. PD - **Hit:** 4d12 + Wisdom negative energy damage, and the target is weakened (save ends) - **Miss:** Half damage - 5th level spell: 7d12 damage - 7th level spell: 2d6 x 10 damage - - 9th level spell: 2d10 x 10 damage' + 9th level spell: 2d10 x 10 damage feats: - tier: adventurer - description: ' The spell can now target an enemy with any number of hit points - while the escalation die is 3+.' + description: |2- + The spell can now target an enemy with any number of hit points while the + escalation die is 3+. - tier: champion description: ' The save against weakened is now a hard save (16+).' - tier: epic @@ -3616,49 +3798,47 @@ abilities: _type: Domain source: DATP description: |- - Every attack you make deals holy damage instead of other types of damage unless you choose otherwise for a specific attack. - - **Invocation of Sun/Anti-Undead:** When you cast a daily cleric spell this battle, roll a d6. - If you roll less than or equal to the escalation die, you regain the use of that daily spell after the battle. + Every attack you make deals holy damage instead of other types of damage unless + you choose otherwise for a specific attack. + + **Invocation of Sun/Anti-Undead:** When you cast a daily cleric spell this + battle, roll a d6. + If you roll less than or equal to the escalation die, you regain the use of that + daily spell after the battle. feats: - - tier: adventurer - description: "If your attack already deals holy damage, it gains the following bonus damage—adventurer tier: +1 damage; champion tier: +2 damage; epic tier: +3 damage." - - tier: champion - description: You gain a +2 bonus to all defenses against attacks by undead. - - tier: epic - description: The invocation also affects your allies' daily spells. + - tier: adventurer + description: |- + If your attack already deals holy damage, it gains the following bonus + damage—adventurer tier: +1 damage; champion tier: +2 damage; epic tier: +3 + damage. + - tier: champion + description: You gain a +2 bonus to all defenses against attacks by undead. + - tier: epic + description: The invocation also affects your allies' daily spells. - name: Ray of Light _type: Domain Spell 1 source: DATP - description: 'Ranged spell; At-will - + description: |- + Ranged spell; At-will --- - **Target:** A nearby enemy - **Attack:** Wisdom + Level vs. MD - **Hit:** 1d6 + Wisdom holy damage. Deal maximum damage against undead. - **Miss:** Damage equal to your level - 3rd level spell: 3d6 damage - 5th level spell: 5d6 damage - 7th level spell: 7d6 damage - - 9th level spell: 10d6 damage' + 9th level spell: 10d6 damage feats: - tier: adventurer description: ' Against undead, deal half damage on a miss.' @@ -3668,58 +3848,50 @@ abilities: - name: Consecration _type: Domain Spell 1 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Effect:** You create a consecrated area that covers the nearby battlefield - until the end of the battle. Within the area, undead, demons and devils lose their - resistances and become vulnerable to all attacks. Against creatures that are already - vulnerable to holy damage, you deal extra damage equal to your Wisdom modifier - (x2 at 5th level; x3 at 8th). - + until the end of the battle. Within the area, undead, demons and devils lose + their resistances and become vulnerable to all attacks. Against creatures that + are already vulnerable to holy damage, you deal extra damage equal to your + Wisdom modifier (x2 at 5th level; x3 at 8th). - 3rd level spell: You can now cast this spell as a quick action.' + 3rd level spell: You can now cast this spell as a quick action. feats: - tier: adventurer - description: ' Allies gain a bonus die to their recovery rolls while within the - consecrated area (5th level: 2 dice; 8th level: 3 dice).' + description: |2- + Allies gain a bonus die to their recovery rolls while within the consecrated + area (5th level: 2 dice; 8th level: 3 dice). - tier: champion description: ' The spell is now Recharge 16+.' usage: per-day - name: Searing Light _type: Domain Spell 3 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Target:** One nearby enemy per point of escalation die - **Attack:** Wisdom + Level vs. MD - **Hit:** 5d8 + Wisdom holy damage. If the target is a demon or undead, it is also dazed (save ends). - **Miss:** Half damage - 5th level spell: 1d8 x 10 damage - 7th level spell: 1d8 x 15 damage - - 9th level spell: 2d8 x 10 damage' + 9th level spell: 2d8 x 10 damage feats: - tier: adventurer description: ' Gain a +3 bonus to hit against demons and undead.' @@ -3727,52 +3899,44 @@ abilities: - name: Time _type: Domain source: DATP - description: '_No one can escape time._ - + description: |- + _No one can escape time._ Choose a wizard spell of your level or lower from the following list as a bonus spell: Feather Fall, Haste, Slow, Time Stop. - - **Invocation of Time:** Grant a nearby ally a standard action.' + **Invocation of Time:** Grant a nearby ally a standard action. feats: - tier: adventurer - description: ' Once per battle, when the escalation die is increased by one, move - yourself up 1d4 positions in the initiative order.' + description: |2- + Once per battle, when the escalation die is increased by one, move yourself up + 1d4 positions in the initiative order. - tier: champion description: ' Also grant a move action.' - name: Sands of Time _type: Domain Spell 1 source: DATP - description: 'Ranged spell; At-will - + description: |- + Ranged spell; At-will --- - **Target:** A nearby enemy - **Attack:** Wisdom + Level vs. MD - **Hit:** 1d4 + Wisdom ongoing holy damage - **Miss:** Damage equal to your level - 3rd level spell: 2d8 ongoing damage - 5th level spell: 4d6 ongoing damage - 7th level spell: 6d6 ongoing damage - - 9th level spell: 7d10 ongoing damage' + 9th level spell: 7d10 ongoing damage feats: - tier: adventurer description: ' The target also takes a -2 penalty to disengage checks (save ends @@ -3781,75 +3945,98 @@ abilities: - name: Temporal Disruption _type: Domain Spell 1 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - **Target:** 1d3 nearby enemies - **Attack:** Wisdom + Level vs. MD - **Hit:** 4d6 + Wisdom holy damage. Move the target to the end of the initiative queue. If it has already taken its turn this round, it takes its next turn in the next round. - **Miss:** Half damage - 3rd level spell: 7d6 damage - 5th level spell: 10d6 damage - 7th level spell: 15d6 damage - - 9th level spell: 2d6 x 10 damage' + 9th level spell: 2d6 x 10 damage feats: [] usage: per-day - name: Visions of the Past _type: Domain Spell 1 source: DATP - description: "Close-quarters spell; Daily; Quick action\n\n---\n\n\n**Effect:**\ - \ Focus on a nearby person, place, or object, and decide a rough time range (1\ - \ day, 1 month, 1 year, 100 years \u2026). You see a vision of that person, place,\ - \ or object at the time. You can improve the vision if you focus longer, touch\ - \ the object, and succeed at skill check at a normal difficulty.\n\n5th level\ - \ spell: The difficulty of skill checks for the spell is now easy." + description: |- + Close-quarters spell; Daily; Quick action + + --- + + + **Effect:** Focus on a nearby person, place, or object, and decide a rough time + range (1 day, 1 month, 1 year, 100 years …). You see a vision of that person, + place, or object at the time. You can improve the vision if you focus longer, + touch the object, and succeed at skill check at a normal difficulty. + + 5th level spell: The difficulty of skill checks for the spell is now easy. feats: [] usage: per-day - name: Trickery/Illusion _type: Domain source: DATP description: |- - Once per battle, as a quick action when you are engaged with an enemy, roll a d20 (your 'trick die'). - - As a free action before the start of your next turn, give your trick die to a nearby ally or enemy who is about to make an attack roll. + Once per battle, as a quick action when you are engaged with an enemy, roll a + d20 (your 'trick die'). + + As a free action before the start of your next turn, give your trick die to a + nearby ally or enemy who is about to make an attack roll. The trick die result becomes the natural result of their roll instead. - - **Invocation of Trickery/Illusion:** This battle, attacks against you by enemies that moved to engage you during their turn miss on natural odd rolls. + + **Invocation of Trickery/Illusion:** This battle, attacks against you by enemies + that moved to engage you during their turn miss on natural odd rolls. feats: - - tier: champion - description: Your trick die can be used for any one d20 roll, not just an attack. - - tier: epic - description: You get another trick die roll to use each battle the first time the escalation die reaches 3+. + - tier: champion + description: Your trick die can be used for any one d20 roll, not just an attack. + - tier: epic + description: |- + You get another trick die roll to use each battle the first time the escalation + die reaches 3+. - name: Wink of the Trickster _type: Domain Spell 1 source: DATP - description: "Ranged spell; At-will\n\n---\n\n\n**Target:** A nearby enemy\n\n\ - **Attack:** Wisdom + Level vs. MD\n\n**Hit:** 1d6 + Wisdom psychic damage\n\n\ - _Natural even hit:_ The next attack by the target against you has disadvantage\ - \ as you create an illusory double of yourself.\n\n**Miss:** \u2014\n\n_Natural\ - \ even miss:_ The next attack against a nearby ally of your choice has disadvantage.\n\ - \n3rd level spell: 3d6 damage\n\n5th level spell: 5d6 damage\n\n7th level spell:\ - \ 7d6 damage\n\n9th level spell: 10d6 damage" + description: |- + Ranged spell; At-will + + --- + + + **Target:** A nearby enemy + + **Attack:** Wisdom + Level vs. MD + + **Hit:** 1d6 + Wisdom psychic damage + + _Natural even hit:_ The next attack by the target against you has disadvantage + as you create an illusory double of yourself. + + **Miss:** — + + _Natural even miss:_ The next attack against a nearby ally of your choice has + disadvantage. + + 3rd level spell: 3d6 damage + + 5th level spell: 5d6 damage + + 7th level spell: 7d6 damage + + 9th level spell: 10d6 damage feats: - tier: adventurer description: ' You can use this spell as a melee attack that deals WEAPON + Wisdom @@ -3861,146 +4048,136 @@ abilities: - name: Taunt and Tease _type: Domain Spell 1 source: DATP - description: 'Ranged spell; Once per battle - + description: |- + Ranged spell; Once per battle --- - **Target:** One nearby enemy - **Attack:** Wisdom + Level vs. MD - - **Hit:** 4d6 + Wisdom psychic damage, and the target takes a -4 penalty to attacks - until the end of your next turn, unless it attacks you. If it misses with an attack - against any target, it takes psychic damage equal to your Charisma modifier (x2 - at 5th level; x3 at 8th) + twice the spell level. - + **Hit:** 4d6 + Wisdom psychic damage, and the target takes a -4 penalty to + attacks until the end of your next turn, unless it attacks you. If it misses + with an attack against any target, it takes psychic damage equal to your + Charisma modifier (x2 at 5th level; x3 at 8th) + twice the spell level. **Miss:** Damage equal to your level - 3rd level spell: 5d8 damage. - 5th level spell: 7d10 damage. - 7th level spell: 10d12 damage. - - 9th level spell: 2d8 x 10 damage.' + 9th level spell: 2d8 x 10 damage. feats: - tier: adventurer - description: ' You can make the target think the attack comes from an ally it - is engaged with instead of you. It now has a -4 penalty to attacks against everyone - except that ally.' + description: |2- + You can make the target think the attack comes from an ally it is engaged with + instead of you. It now has a -4 penalty to attacks against everyone except that + ally. - tier: champion description: ' A natural even miss does not expend the spell.' usage: per-battle - name: Trickster's Guise _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; Daily - + description: |- + Close-quarters spell; Daily --- - - **Effect:** This spell provides you with an effective magical disguise that lasts - about ten minutes, making the skill check to avoid unmasking one step easier (-5 - to the difficulty). The spell only affects your general appearance, not your size. - It can be used to hide your features behind the generic features of another person - or race. Using it to impersonate a specific creature makes it less effective as - a disguise (-2 to -5 penalty to the check). - + **Effect:** This spell provides you with an effective magical disguise that + lasts about ten minutes, making the skill check to avoid unmasking one step + easier (-5 to the difficulty). The spell only affects your general appearance, + not your size. It can be used to hide your features behind the generic features + of another person or race. Using it to impersonate a specific creature makes it + less effective as a disguise (-2 to -5 penalty to the check). 3rd level spell: The spell lasts for 1 hour. - 5th level spell: The spell also provides smell; +2 bonus to any checks. - - 7th level spell: The spell also handles accurate-sounding vocal patterns and rough - mannerisms; +4 bonus to any checks.' + 7th level spell: The spell also handles accurate-sounding vocal patterns and + rough mannerisms; +4 bonus to any checks. feats: - tier: champion - description: ' You can cast the spell on yourself plus one ally per point of Wisdom - modifier. All disguises will be of the same type, for example all orcs or all - city guards.' + description: |2- + You can cast the spell on yourself plus one ally per point of Wisdom modifier. + All disguises will be of the same type, for example all orcs or all city guards. usage: per-day - name: Borrowed Trick _type: Domain Spell 5 source: DATP - description: 'Ranged spell; Daily; Quick action - + description: |- + Ranged spell; Daily; Quick action --- - **Target:** One nearby ally - **Effect:** Choose a spell, maneuver or power of the target. You can use it at - its normal frequency until the end of the battle.' + its normal frequency until the end of the battle. feats: [] usage: per-day - name: Cheat All Except Death _type: Domain Spell 7 source: DATP - description: 'Close-quarters spell; Daily; Quick action - + description: |- + Close-quarters spell; Daily; Quick action --- - **Target:** You - - **Effect:** Until the end of the battle, you can set a d20 roll as a natural - 20 after making the roll. Each time you do so, you add one failed death save for - this battle. As usual, you die after the fourth failed death save, regardless - of your current hit point total.' + **Effect:** Until the end of the battle, you can set a d20 roll as a natural 20 + after making the roll. Each time you do so, you add one failed death save for + this battle. As usual, you die after the fourth failed death save, regardless of + your current hit point total. feats: [] usage: per-day - name: War/Leadership _type: Domain source: DATP description: |- - Once per turn when you make a melee attack against an enemy, hit or miss, your allies gain a +1 attack bonus against that enemy until the start of your next turn. - + Once per turn when you make a melee attack against an enemy, hit or miss, your + allies gain a +1 attack bonus against that enemy until the start of your next + turn. + **Invocation of War/Leadership:** Increase the escalation die by 1. feats: - - tier: adventurer - description: The attack no longer has to be a melee attack, close and ranged attacks also work. - - tier: champion - description: The bonus now applies against all enemies you attack; you no longer have to single out one foe if you use a spell that attacks multiple enemies. - - tier: epic - description: Allies now also get a damage bonus against such enemies equal to double your Charisma modifier. + - tier: adventurer + description: |- + The attack no longer has to be a melee attack, close and ranged attacks also + work. + - tier: champion + description: |- + The bonus now applies against all enemies you attack; you no longer have to + single out one foe if you use a spell that attacks multiple enemies. + - tier: epic + description: |- + Allies now also get a damage bonus against such enemies equal to double your + Charisma modifier. - name: Lead the Assault _type: Domain Spell 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - **Attack:** Strength OR Wisdom + Level vs. AC - **Hit:** WEAPON + Strength damage. Until the end of your next turn, your allies have a +2 bonus to their critical threat range against the target. - - **Miss:** Damage equal to your level' + **Miss:** Damage equal to your level feats: - tier: adventurer description: ' Also grant the crit bonus on an even miss.' @@ -4008,14 +4185,31 @@ abilities: - name: Booming Command _type: Domain Spell 1 source: DATP - description: "Close-quarters spell; Daily\n\n---\n\n\n**Target:** One nearby enemy\n\ - \n**Effect:** You give the target a simple, three-word command, such as \u201C\ - drop your weapon\u201D or \u201Crun away quickly\u201D. If the target obeys, no\ - \ other effect happens. If it doesn\u2019t, make the following attack against\ - \ it:\n\n**Attack:** Wisdom + Level vs. MD\n\n**Hit:** 3d8 + Wisdom thunder\ - \ damage\n\n**Miss:** Damage equal to your level\n\n3rd level spell: 4d8 thunder\ - \ damage\n\n5th level spell: 6d8 thunder damage\n\n7th level spell: 9d8 thunder\ - \ damage\n\n9th level spell: 2d6 x 10 thunder damage" + description: |- + Close-quarters spell; Daily + + --- + + + **Target:** One nearby enemy + + **Effect:** You give the target a simple, three-word command, such as “drop + your weapon” or “run away quickly”. If the target obeys, no other effect + happens. If it doesn’t, make the following attack against it: + + **Attack:** Wisdom + Level vs. MD + + **Hit:** 3d8 + Wisdom thunder damage + + **Miss:** Damage equal to your level + + 3rd level spell: 4d8 thunder damage + + 5th level spell: 6d8 thunder damage + + 7th level spell: 9d8 thunder damage + + 9th level spell: 2d6 x 10 thunder damage feats: - tier: adventurer description: ' The command can be up to 5 words.' @@ -4027,29 +4221,33 @@ abilities: - name: Elevated Command _type: Domain Spell 3 source: DATP - description: 'Close-quarters spell; Daily; Quick action - + description: |- + Close-quarters spell; Daily; Quick action --- - **Effect:** Until the end of the battle, when you grant an ally an attack bonus - from the War Domain, increase it +2.' + from the War Domain, increase it +2. feats: - tier: adventurer - description: " The War domain\u2019s attack bonus now lasts until the end of your\ - \ next turn, and you can benefit from it yourself." + description: |2- + The War domain’s attack bonus now lasts until the end of your next turn, and + you can benefit from it yourself. usage: per-day - name: Water / Sea / River _type: Domain source: DATP - description: "_From the tiniest stream to the endless oceans, where there is water,\ - \ there is divine power._\n\nChoose a spell from the Ocean or River terrains of\ - \ the druid\u2019s Circle of the Lands of up to your level as a bonus spell.\n\ - \n**Invocation of Water:** A foggy mist fills the battlefield that gives you\ - \ and all allies in the nearby area a +2 bonus to defenses against ranged and\ - \ close-quarters attacks, and _resist fire and poison_ 12+." + description: |- + _From the tiniest stream to the endless oceans, where there is water, there is + divine power._ + + Choose a spell from the Ocean or River terrains of the druid’s Circle of the + Lands of up to your level as a bonus spell. + + **Invocation of Water:** A foggy mist fills the battlefield that gives you and + all allies in the nearby area a +2 bonus to defenses against ranged and close- + quarters attacks, and _resist fire and poison_ 12+. feats: - tier: adventurer description: ' You gain _resist poison_ 16+.' @@ -4058,74 +4256,80 @@ abilities: - name: Jetblast _type: Domain Spell 1 source: DATP - description: 'Close-quarters spell; At-will - + description: |- + Close-quarters spell; At-will --- - **Target:** A nearby enemy - **Attack:** Wisdom + Level vs. PD - - **Hit:** 1d6 + Wisdom damage. If the target has an attack that deals fire damage, - it is dazed (doused) until the end of your next turn. - + **Hit:** 1d6 + Wisdom damage. If the target has an attack that deals fire + damage, it is dazed (doused) until the end of your next turn. _Natural even hit:_ If the target is engaged with you, you force it to pop free. - **Miss:** Damage equal to your level - 3rd level spell: 3d6 damage - 5th level spell: 5d6 damage - 7th level spell: 7d6 damage - - 9th level spell: 10d6 damage' + 9th level spell: 10d6 damage feats: - tier: champion - description: " You can choose to attack two targets with this spell, but you take\ - \ a \u20134 penalty to your attack roll." + description: |2- + You can choose to attack two targets with this spell, but you take a –4 penalty + to your attack roll. usage: at-will - name: Neutralize Poison _type: Domain Spell 1 usage: recharge source: DATP - description: 'Ranged spell; Recharge 11+ after battle; Quick action - + description: |- + Ranged spell; Recharge 11+ after battle; Quick action ___ - **Effect:** You can cast this spell for power or for broad effect. - _Cast for power:_ End any ongoing poison effect on a nearby ally, and grant them _resist poison_ 18+ until the end of the battle. - _Cast for broad effect:_ As with casting for power, but on 3 allies, including - yourself, and the resistance is 14+.' + yourself, and the resistance is 14+. feats: - tier: champion - description: ' The target gains a +4 bonus to defenses against attacks that deal - poison damage until the end of the battle (broad effect: +2).' + description: |2- + The target gains a +4 bonus to defenses against attacks that deal poison damage + until the end of the battle (broad effect: +2). - name: Purification _type: Domain Spell 1 source: DATP - description: "Close-quarters spell; Daily\n\n---\n\n\n**Target:** 1d4 nearby enemies\n\ - \n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d8 + Wisdom holy damage. Until\ - \ the end of your next turn, the enemy\u2019s attacks cannot impose conditions\ - \ on their targets.\n\n**Miss:** Half damage\n\n3rd level spell: 3d8 damage\n\ - \n5th level spell: 5d8 damage\n\n7th level spell: 7d8 damage\n\n9th level spell:\ - \ 10d8 damage" + description: |- + Close-quarters spell; Daily + + --- + + + **Target:** 1d4 nearby enemies + + **Attack:** Wisdom + Level vs. PD + + **Hit:** 1d8 + Wisdom holy damage. Until the end of your next turn, the enemy’s + attacks cannot impose conditions on their targets. + + **Miss:** Half damage + + 3rd level spell: 3d8 damage + + 5th level spell: 5d8 damage + + 7th level spell: 7d8 damage + + 9th level spell: 10d8 damage feats: - tier: adventurer description: ' Nearby allies heal hit points equal to the spell level.' @@ -4133,12 +4337,16 @@ abilities: - name: Winter / Ice _type: Domain source: DATP - description: "_Before every new beginning, there must be an end._\n\nChoose a spell\ - \ from the Ice terrain of the druid\u2019s Circle of the Lands of up to your level\ - \ as a bonus spell.\n\nWhen you cast a spell that deals holy damage, you can deal\ - \ cold damage instead.\n\n**Invocation of Winter:** Until the end of the battle,\ - \ all enemies that don\u2019t have resistance to cold damage are vulnerable to\ - \ cold damage." + description: |- + _Before every new beginning, there must be an end._ + + Choose a spell from the Ice terrain of the druid’s Circle of the Lands of up to + your level as a bonus spell. + + When you cast a spell that deals holy damage, you can deal cold damage instead. + + **Invocation of Winter:** Until the end of the battle, all enemies that don’t + have resistance to cold damage are vulnerable to cold damage. feats: - tier: adventurer description: ' You gain _resist cold_ 16+.' @@ -4147,11 +4355,29 @@ abilities: - name: Ice Shards _type: Domain Spell 1 source: DATP - description: "Ranged spell; At-Will\n\n---\n\n\n**Targets:** 1d3 nearby enemies\ - \ in a group\n\n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d6 + Wisdom cold\ - \ damage\n\n**Miss:** \u2014\n\n_Natural 1:_ Deal cold damage equal to your level\ - \ to a nearby ally.\n\n3rd level spell: 2d6 damage\n\n5th level spell: 3d6 damage\n\ - \n7th level spell: 6d6 damage\n\n9th level spell: 8d6 damage" + description: |- + Ranged spell; At-Will + + --- + + + **Targets:** 1d3 nearby enemies in a group + + **Attack:** Wisdom + Level vs. PD + + **Hit:** 1d6 + Wisdom cold damage + + **Miss:** — + + _Natural 1:_ Deal cold damage equal to your level to a nearby ally. + + 3rd level spell: 2d6 damage + + 5th level spell: 3d6 damage + + 7th level spell: 6d6 damage + + 9th level spell: 8d6 damage feats: - tier: adventurer description: ' Gain a +1 bonus to your critical threat range.' @@ -4159,11 +4385,19 @@ abilities: - name: Frost Hammer _type: Domain Spell 1 source: DATP - description: "Melee attack; Daily\n\n---\n\n\n**Attack:** Strength OR Wisdom +\ - \ Level vs. AC\n\n**Hit:** WEAPON + Strength cold damage, and if the target\u2019\ - s hit points are equal to the spell level x 50 or fewer after taking damage, it\ - \ is frozen (-4 to defenses and can\u2019t take actions) until the end of your\ - \ next turn.\n\n**Miss:** Half damage" + description: |- + Melee attack; Daily + + --- + + + **Attack:** Strength OR Wisdom + Level vs. AC + + **Hit:** WEAPON + Strength cold damage, and if the target’s hit points are + equal to the spell level x 50 or fewer after taking damage, it is frozen (-4 to + defenses and can’t take actions) until the end of your next turn. + + **Miss:** Half damage feats: - tier: adventurer description: ' On a natural even miss, the target is dazed until the end of your @@ -4174,37 +4408,29 @@ abilities: - name: Snow Storm _type: Domain Spell 5 source: DATP - description: 'Ranged spell; Daily - + description: |- + Ranged spell; Daily --- - - **Effect:** You summon icy winds across the battlefield. For the next three rounds, - you can make the following attack at the start of your turn. - + **Effect:** You summon icy winds across the battlefield. For the next three + rounds, you can make the following attack at the start of your turn. **Target:** 1d3 nearby enemies - **Attack:** Wisdom + Level vs. PD - **Hit:** 2d8 + Wisdom cold damage, and the target has disadvantage on saves to disengage until the end of your next turn. - _Natural 18+:_ The target also has disadvantage on attack rolls. - **Miss:** Damage equal to your level - 7th level spell: 4d8 damage - - 9th level spell: 7d8 damage' + 9th level spell: 7d8 damage feats: - tier: champion description: ' You can now target 1d4 enemies with this spell.' @@ -4213,39 +4439,51 @@ abilities: _type: Spell 1 source: DATP usage: recharge - description: ' + description: |2- Close-quarters spell; Recharge 16+ after the scene; Free action - - ___ - **Trigger:** A nearby ally makes a skill check. - + ___ **Trigger:** A nearby ally makes a skill check. - **Effect:** Grant the ally a 1d8 bonus to the check. If the skill check is related - to one of your domains, increase the bonus to 2d8.' + **Effect:** Grant the ally a 1d8 bonus to the check. If the skill check is + related to one of your domains, increase the bonus to 2d8. feats: - tier: adventurer - description: ' If you fail the recharge roll, you still gain another use of the - spell, but the bonus is only 1d6 / 2d6.' + description: |2- + If you fail the recharge roll, you still gain another use of the spell, but the + bonus is only 1d6 / 2d6. level: 1 category: Spells - name: Minor Miracle _type: Spell 1 source: DATP - description: "Ranged spell; At-will\n\n---\n\n\n**Effect:**\ - \ You create a small miracle effect to strengthen your believer\u2019s faith\ - \ in your deity. Below are some example effects.\n\n_Create Water or Wine:_ Create\ - \ one serving of a beverage of your choice.\n\n_Divine Light:_ Create an ongoing\ - \ light effect, roughly the strength of a torch.\n\n_Glowing Scripture:_ Write\ - \ the words of the scripture in glowing letters into the air or on a wall.\_\n\ - \n_Mend What is Broken:_ Repair an object by magically gluing together the pieces.\n\ - \n_Purify Food and Water:_ Cleanse a single serving of food so that it can be\ - \ safely consumed.\n\n_Soothe Pain:_ The target does not feel pain from illness\ - \ or injury.\n\nYou can only have one ongoing effect from this spell at the same\ - \ time.\n\nAt higher levels, increase the scale of the miracle you create. At\ - \ 3rd level, you can fill a decanter with water, at 5th level a barrel or trough\ - \ and so on." + description: |- + Ranged spell; At-will + + --- + + + **Effect:** You create a small miracle effect to strengthen your believer’s + faith in your deity. Below are some example effects. + + _Create Water or Wine:_ Create one serving of a beverage of your choice. + + _Divine Light:_ Create an ongoing light effect, roughly the strength of a torch. + + _Glowing Scripture:_ Write the words of the scripture in glowing letters into + the air or on a wall.  + + _Mend What is Broken:_ Repair an object by magically gluing together the pieces. + + _Purify Food and Water:_ Cleanse a single serving of food so that it can be + safely consumed. + + _Soothe Pain:_ The target does not feel pain from illness or injury. + + You can only have one ongoing effect from this spell at the same time. + + At higher levels, increase the scale of the miracle you create. At 3rd level, + you can fill a decanter with water, at 5th level a barrel or trough and so on. feats: [] level: 1 category: Spells @@ -4254,13 +4492,17 @@ abilities: _type: Spell 1 source: DATP usage: recharge - description: "Close-quarters spell; Recharge 11+; Quick action\n___\ - \n**Effect:** You can cast this spell for power or for broad effect.\n\n_Cast\ - \ for power:_ Choose a nearby ally. The target is immune to fear until the end\ - \ of the battle.\n\n_Cast for broad effect:_ Three nearby allies (including you)\ - \ can immediately save against a fear effect, even if that effect normally doesn\u2019\ - t allow saves. If the save is a success, the target is immune to fear until the\ - \ end of the battle." + description: |- + Close-quarters spell; Recharge 11+; Quick action + ___ + **Effect:** You can cast this spell for power or for broad effect. + + _Cast for power:_ Choose a nearby ally. The target is immune to fear until the + end of the battle. + + _Cast for broad effect:_ Three nearby allies (including you) can immediately + save against a fear effect, even if that effect normally doesn’t allow saves. If + the save is a success, the target is immune to fear until the end of the battle. feats: - tier: adventurer description: ' When you cast for broad effect, target yourself and all nearby @@ -4271,15 +4513,28 @@ abilities: _type: Spell 3 usage: recharge source: DATP - description: "Ranged spell; Recharge 16+ after battle; Quick\ - \ action\n___\n\n**Effect:** You summon the divine representation of your deity\u2019\ - s weapon. Make a melee attack against a nearby enemy with it.\n\n**Attack:** \ - \ Wisdom + Level vs. AC\n\n**Hit:** 2d8 + Strength OR Charisma holy damage\n\n\ - **Miss:** \u2014\n\nThe weapon persists until the end of the battle, or until\ - \ you roll a natural 1 on the attack with it. You can attack with it once per\ - \ round as a quick action. The blade does not need to engage or disengage to attack.\n\ - \n5th level spell: 3d8 damage\n\n7th level spell: 4d8 damage\n\n9th level spell:\ - \ 6d8 damage" + description: |- + Ranged spell; Recharge 16+ after battle; Quick action + ___ + + **Effect:** You summon the divine representation of your deity’s weapon. Make a + melee attack against a nearby enemy with it. + + **Attack:** Wisdom + Level vs. AC + + **Hit:** 2d8 + Strength OR Charisma holy damage + + **Miss:** — + + The weapon persists until the end of the battle, or until you roll a natural 1 + on the attack with it. You can attack with it once per round as a quick action. + The blade does not need to engage or disengage to attack. + + 5th level spell: 3d8 damage + + 7th level spell: 4d8 damage + + 9th level spell: 6d8 damage feats: - tier: champion description: ' Against demons, devils and undead, increase the damage dice to @@ -4291,7 +4546,7 @@ abilities: - name: Summon Planetar _type: Spell 5 source: DATP - description: | + description: |2 Ranged spell; Daily @@ -4303,81 +4558,100 @@ abilities: **Effect:** You summon a planetar, as per the summoning rules. This planetar fights for you until the end of the battle, or until it drops to 0 hp, - whichever comes first. As you cast the spell at higher levels, your planetar becomes + whichever comes first. As you cast the spell at higher levels, your planetar + becomes stronger. ___ - + ### _Summoned Planetar_ **5th level spoiler [celestial]** - + **Initiative:** +12 - + **Blade of Elysium:** +10 vs. PD—15 holy damage - *Miss:* Half damage - - **C:** Winged Smite +10 vs. PD—15 holy energy damage, and the planetar flies to engage the target + + **C:** Winged Smite +10 vs. PD—15 holy energy damage, and the planetar flies to + engage the target - *Natural 16+:* The target is also weakened until the end of its next turn. - - *Limited use:* The planetar can use winged smite only when the escalation die is even. - - + - *Limited use:* The planetar can use winged smite only when the escalation die + is even. + + **Flight:** The planetar flies with large feathered wings on its back. - - + + | Level | INIT. | ATTACK | DAMAGE | AC | PD | MD | HP | |-------|-------|--------|--------|-----|-----|-----|-----| | 5 | +12 | +10 | 15 | 20 | 15 | 18 | 50 | | 7 | +14 | +12 | 25 | 22 | 17 | 20 | 80 | | 9 | +17 | +15 | 40 | 25 | 20 | 23 | 125 | - feats: [] level: 5 category: Spells usage: per-day - - name: Blessed Forge _type: Ritual 1 source: DATP - description: '**Base spell:** Any spell from the Metal domain - + description: |- + **Base spell:** Any spell from the Metal domain **Target:** A forge or smithy - **Effect:** Until the end of the day, all smithing-related skill checks in the - forge have advantage.' + forge have advantage. feats: [] level: 1 category: Spells - name: Ceremony of Blessing _type: Ritual 1 source: DATP - description: "**Base spell:** Bless, Shield of Faith\n\n**Effect:** You perform\ - \ a religious ceremony. The effect depends on the type of ceremony conducted.\n\ - \n_Birth / Christening:_ Supernatural creatures must succeed at a hard save if\ - \ they want to touch the baby.\n\n_Coming of Age:_ Grant the target an icon relationship\ - \ point (if it doesn\u2019t have any yet).\n\n_Marriage:_ Both partners get a\ - \ +1 bonus to saves for one month.\n\n_Funeral:_ The soul is safely guided to\ - \ the afterlife, and the body cannot be raised as undead.\n\n_Oath:_ If the target\ - \ breaks the oath, it is weakened (save ends).\n\n_Spring Rites:_ Bless the fertility\ - \ of livestock.\_\n\n_Harvest:_ Increase the harvest, and protect the harvested\ - \ crop from pests and fouling.\n\n_Foundation stone ceremony:_ Protect the construction\ - \ site from accidents.\n\n_Topping out ceremony:_ The building is protected from\ - \ fire and lightning for a year.\n\n_Door blessing:_ Supernatural creatures must\ - \ succeed at a save to enter the house." + description: |- + **Base spell:** Bless, Shield of Faith + + **Effect:** You perform a religious ceremony. The effect depends on the type of + ceremony conducted. + + _Birth / Christening:_ Supernatural creatures must succeed at a hard save if + they want to touch the baby. + + _Coming of Age:_ Grant the target an icon relationship point (if it doesn’t have + any yet). + + _Marriage:_ Both partners get a +1 bonus to saves for one month. + + _Funeral:_ The soul is safely guided to the afterlife, and the body cannot be + raised as undead. + + _Oath:_ If the target breaks the oath, it is weakened (save ends). + + _Spring Rites:_ Bless the fertility of livestock.  + + _Harvest:_ Increase the harvest, and protect the harvested crop from pests and + fouling. + + _Foundation stone ceremony:_ Protect the construction site from accidents. + + _Topping out ceremony:_ The building is protected from fire and lightning for a + year. + + _Door blessing:_ Supernatural creatures must succeed at a save to enter the + house. feats: [] level: 1 category: Spells - name: Divine Builder _type: Ritual 7 source: DATP - description: '**Base spell:** Sanctuary - + description: |- + **Base spell:** Sanctuary **Effect:** You summon building materials and divine spirits that can erect a building of your choice overnight. A single casting of the ritual is enough for a one-storey building, a bridge over a stream, or a statue. For bigger projects, - you need to cast the ritual multiple times, or find a way to increase the effect.' + you need to cast the ritual multiple times, or find a way to increase the + effect. feats: [] level: 7 category: Spells diff --git a/content/1e/classes/commander.mdx b/content/1e/classes/commander.mdx index 915cd0d..f4db955 100644 --- a/content/1e/classes/commander.mdx +++ b/content/1e/classes/commander.mdx @@ -837,51 +837,59 @@ abilities: - name: Centurion _type: Talent source: DATP - description: '_You lead your troops in the thick of battle, and you are always the - first to dive in._ - + description: |- + _You lead your troops in the thick of battle, and you are always the first to + dive in._ Your Fight from the Front melee attacks gain a +1 bonus to their critical threat - range. If you score a critical hit with it, you gain the maximum possible on your - command points roll.' + range. If you score a critical hit with it, you gain the maximum possible on + your command points roll. feats: - tier: adventurer - description: ' During the first round of battle, you can act immediately after - the initiative of any ally you choose, instead of your own initiative.' + description: |2- + During the first round of battle, you can act immediately after the initiative + of any ally you choose, instead of your own initiative. - tier: champion - description: ' During the first round of combat, gain a 1d4 bonus to the attack - roll with your Fight from the Front melee attack.' + description: |2- + During the first round of combat, gain a 1d4 bonus to the attack roll with your + Fight from the Front melee attack. - tier: epic description: ' Increase the critical threat range bonus to +2.' tier: adventurer - name: Courtier _type: Talent source: DATP - description: "_Strategy wins battles, but politics wins wars. You are adept at the\ - \ former, but a master at the latter. The ballroom and the smoking chamber are\ - \ your preferred battlefields, and the word is your favorite weapon._\n\nYou can\ - \ deduce the greater machinations of the world from the moves that each big player\ - \ makes. Whenever you or an ally uses a 5 or 6 on an icon relationship die during\ - \ a session, you gain insight into their goals and motives, through a glimpse\ - \ at the hand they are playing. The GM will provide you with a piece of in-game\ - \ information, and you gain a d6 leverage die. Write down the icon\u2019s name\ - \ and whether the icon roll was a 5 or 6.\n\nOnce before your next full heal-up,\ - \ you can add this die to a skill check. The check should have a connection to\ - \ that icon, even if it\u2019s a stretch. You can use the die for your own check,\ - \ or aid a nearby ally.\n\nIf you gained the leverage die from a 6 on the icon\ - \ roll, simply add the result to the check. However, if you use a leverage die\ - \ from a 5 there is a risk \u2014 if the leverage die rolls a 6, you don\u2019\ - t add the die to the check, you subtract it. You were acting on misleading information,\ - \ or a wrong gut feeling." + description: |- + _Strategy wins battles, but politics wins wars. You are adept at the former, but + a master at the latter. The ballroom and the smoking chamber are your preferred + battlefields, and the word is your favorite weapon._ + + You can deduce the greater machinations of the world from the moves that each + big player makes. Whenever you or an ally uses a 5 or 6 on an icon relationship + die during a session, you gain insight into their goals and motives, through a + glimpse at the hand they are playing. The GM will provide you with a piece of + in-game information, and you gain a d6 leverage die. Write down the icon’s name + and whether the icon roll was a 5 or 6. + + Once before your next full heal-up, you can add this die to a skill check. The + check should have a connection to that icon, even if it’s a stretch. You can use + the die for your own check, or aid a nearby ally. + + If you gained the leverage die from a 6 on the icon roll, simply add the result + to the check. However, if you use a leverage die from a 5 there is a risk — if + the leverage die rolls a 6, you don’t add the die to the check, you subtract it. + You were acting on misleading information, or a wrong gut feeling. feats: - tier: adventurer - description: ' You gain 1 additional point in a background related to court intrigue, - etiquette and politics. You can use this background point to raise that background - beyond the normal maximum of 5.' + description: |2- + You gain 1 additional point in a background related to court intrigue, + etiquette and politics. You can use this background point to raise that + background beyond the normal maximum of 5. - tier: champion - description: " You can now use a leverage die to gain 1d6 bonus command points\ - \ with your Weigh the Odds class feature. (In case of a negative 6, you gain\ - \ zero command points with this attempt \u2014 the result can\u2019t go negative)." + description: |2- + You can now use a leverage die to gain 1d6 bonus command points with your Weigh + the Odds class feature. (In case of a negative 6, you gain zero command points + with this attempt — the result can’t go negative). - tier: epic description: ' You can use your leverage die as a bonus to a recharge roll for a tactic.' @@ -889,18 +897,21 @@ abilities: - name: Dirty Dozen _type: Talent source: DATP - description: "_You\u2019ve led your troops into suicide missions more than once.\ - \ You haven\u2019t always brought them all back, but you sure as hell won\u2019\ - t leave anyone behind if you can help it._\n\nWhen you target a staggered ally\ - \ with a command, reduce the cost by 1." + description: |- + _You’ve led your troops into suicide missions more than once. You haven’t always + brought them all back, but you sure as hell won’t leave anyone behind if you can + help it._ + + When you target a staggered ally with a command, reduce the cost by 1. feats: - tier: adventurer - description: ' If a nearby ally is staggered, your Fight from the Front melee - attacks deal extra damage equal to your level.' + description: |2- + If a nearby ally is staggered, your Fight from the Front melee attacks deal + extra damage equal to your level. - tier: champion - description: ' When a nearby ally spends a recovery to heal, you can spend a command - point as a free action to increase the recovery dice by one step (for example, - d6 to d8).' + description: |2- + When a nearby ally spends a recovery to heal, you can spend a command point as + a free action to increase the recovery dice by one step (for example, d6 to d8). - tier: epic description: ' When you rally, all nearby allies can also spend a recovery to heal.' @@ -908,32 +919,40 @@ abilities: - name: Drill Sergeant _type: Talent source: DATP - description: "_You\u2019re not smarter, wiser or more charismatic than the average\ - \ grunt, but you\u2019re really good at bullying people into doing what needs\ - \ to be done._\n\n**Special:** You cannot take this talent in combination with\ - \ the Strategist or Tactician talents (in 13TW).\n\nAny time an element of the\ - \ commander class refers to Charisma, you can replace\_ it with Constitution.\ - \ In addition, your base PD is increased to 12, but your base MD is reduced to\ - \ 10." + description: |- + _You’re not smarter, wiser or more charismatic than the average grunt, but + you’re really good at bullying people into doing what needs to be done._ + + **Special:** You cannot take this talent in combination with the Strategist or + Tactician talents (in 13TW). + + Any time an element of the commander class refers to Charisma, you can replace  + it with Constitution. In addition, your base PD is increased to 12, but your + base MD is reduced to 10. feats: - tier: adventurer - description: ' You gain 1 additional point in a background related to either intimidation - or physical exercise. You can use this background point to raise that background - beyond the normal maximum of 5.' + description: |2- + You gain 1 additional point in a background related to either intimidation or + physical exercise. You can use this background point to raise that background + beyond the normal maximum of 5. - tier: champion - description: ' When you use a command, you can spend an additional command point - to give a nearby enemy a -2 penalty to their next attack roll.' + description: |2- + When you use a command, you can spend an additional command point to give a + nearby enemy a -2 penalty to their next attack roll. - tier: epic - description: ' When you give an ally a bonus to attack rolls with a command or - tactic, increase that bonus by 1.' + description: |2- + When you give an ally a bonus to attack rolls with a command or tactic, + increase that bonus by 1. tier: adventurer - name: Enduring Leader _type: Talent source: DATP - description: "_Times are tough, but as long as you are with your squad, you\u2019\ - ll pull through._\n\nWhen you spend command points, gain 1 temporary hit point\ - \ per command point spent. Increase to 1d2 at 2nd level, 1d4 at 4th, 1d6 at 6th,\ - \ 1d8 at 8th and 1d10 at 10th." + description: |- + _Times are tough, but as long as you are with your squad, you’ll pull through._ + + When you spend command points, gain 1 temporary hit point per command point + spent. Increase to 1d2 at 2nd level, 1d4 at 4th, 1d6 at 6th, 1d8 at 8th and 1d10 + at 10th. feats: - tier: adventurer description: ' These temporary hit points stack with temporary hit points you @@ -941,41 +960,49 @@ abilities: - tier: champion description: ' Increase your recovery dice to d10s.' - tier: epic - description: ' When you roll a death save, gain a bonus equal to the amount of - command points you currently have.' + description: |2- + When you roll a death save, gain a bonus equal to the amount of command points + you currently have. tier: adventurer - name: Exterminator _type: Talent source: DATP - description: "_The battle against the forces of darkness is not just fought by holy\ - \ men and women. It\u2019s the brave everyday heroes like you who make the difference._\n\ - \nWhen you lead troops against demons, devils, or undead, you can use one tactic\ - \ without expending it and one command without paying its standard command point\ - \ cost during that battle." + description: |- + _The battle against the forces of darkness is not just fought by holy men and + women. It’s the brave everyday heroes like you who make the difference._ + + When you lead troops against demons, devils, or undead, you can use one tactic + without expending it and one command without paying its standard command point + cost during that battle. feats: - tier: adventurer - description: ' Your fight from the front melee attacks gain a +2 bonus to hit - against demons, devils, and undead.' + description: |2- + Your fight from the front melee attacks gain a +2 bonus to hit against demons, + devils, and undead. - tier: champion - description: ' As long as you have at least one command point, you have _resist - demon, devil, and undead attacks_ 16+.' + description: |2- + As long as you have at least one command point, you have _resist demon, devil, + and undead attacks_ 16+. - tier: epic - description: ' When you or a nearby ally kills a non-mook demon, devil, or undead, - gain a command point.' + description: |2- + When you or a nearby ally kills a non-mook demon, devil, or undead, gain a + command point. tier: adventurer - name: Horde Leader _type: Talent source: DPAS - description: 'Gain a frenzy power from the savage list as a bonus power. If the - power has a cost, pay command points for it instead of Frenzy dice. - + description: |- + Gain a frenzy power from the savage list as a bonus power. If the power has a + cost, pay command points for it instead of Frenzy dice. - If the power has a FRENZY entry, roll 1d4 per command point you spend on the power.' + If the power has a FRENZY entry, roll 1d4 per command point you spend on the + power. feats: - tier: adventurer - description: ' You can grant the effect of the power to an ally. If the power - is an attack, your ally can perform that attack as a free action, while you - pay the action cost (usually a standard action).' + description: |2- + You can grant the effect of the power to an ally. If the power is an attack, + your ally can perform that attack as a free action, while you pay the action + cost (usually a standard action). - tier: champion description: ' Roll 1d6 for FRENZY dice.' - tier: epic @@ -984,77 +1011,92 @@ abilities: - name: Magus and Commander _type: Talent source: DATP - description: "_Your arcane abilities aren\u2019t quite strong enough to be a full\ - \ arcane caster, or maybe you lost them somehow. However, you can coordinate a\ - \ barrage of spells from your troops like no other._\n\nChoose a spell-casting\ - \ character class. You can choose one spell from the spell list of that class\ - \ (but not a spell granted through talents or class features), of your own level\ - \ or lower, as a bonus spell. You can take the spell\u2019s feats. You can switch\ - \ out this spell at each full heal-up." + description: |- + _Your arcane abilities aren’t quite strong enough to be a full arcane caster, or + maybe you lost them somehow. However, you can coordinate a barrage of spells + from your troops like no other._ + + Choose a spell-casting character class. You can choose one spell from the spell + list of that class (but not a spell granted through talents or class features), + of your own level or lower, as a bonus spell. You can take the spell’s feats. + You can switch out this spell at each full heal-up. feats: - tier: adventurer - description: ' You know one cantrip per point of Charisma modifier, which you - can use like a wizard.' + description: |2- + You know one cantrip per point of Charisma modifier, which you can use like a + wizard. - tier: champion - description: ' Once per round, when you use a command on an ally who is casting - a spell, that command costs one command point less.' + description: |2- + Once per round, when you use a command on an ally who is casting a spell, that + command costs one command point less. - tier: epic - description: ' When you affect a spellcaster with a command, the caster also gains - a +1 bonus to hit with that spell.' + description: |2- + When you affect a spellcaster with a command, the caster also gains a +1 bonus + to hit with that spell. tier: adventurer - name: Roguish Bent _type: Talent source: DATP - description: "_Some battles are won in the shadows._\n\nYou can use Dexterity instead\ - \ of Strength for commander attacks with one-handed melee weapons.\n\nIn addition,\ - \ choose a rogue power of your level or lower as a bonus power. If it\u2019s a\ - \ momentum power, track momentum like a rogue. Starting from 3rd level, you can\ - \ switch out a commander power for a rogue power two levels lower.\n\nIf the rogue\ - \ power is a standard action melee attack you use on your turn, you gain command\ - \ points as if using your Fight from the Front class feature." + description: |- + _Some battles are won in the shadows._ + + You can use Dexterity instead of Strength for commander attacks with one-handed + melee weapons. + + In addition, choose a rogue power of your level or lower as a bonus power. If + it’s a momentum power, track momentum like a rogue. Starting from 3rd level, you + can switch out a commander power for a rogue power two levels lower. + + If the rogue power is a standard action melee attack you use on your turn, you + gain command points as if using your Fight from the Front class feature. feats: - tier: adventurer - description: ' When you make a Fight from the Front melee attack against an enemy - engaged with one or more of your allies, and the attack is an even hit, deal - 1d6 extra damage (2d6 at 5th level; 3d6 at 8th).' + description: |2- + When you make a Fight from the Front melee attack against an enemy engaged with + one or more of your allies, and the attack is an even hit, deal 1d6 extra damage + (2d6 at 5th level; 3d6 at 8th). - tier: champion - description: ' When you make a Fight from the Front melee attack against an enemy - engaged with one or more of your allies, and the attack is an odd hit, gain - a bonus command point.' + description: |2- + When you make a Fight from the Front melee attack against an enemy engaged with + one or more of your allies, and the attack is an odd hit, gain a bonus command + point. - tier: epic description: ' Increase the extra damage from the adventurer feat to 3d10.' tier: adventurer - name: Skirmish Leader _type: Talent source: DATP - description: '_You lead small troops in commando operations, often behind enemy - lines. These rely on stealth and well-placed shots with the crossbow more than - dashing sword fights in the open._ - + description: |- + _You lead small troops in commando operations, often behind enemy lines. These + rely on stealth and well-placed shots with the crossbow more than dashing sword + fights in the open._ You take no attack penalty with martial ranged weapons. You can use your Fight - from the Front class feature with ranged weapon attacks.' + from the Front class feature with ranged weapon attacks. feats: - tier: adventurer - description: ' You gain a command point when an ally scores a critical hit with - a ranged attack.' + description: |2- + You gain a command point when an ally scores a critical hit with a ranged + attack. - tier: champion - description: ' Once per level, you can lead a party to retreat from battle without - suffering a campaign loss.' + description: |2- + Once per level, you can lead a party to retreat from battle without suffering a + campaign loss. - tier: epic - description: ' You gain a +1 bonus to Fight from the Front ranged attacks against - targets that are engaged with one of your allies.' + description: |2- + You gain a +1 bonus to Fight from the Front ranged attacks against targets that + are engaged with one of your allies. tier: adventurer - name: Cloaked Figure _type: Talent source: DATP - description: '_You stay out of the limelight, casting your web of influence from - the shadows. You apply your tactical genius in the underworld or as a power behind - the throne._ - + description: |- + _You stay out of the limelight, casting your web of influence from the shadows. + You apply your tactical genius in the underworld or as a power behind the + throne._ Once per battle, when you use your Weigh the Odds class feature, choose one of - your Recharge after battle tactics and make a recharge roll for it.' + your Recharge after battle tactics and make a recharge roll for it. feats: - tier: champion description: ' You can use this talent any time you use Weigh the Odds.' @@ -1062,13 +1104,13 @@ abilities: - name: Commanding Voice _type: Talent source: DATP - description: '_You are out there in the thick of it with the troops. They trust - you, and follow your command._ - + description: |- + _You are out there in the thick of it with the troops. They trust you, and + follow your command._ - You gain a bonus command, and one point towards a background in personal leadership - and diplomacy. You can use this background point to raise that background beyond - the normal maximum of 5.' + You gain a bonus command, and one point towards a background in personal + leadership and diplomacy. You can use this background point to raise that + background beyond the normal maximum of 5. feats: - tier: champion description: ' Gain the adventurer feat of all commands you know.' @@ -1078,9 +1120,12 @@ abilities: - name: Defender of the Borderlands _type: Talent source: DATP - description: "_You\u2019ve earned your command chops while defending a keep at the\ - \ frontlines of civilization._\n\nWhen you target an ally with a command, that\ - \ ally also gains a +1 bonus to AC until the end of their next turn." + description: |- + _You’ve earned your command chops while defending a keep at the frontlines of + civilization._ + + When you target an ally with a command, that ally also gains a +1 bonus to AC + until the end of their next turn. feats: - tier: champion description: ' You also grant the bonus to MD.' @@ -1090,27 +1135,30 @@ abilities: - name: Hold the Line _type: Talent source: DATP - description: '_A threatening posture is half the battle._ - + description: |- + _A threatening posture is half the battle._ Once per battle, when you target a nearby ally with a command or tactic, give - all enemies engaged to that ally disadvantage on their next attack roll.' + all enemies engaged to that ally disadvantage on their next attack roll. feats: - tier: champion - description: ' If the enemy fails their next attack roll, they take psychic damage - equal to twice your level.' + description: |2- + If the enemy fails their next attack roll, they take psychic damage equal to + twice your level. - tier: epic description: ' You can use this talent twice per battle.' tier: champion - name: Tactical Genius _type: Talent source: DATP - description: "_You have studied the classic texts of famous generals, and now you\ - \ read the battlefield like a book. Where others only see chaos, you see complicated\ - \ plays that will lead your troops to\_ victory._\n\nYou gain a bonus tactic,\ - \ and one point towards a background in military strategy and tactics. You can\ - \ use this background point to raise that background beyond the normal maximum\ - \ of 5." + description: |- + _You have studied the classic texts of famous generals, and now you read the + battlefield like a book. Where others only see chaos, you see complicated plays + that will lead your troops to  victory._ + + You gain a bonus tactic, and one point towards a background in military strategy + and tactics. You can use this background point to raise that background beyond + the normal maximum of 5. feats: - tier: champion description: ' Gain the adventurer feat of all tactics you know.' @@ -1120,25 +1168,28 @@ abilities: - name: Veteran Leader _type: Talent source: DATP - description: '_Strategy is good, tactics are better, but nothing beats a well-timed - axe to the face._ - + description: |- + _Strategy is good, tactics are better, but nothing beats a well-timed axe to the + face._ - You gain a +1 bonus to hit with your Fight from the Front melee attacks.' + You gain a +1 bonus to hit with your Fight from the Front melee attacks. feats: - tier: champion - description: ' After you use your Fight from the Front class feature, you have - a +2 bonus to AC until the end of your next turn.' + description: |2- + After you use your Fight from the Front class feature, you have a +2 bonus to + AC until the end of your next turn. - tier: epic description: ' Gain the +2 bonus to all defenses.' tier: champion - name: Well-Oiled Machine _type: Talent source: DATP - description: "_You\u2019ve trained your squad to execute basic patterns almost instinctively._\n\ - \nOnce per round, you can use a command with a cost of one command point (base\ - \ cost before any modifications or reductions) for zero instead. Pay any additional\ - \ costs normally." + description: |- + _You’ve trained your squad to execute basic patterns almost instinctively._ + + Once per round, you can use a command with a cost of one command point (base + cost before any modifications or reductions) for zero instead. Pay any + additional costs normally. feats: - tier: epic description: ' You can now use one that costs two for zero.' @@ -1146,13 +1197,12 @@ abilities: - name: Clear Your Mind! _type: Command 1 source: DATP - description: 'Interrupt action; Cost: 2 command points - + description: |- + Interrupt action; Cost: 2 command points **Target:** One nearby ally who was hit by an attack against MD - - **Effect:** The attacker must reroll the attack.' + **Effect:** The attacker must reroll the attack. feats: - tier: adventurer description: ' Reduce the cost to 1 command point.' @@ -1162,13 +1212,12 @@ abilities: - name: Duck! _type: Command 1 source: DATP - description: 'Interrupt action; Cost: 2 command points - + description: |- + Interrupt action; Cost: 2 command points **Target:** One nearby ally who was hit by an attack against PD - - **Effect:** The attacker must reroll the attack.' + **Effect:** The attacker must reroll the attack. feats: - tier: adventurer description: ' If the attack is a miss, the ally takes no miss damage.' @@ -1178,10 +1227,13 @@ abilities: - name: Lay Low! _type: Command 1 source: DATP - description: "Interrupt action; Cost: 2 command points\n\n**Target:** One nearby\ - \ ally who made a successful disengage check\n\n**Effect:** Until the end of\ - \ the ally\u2019s next turn, enemies can only attack the ally if they successfully\ - \ engage him or her." + description: |- + Interrupt action; Cost: 2 command points + + **Target:** One nearby ally who made a successful disengage check + + **Effect:** Until the end of the ally’s next turn, enemies can only attack the + ally if they successfully engage him or her. feats: - tier: adventurer description: ' Decrease the cost to 1 command point.' @@ -1191,40 +1243,41 @@ abilities: - name: That One Too! _type: Command 1 source: DATP - description: 'Interrupt action; Cost: 1 command point - + description: |- + Interrupt action; Cost: 1 command point **Target:** One nearby ally who made a melee attack - **Effect:** The ally deals damage equal to your Charisma modifier (2x at 5th - level; 3x at 8th) + level to a different enemy they are also engaged with.' + level; 3x at 8th) + level to a different enemy they are also engaged with. feats: - tier: adventurer - description: ' If the triggering attack was a critical hit, double the damage - from this command.' + description: |2- + If the triggering attack was a critical hit, double the damage from this + command. - tier: champion - description: ' The ally deals the damage to all enemies it is engaged with, except - the target of the triggering attack.' + description: |2- + The ally deals the damage to all enemies it is engaged with, except the target + of the triggering attack. tier: champion level: 1 category: Commands - - name: "You\u2019re the Hero!" + - name: You’re the Hero! _type: Command 1 source: DATP - description: 'Interrupt action; Cost: 1 command point - + description: |- + Interrupt action; Cost: 1 command point **Target:** One nearby ally who has just started their turn - **Effect:** The ally gains 3 times their level in temporary hit points. They also ignore any penalties to attack this turn, such as from the dazed or fear - conditions.' + conditions. feats: - tier: adventurer - description: ' The ally can ignore any effect that would prevent them from using - the escalation die.' + description: |2- + The ally can ignore any effect that would prevent them from using the + escalation die. - tier: champion description: ' The ally is immune to any fear aura until the end of the battle.' tier: champion @@ -1233,14 +1286,13 @@ abilities: - name: Chess Master _type: Tactic 1 source: DATP - description: 'Quick action; Once per battle - + description: |- + Quick action; Once per battle --- - - **Effect:** A nearby ally can move as a free action.' + **Effect:** A nearby ally can move as a free action. feats: - tier: adventurer description: ' If the escalation die is 4+, you can grant the move to two nearby @@ -1252,23 +1304,22 @@ abilities: - name: Defensive Formation _type: Tactic 1 source: DATP - description: 'Quick action; Once per battle - + description: |- + Quick action; Once per battle --- - - **Target:** Each nearby ally who is engaged with an enemy together with at least - one other ally - + **Target:** Each nearby ally who is engaged with an enemy together with at + least one other ally **Effect:** The targets gain a +3 bonus to all defenses against enemies they - are engaged with, until the end of your next turn.' + are engaged with, until the end of your next turn. feats: - tier: adventurer - description: ' If a target is hit by an enemy they are engaged with, reduce the - damage by your Charisma modifier (x2 at 5th level, x3 at 8th).' + description: |2- + If a target is hit by an enemy they are engaged with, reduce the damage by your + Charisma modifier (x2 at 5th level, x3 at 8th). tier: champion level: 1 category: Tactics @@ -1276,31 +1327,38 @@ abilities: - name: Inspiring Leadership _type: Tactic 1 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle **Effect:** Until the end of the battle, whenever you hit with your Fight from the Front melee attack, a nearby ally gains temporary hit points equal to your - Charisma modifier (x2 at 5th level; x3 at 8th).' + Charisma modifier (x2 at 5th level; x3 at 8th). feats: - tier: adventurer - description: ' On a natural 16+ on the attack roll, grant the temporary hit points - to a second ally.' + description: |2- + On a natural 16+ on the attack roll, grant the temporary hit points to a second + ally. tier: champion level: 1 category: Tactics - - name: "King\u2019s Castle" + - name: King’s Castle _type: Tactic 1 source: DATP - description: "Quick action; Once per battle\n\n---\n\n\n**Effect:** Two nearby\ - \ allies switch positions. This is not a teleport \u2014 the allies must be able\ - \ to reach the other location by normal means. This also switches who the targets\ - \ are engaged with. This movement does not provoke opportunity attacks, and it\ - \ cannot be intercepted." + description: |- + Quick action; Once per battle + + --- + + + **Effect:** Two nearby allies switch positions. This is not a teleport — the + allies must be able to reach the other location by normal means. This also + switches who the targets are engaged with. This movement does not provoke + opportunity attacks, and it cannot be intercepted. feats: - tier: adventurer - description: ' You can switch around the positions of three allies, and you can - be one of the three.' + description: |2- + You can switch around the positions of three allies, and you can be one of the + three. tier: champion level: 1 category: Tactics @@ -1308,23 +1366,22 @@ abilities: - name: Offensive Formation _type: Tactic 1 source: DATP - description: 'Quick action; Once per battle - + description: |- + Quick action; Once per battle --- - - **Target:** Each nearby ally who is engaged with an enemy together with at least - one other ally - + **Target:** Each nearby ally who is engaged with an enemy together with at + least one other ally **Effect:** The targets gain a +3 bonus to attack rolls against enemies they - are engaged with, until the end of your next turn.' + are engaged with, until the end of your next turn. feats: - tier: adventurer - description: ' If a target hits an enemy they are engaged with, increase the damage - by your Charisma modifier (x2 at 5th level, x3 at 8th).' + description: |2- + If a target hits an enemy they are engaged with, increase the damage by your + Charisma modifier (x2 at 5th level, x3 at 8th). tier: champion level: 1 category: Tactics @@ -1332,36 +1389,36 @@ abilities: - name: Hang in There! _type: Command 3 source: DATP - description: 'Interrupt action; Cost: 1 command point - + description: |- + Interrupt action; Cost: 1 command point **Target:** One nearby ally who has made a recovery roll - **Effect:** The target can choose to reroll any of the recovery dice. Keep the - reroll.' + reroll. feats: - tier: adventurer - description: ' The target adds your Charisma modifier to the hit points healed - (x2 at 5th level; x3 at 8th).' + description: |2- + The target adds your Charisma modifier to the hit points healed (x2 at 5th + level; x3 at 8th). - tier: champion - description: ' You can spend an additional command point to grant the target a - bonus recovery die.' + description: |2- + You can spend an additional command point to grant the target a bonus recovery + die. tier: champion level: 3 category: Commands - name: Raise Shields! _type: Command 3 source: DATP - description: 'Interrupt action; Cost: 1 command point - - - **Target:** One or more nearby allies who are being targeted by an attack against - AC or PD + description: |- + Interrupt action; Cost: 1 command point + **Target:** One or more nearby allies who are being targeted by an attack + against AC or PD - **Effect:** The allies gain a bonus to their defense equal to the number of nearby - allies wielding a shield (maximum +4) until the end of your next turn.' + **Effect:** The allies gain a bonus to their defense equal to the number of + nearby allies wielding a shield (maximum +4) until the end of your next turn. feats: - tier: adventurer description: ' The bonus is +2 per nearby ally wielding a shield.' @@ -1371,13 +1428,12 @@ abilities: - name: Twist the blade! _type: Command 3 source: DATP - description: 'Interrupt action; Cost: 2 command points - + description: |- + Interrupt action; Cost: 2 command points **Target:** One nearby ally who hit with a melee attack - - **Effect:** The ally also deals 5 (5th level: 10; 8th: 20) ongoing damage.' + **Effect:** The ally also deals 5 (5th level: 10; 8th: 20) ongoing damage. feats: - tier: adventurer description: ' If the escalation die is 2+, this power costs only 1 command point.' @@ -1387,14 +1443,13 @@ abilities: - name: Choke Point _type: Tactic 3 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle **Target:** One nearby ally - **Effect:** Until the end of the battle, enemies have disadvantage on saves to - disengage from the target ally.' + disengage from the target ally. feats: - tier: adventurer description: ' You can target up to three nearby allies (including yourself).' @@ -1404,15 +1459,14 @@ abilities: - name: Expert Flanking _type: Tactic 3 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle **Target:** One nearby ally who is engaged with an enemy together with at least one other ally - **Effect:** The ally can make a basic melee attack against an enemy they are - engaged with as a free action, with advantage on the attack roll.' + engaged with as a free action, with advantage on the attack roll. feats: - tier: adventurer description: ' The attack deals half damage on a miss.' @@ -1422,19 +1476,17 @@ abilities: - name: Honor the Fallen _type: Tactic 3 source: DATP - description: 'Quick action; Once per battle - + description: |- + Quick action; Once per battle --- - - **Special:** You can only use this tactic if at least one ally is currently unconscious - or dead. - + **Special:** You can only use this tactic if at least one ally is currently + unconscious or dead. **Effect:** Gain one command point for each ally that is currently unconscious - or was killed in this battle.' + or was killed in this battle. feats: - tier: adventurer description: ' Gain two command points instead.' @@ -1445,15 +1497,18 @@ abilities: - name: Off-the-Book Tactics _type: Tactic 3 source: DATP - description: "Quick action; Recharge 16+ after battle\n\n**Effect:** The next time\ - \ an ally hits with a melee attack this battle, the target is hampered until the\ - \ end of the ally\u2019s next turn. If the target is staggered, the effect is\ - \ \u201Csave ends\u201D." + description: |- + Quick action; Recharge 16+ after battle + + **Effect:** The next time an ally hits with a melee attack this battle, the + target is hampered until the end of the ally’s next turn. If the target is + staggered, the effect is “save ends”. feats: - tier: adventurer - description: " The effect is also \u201Csave ends\u201D against a non-staggered\ - \ target, and if the target fails a save against the hampered effect, it takes\ - \ damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th)." + description: |2- + The effect is also “save ends” against a non-staggered target, and if the + target fails a save against the hampered effect, it takes damage equal to your + Charisma modifier (x2 at 5th level; x3 at 8th). - tier: champion description: ' On a critical hit, the save against the hampered effect is a hard save (16+).' @@ -1463,63 +1518,67 @@ abilities: - name: Target their Weak Points _type: Tactic 3 source: DATP - description: "Quick action; Recharge 16+ after battle\n\n**Target:** A nearby enemy\n\ - \n**Effect:** Until the end of the battle, the enemy is vulnerable to your allies\u2019\ - \ attacks." + description: |- + Quick action; Recharge 16+ after battle + + **Target:** A nearby enemy + + **Effect:** Until the end of the battle, the enemy is vulnerable to your + allies’ attacks. feats: - tier: adventurer - description: " The enemy also takes extra damage from your allies\u2019 attacks\ - \ equal to your level." + description: |2- + The enemy also takes extra damage from your allies’ attacks equal to your + level. tier: champion level: 3 category: Tactics - name: Block It Out! _type: Command 5 source: DATP - description: 'Interrupt action; Cost: 2 command points - + description: |- + Interrupt action; Cost: 2 command points **Target:** A nearby ally who took damage from an attack against MD - - **Effect:** The ally takes half damage.' + **Effect:** The ally takes half damage. feats: - tier: champion - description: ' If the attack targeted multiple allies (including you), you can - grant the effect to all of them by spending one command point per target.' + description: |2- + If the attack targeted multiple allies (including you), you can grant the + effect to all of them by spending one command point per target. tier: champion level: 5 category: Commands - name: Great! Keep going! _type: Command 5 source: DATP - description: 'Interrupt action; Cost: 2 command points - + description: |- + Interrupt action; Cost: 2 command points **Target:** A nearby ally who reduced an opponent below zero hit points - - **Effect:** The ally can make a standard action attack against a different nearby - enemy. They can move to engage the enemy first if required.' + **Effect:** The ally can make a standard action attack against a different + nearby enemy. They can move to engage the enemy first if required. feats: - tier: champion - description: ' You can use this power as a free action (it no longer counts against - your limit of one interrupt per round).' + description: |2- + You can use this power as a free action (it no longer counts against your limit + of one interrupt per round). tier: champion level: 5 category: Commands - name: Keep Your Head Straight! _type: Command 5 source: DATP - description: 'Interrupt action; Cost: 1 command point - + description: |- + Interrupt action; Cost: 1 command point **Target:** A nearby ally who is forced to take an action against their will (by a spell, condition etc.) - - **Effect:** The ally can immediately save against the effect, even if the effect - normally does not allow a save.' + **Effect:** The ally can immediately save against the effect, even if the + effect normally does not allow a save. feats: - tier: champion description: ' The ally adds your Charisma modifier as a bonus to the save.' @@ -1529,15 +1588,14 @@ abilities: - name: Cloaked Chess Master _type: Tactic 5 source: DATP - description: 'Quick action; Once per battle - + description: |- + Quick action; Once per battle --- - - **Effect:** Gain a bonus to AC equal to your Charisma modifier until the end - of your next turn.' + **Effect:** Gain a bonus to AC equal to your Charisma modifier until the end of + your next turn. feats: - tier: champion description: ' Gain the bonus to all defenses.' @@ -1548,27 +1606,28 @@ abilities: - name: Determined Leadership _type: Tactic 5 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle **Effect:** Until the end of the battle, whenever you miss with your Fight from - the Front melee attack, deal half damage and gain a command point.' + the Front melee attack, deal half damage and gain a command point. feats: - tier: champion - description: ' On your first natural even miss with Fight from the Front this - battle, reroll the attack.' + description: |2- + On your first natural even miss with Fight from the Front this battle, reroll + the attack. tier: champion level: 5 category: Tactics - name: Lead with Steel _type: Tactic 5 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle **Effect:** Gain advantage on the next Fight from the Front melee attack this turn. If both attack rolls hit, gain the maximum possible command points instead - of rolling.' + of rolling. feats: - tier: champion description: ' On a miss, regain this tactic.' @@ -1578,17 +1637,16 @@ abilities: - name: Mind Games _type: Tactic 5 source: DATP - description: 'Quick action; Once per battle - + description: |- + Quick action; Once per battle --- - **Effect:** Wager a number of command points up to your Charisma modifier, then - make a Charisma + Level attack roll against the highest MD of all nearby enemies. - On a hit, regain twice as many command points as you wagered. On a miss, those - command points are lost.' + make a Charisma + Level attack roll against the highest MD of all nearby + enemies. On a hit, regain twice as many command points as you wagered. On a + miss, those command points are lost. feats: - tier: champion description: ' On a natural 18+, regain three times the amount you wagered.' @@ -1599,30 +1657,28 @@ abilities: - name: Blast This One Too! _type: Command 7 source: DATP - description: 'Interrupt action; Cost: 2 command points - + description: |- + Interrupt action; Cost: 2 command points **Target:** A nearby ally who makes an attack that targets at least two enemies - - **Effect:** The ally adds an additional enemy target.' + **Effect:** The ally adds an additional enemy target. feats: - tier: champion description: ' Reduce the command point cost to 1.' tier: champion level: 7 category: Commands - - name: "Don\u2019t Forget Her Over There!" + - name: Don’t Forget Her Over There! _type: Command 7 source: DATP - description: 'Interrupt action; Cost: 2 command points - + description: |- + Interrupt action; Cost: 2 command points **Target:** A nearby ally who uses a spell or power that targets two or more allies - - **Effect:** The ally adds an additional target.' + **Effect:** The ally adds an additional target. feats: - tier: champion description: ' If the escalation die is 3+, reduce the cost to 1 command point.' @@ -1632,32 +1688,32 @@ abilities: - name: Take Cover! _type: Command 7 source: DATP - description: 'Interrupt action; Cost: 2 command points - - - **Target:** A nearby ally who takes damage from a ranged or close-quarters attack + description: |- + Interrupt action; Cost: 2 command points + **Target:** A nearby ally who takes damage from a ranged or close-quarters + attack - **Effect:** The ally takes half damage.' + **Effect:** The ally takes half damage. feats: - tier: champion - description: ' If the attack targeted two allies (including you), both allies - take half damage.' + description: |2- + If the attack targeted two allies (including you), both allies take half + damage. tier: champion level: 7 category: Commands - name: Charge of the Light Brigade _type: Tactic 7 source: DATP - description: 'Quick action; Recharge 16+ after battle - - - **Special:** You can use this tactic as a free action in the first round of combat, - before the first regular turn in the initiative order. + description: |- + Quick action; Recharge 16+ after battle + **Special:** You can use this tactic as a free action in the first round of + combat, before the first regular turn in the initiative order. **Effect:** You and each nearby ally can move as a free action. Everyone who - engages an enemy gets a +2 bonus to their next attack roll against that enemy.' + engages an enemy gets a +2 bonus to their next attack roll against that enemy. feats: [] tier: champion level: 7 @@ -1665,27 +1721,27 @@ abilities: - name: Increase the Pressure _type: Tactic 7 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle - **Effect:** Increase the escalation die by 1.' + **Effect:** Increase the escalation die by 1. feats: - tier: champion - description: ' Until the end of your next turn, enemies cannot use abilities that - interact with the escalation die, such as adding it to attack rolls or stealing - it.' + description: |2- + Until the end of your next turn, enemies cannot use abilities that interact + with the escalation die, such as adding it to attack rolls or stealing it. tier: champion level: 7 category: Tactics - name: Last Stand _type: Tactic 7 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle - **Effect:** You and all nearby allies gain a +2 bonus to saving throws (including - death saves) until the end of the battle, and two extra dice when using a recovery - to heal.' + **Effect:** You and all nearby allies gain a +2 bonus to saving throws + (including death saves) until the end of the battle, and two extra dice when + using a recovery to heal. feats: - tier: champion description: ' You also gain command points equal to your Charisma modifier.' @@ -1695,12 +1751,12 @@ abilities: - name: Master and Commander _type: Tactic 7 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle **Effect:** Until the end of the battle, whenever you roll a natural 1 on the die that determines the number of command points gained with your Fight from the - Front or Weigh the Odds class features, you gain an additional command point.' + Front or Weigh the Odds class features, you gain an additional command point. feats: - tier: champion description: ' Also gain a bonus command point on a natural 2.' @@ -1710,15 +1766,15 @@ abilities: - name: Tactical Retreat _type: Tactic 7 source: DATP - description: 'Standard action; Recharge 16+ after battle - + description: |- + Standard action; Recharge 16+ after battle **Target:** You and all nearby allies - - **Effect:** The group flees from the battle. The group does not suffer a campaign - loss, but the cowardice causes some factions to lose faith in them. The GM chooses - one icon relationship of each PC that they cannot use until they gain a level.' + **Effect:** The group flees from the battle. The group does not suffer a + campaign loss, but the cowardice causes some factions to lose faith in them. The + GM chooses one icon relationship of each PC that they cannot use until they gain + a level. feats: [] tier: champion level: 7 @@ -1726,14 +1782,14 @@ abilities: - name: Do That Again! _type: Command 9 source: DATP - description: 'Interrupt action; Cost: 5 command points - + description: |- + Interrupt action; Cost: 5 command points **Target:** An ally who took an action on their turn - **Effect:** The ally repeats the previous action, although they can choose new - targets. This does not expend additional uses of whatever power or spell was used.' + targets. This does not expend additional uses of whatever power or spell was + used. feats: - tier: epic description: ' Decrease the cost of this command to 4 command points.' @@ -1743,14 +1799,13 @@ abilities: - name: Give it your best shot! _type: Command 9 source: DATP - description: 'Interrupt action; Cost: 2 command points or more - + description: |- + Interrupt action; Cost: 2 command points or more **Target:** A nearby ally who made a d20 roll - - **Effect:** The ally rolls a number of d20 equal to the command points you spend - and chooses the best result.' + **Effect:** The ally rolls a number of d20 equal to the command points you + spend and chooses the best result. feats: - tier: epic description: ' If the ally still fails the roll, your command points are not expended.' @@ -1760,46 +1815,50 @@ abilities: - name: Show us how Amazing you are! _type: Command 9 source: DATP - description: "Interrupt action; Cost: 2 command points\n\n**Target:** A nearby\ - \ or far away ally who is using a move action\n\n**Effect:** The target turns\ - \ the move action into a stunt, similar to the rogue\u2019s Swashbuckler talent.\ - \ The target can swing across the battlefield on a chandelier, jump over barrels\ - \ rolling down a river, or climb the rigging on an airship in a snowstorm, all\ - \ without requiring a skill check. While moving, they cannot be intercepted and\ - \ they don\u2019t provoke opportunity attacks." + description: |- + Interrupt action; Cost: 2 command points + + **Target:** A nearby or far away ally who is using a move action + + **Effect:** The target turns the move action into a stunt, similar to the + rogue’s Swashbuckler talent. The target can swing across the battlefield on a + chandelier, jump over barrels rolling down a river, or climb the rigging on an + airship in a snowstorm, all without requiring a skill check. While moving, they + cannot be intercepted and they don’t provoke opportunity attacks. feats: - tier: epic - description: ' You can grant a free move action for a stunt on the same turn to - other allies by spending 2 additional command points per ally.' + description: |2- + You can grant a free move action for a stunt on the same turn to other allies + by spending 2 additional command points per ally. tier: champion level: 9 category: Commands - name: Focus Fire _type: Tactic 9 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle **Target:** 1d3 nearby allies - - **Effect:** Each target can make an at-will ranged attack as a free action against - one enemy designated by you.' + **Effect:** Each target can make an at-will ranged attack as a free action + against one enemy designated by you. feats: - tier: champion - description: ' The attacks deal extra damage equal to your Intelligence or Charisma - modifier on a miss.' + description: |2- + The attacks deal extra damage equal to your Intelligence or Charisma modifier + on a miss. tier: champion level: 9 category: Tactics - name: Lead Through Hell _type: Tactic 9 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle **Effect:** Until the end of the battle, whenever you use your Fight from the - Front class feature, a nearby ally can make a save against a save-ends effect.' + Front class feature, a nearby ally can make a save against a save-ends effect. feats: - tier: epic description: ' The ally can add your Charisma modifier to the saving throw.' @@ -1809,16 +1868,17 @@ abilities: - name: Uncanny Intuition _type: Tactic 9 source: DATP - description: 'Quick action; Recharge 16+ after battle - + description: |- + Quick action; Recharge 16+ after battle **Effect:** Until the end of the battle, whenever you use your Fight from the Front or Weigh the Odds class feature, grant a nearby ally a bonus to their next - attack roll equal to the number of command points you gained.' + attack roll equal to the number of command points you gained. feats: - tier: epic - description: ' If you only gained one or two command points, grant the bonus to - two allies instead.' + description: |2- + If you only gained one or two command points, grant the bonus to two allies + instead. tier: champion level: 9 category: Tactics diff --git a/content/1e/classes/fighter.mdx b/content/1e/classes/fighter.mdx index a78e142..6c5a908 100644 --- a/content/1e/classes/fighter.mdx +++ b/content/1e/classes/fighter.mdx @@ -527,16 +527,17 @@ abilities: - name: Abominable Mutation _type: Talent source: DPAS - description: 'Choose one of the native elements of the abomination class. You gain - resist that element 12+. - + description: |- + Choose one of the native elements of the abomination class. You gain resist that + element 12+. Starting from 3rd level, you can switch a fighter maneuver for an abomination - maneuver 2 levels lower.' + maneuver 2 levels lower. feats: - tier: adventurer - description: ' Gain the abomination limit maneuver related to the chosen element - as a bonus maneuver.' + description: |2- + Gain the abomination limit maneuver related to the chosen element as a bonus + maneuver. - tier: champion description: ' Increase your resistance to 16+.' - tier: epic @@ -546,38 +547,42 @@ abilities: _type: Talent source: DATP usage: per-battle - description: "Once per scene, you can make a Charisma + level \u201Cattack\u201D\ - \ against the highest MD in the room. If you succeed, you can hush a room, stop\ - \ a mob, or convince a bunch of thugs that you are not to be messed with." + description: |- + Once per scene, you can make a Charisma + level “attack” against the highest MD + in the room. If you succeed, you can hush a room, stop a mob, or convince a + bunch of thugs that you are not to be messed with. feats: - tier: adventurer description: ' Add an appropriate background to the Charisma roll.' - tier: champion - description: ' Once per day, if you succeed at the Charisma check but a fight - still starts, set the escalation die to 1 at the start of the battle.' + description: |2- + Once per day, if you succeed at the Charisma check but a fight still starts, + set the escalation die to 1 at the start of the battle. tier: adventurer - name: Battlemaster _type: Talent source: DATP - description: 'You gain a bonus fighter maneuver. - + description: |- + You gain a bonus fighter maneuver. When you spend a feat on a fighter maneuver, also gain a feat of the same tier - (adventurer, champion, epic) with a different fighter maneuver for free.' + (adventurer, champion, epic) with a different fighter maneuver for free. feats: [] tier: adventurer - name: Bravado _type: Talent source: DATP usage: per-battle - description: "Once per battle, as a standard action, you can pull off an attack\ - \ that is outside of what is normally covered by the rules. Smash a pillar to\ - \ collapse the ceiling. Flip a table and charge into a wall of enemies with it.\ - \ Smash an enemy into an open pit of lava. Improvise. Your GM will help you with\ - \ the specifics, such as how many enemies you can catch, what the damage would\ - \ be, and any additional effects. This talent allows you to pull off the stunt\ - \ without additional skill checks, but you still need to roll to attack.\n\nAttacks\ - \ made with this talent don\u2019t trigger fighter maneuvers." + description: |- + Once per battle, as a standard action, you can pull off an attack that is + outside of what is normally covered by the rules. Smash a pillar to collapse the + ceiling. Flip a table and charge into a wall of enemies with it. Smash an enemy + into an open pit of lava. Improvise. Your GM will help you with the specifics, + such as how many enemies you can catch, what the damage would be, and any + additional effects. This talent allows you to pull off the stunt without + additional skill checks, but you still need to roll to attack. + + Attacks made with this talent don’t trigger fighter maneuvers. feats: - tier: adventurer description: ' You have advantage on your Bravado attack roll.' @@ -591,59 +596,65 @@ abilities: description: ' You have advantage on Strength-based skill checks to damage or destroy things.' - tier: champion - description: ' When you reduce a target to zero hit points, deal the remaining - damage to a different nearby enemy (as if every enemy were a mook).' + description: |2- + When you reduce a target to zero hit points, deal the remaining damage to a + different nearby enemy (as if every enemy were a mook). - tier: epic description: ' If you kill an enemy, gain a +1 bonus to your next melee attack.' tier: adventurer - name: Combat Challenge _type: Talent source: DATP - description: 'When you make a fighter attack against an enemy you are engaged with, - you mark the target. The mark ends when you are no longer engaged with the target, - or when the target makes an attack against you. - + description: |- + When you make a fighter attack against an enemy you are engaged with, you mark + the target. The mark ends when you are no longer engaged with the target, or + when the target makes an attack against you. While the target is marked, it takes a -2 penalty to attacks that do not target - you. When the marked enemy makes an attack that does not target you, you can make - a basic melee attack against it as an interrupt action.' + you. When the marked enemy makes an attack that does not target you, you can + make a basic melee attack against it as an interrupt action. feats: - tier: adventurer - description: ' If a marked enemy can pop free from you through an ability, it - still has to succeed at a disengage check, otherwise it stays engaged.' + description: |2- + If a marked enemy can pop free from you through an ability, it still has to + succeed at a disengage check, otherwise it stays engaged. - tier: champion description: ' You can use fighter maneuvers with interrupt attacks triggered by the mark.' - tier: epic - description: ' Marked enemies must succeed at a disengage check even if they use - a teleport or similar powers to get away from you, otherwise the teleport fails - and it stays engaged.' + description: |2- + Marked enemies must succeed at a disengage check even if they use a teleport or + similar powers to get away from you, otherwise the teleport fails and it stays + engaged. tier: adventurer - name: Cry for Glory _type: Talent source: DATP - description: You gain a battle cry from the bard list as a bonus flexible attack. - You can trigger the battle cry with fighter melee attacks. + description: |- + You gain a battle cry from the bard list as a bonus flexible attack. You can + trigger the battle cry with fighter melee attacks. feats: - tier: adventurer - description: ' You can use Charisma instead of Dexterity or Constitution with - your fighter maneuvers and your Threatening class feature.' + description: |2- + You can use Charisma instead of Dexterity or Constitution with your fighter + maneuvers and your Threatening class feature. - tier: champion description: ' You can switch a fighter maneuver for a bard battle cry two levels lower.' - tier: epic - description: ' Gain a second battle cry as a bonus maneuver, of up to 4 levels - below your class level.' + description: |2- + Gain a second battle cry as a bonus maneuver, of up to 4 levels below your + class level. tier: adventurer - name: Fencer _type: Talent source: DATP - description: 'You can use Dexterity instead of Strength for attack and damage with - fighter melee attacks. - + description: |- + You can use Dexterity instead of Strength for attack and damage with fighter + melee attacks. When you wield a small (d4 damage die) or light (d6 damage die) one-handed melee - weapon, you gain a +2 bonus to your critical threat range.' + weapon, you gain a +2 bonus to your critical threat range. feats: - tier: adventurer description: ' Increase your base AC to 11 without armor and 14 in light armor.' @@ -656,33 +667,37 @@ abilities: - name: Lock & Load _type: Talent source: DATP - description: 'You can reload a heavy crossbow as a quick action instead of a move - action. - + description: |- + You can reload a heavy crossbow as a quick action instead of a move action. When you spend a quick action to reload a crossbow of any type, you gain a +2 - bonus to critical threat range on your next attack with it this turn.' + bonus to critical threat range on your next attack with it this turn. feats: - tier: adventurer - description: ' You can trigger flexible melee attack maneuvers when making a fighter - ranged attack with a crossbow.' + description: |2- + You can trigger flexible melee attack maneuvers when making a fighter ranged + attack with a crossbow. - tier: champion - description: ' Reloading any crossbow is now a free action. You still get the - +2 crit range bonus.' + description: |2- + Reloading any crossbow is now a free action. You still get the +2 crit range + bonus. - tier: epic - description: ' Once per battle, you can use a move action to gain advantage on - your next attack roll with a crossbow.' + description: |2- + Once per battle, you can use a move action to gain advantage on your next + attack roll with a crossbow. tier: adventurer - name: Power Block _type: Talent source: DATP usage: per-battle - description: Once per battle, you can force an opponent to reroll an attack against - your AC or PD. If you wield a shield, the reroll is at a -2 penalty. + description: |- + Once per battle, you can force an opponent to reroll an attack against your AC + or PD. If you wield a shield, the reroll is at a -2 penalty. feats: - tier: adventurer - description: ' Increase the reroll penalty to -4 if you wield a shield and the - attack is a ranged attack.' + description: |2- + Increase the reroll penalty to -4 if you wield a shield and the attack is a + ranged attack. - tier: champion description: ' When you wield a shield, also gain a +1 bonus to PD.' - tier: epic @@ -691,23 +706,24 @@ abilities: - name: Showstopper _type: Talent source: DATP - description: 'When an enemy triggers an opportunity attack from you, and your opportunity + description: |- + When an enemy triggers an opportunity attack from you, and your opportunity attack is a natural even hit, you cause the triggering action to fail and the enemy loses that action. - Once per battle, when an enemy engaged with you makes an attack that would not - trigger an opportunity attack from you normally, you can make an opportunity attack - against them anyway.' + trigger an opportunity attack from you normally, you can make an opportunity + attack against them anyway. feats: - tier: adventurer description: ' You can use your fighter maneuvers with opportunity attacks.' - tier: champion description: ' The triggering action fails on any hit with an opportunity attack.' - tier: epic - description: " If an enemy disengages from you with a successful disengage check,\ - \ you can still make an opportunity attack. However, the attack deals half damage,\ - \ and you don\u2019t prevent the opponent from moving away." + description: |2- + If an enemy disengages from you with a successful disengage check, you can + still make an opportunity attack. However, the attack deals half damage, and you + don’t prevent the opponent from moving away. tier: adventurer - name: Tactical Talent _type: Talent @@ -715,9 +731,10 @@ abilities: description: You gain a commander tactic as a bonus power. feats: - tier: adventurer - description: ' You can substitute Intelligence for Dexterity or Constitution with - your fighter maneuvers and Threatening class feature. You can substitute Intelligence - for Charisma with the commander tactics gained through this talent.' + description: |2- + You can substitute Intelligence for Dexterity or Constitution with your fighter + maneuvers and Threatening class feature. You can substitute Intelligence for + Charisma with the commander tactics gained through this talent. - tier: champion description: ' You can switch a fighter maneuver for a commander tactic two levels lower.' @@ -728,15 +745,17 @@ abilities: - name: Two Healthy Fists _type: Talent source: DATP - description: You do not suffer the standard -2 penalty to unarmed attacks, and your - damage die with unarmed melee attacks increases to d8. If you have both hands - free, you gain the two-weapon fighting bonus with unarmed attacks (reroll natural - 2 on the attack die). If you have your hands full, you can still make unarmed - attacks such as kicks and head butts. You can use magic bracers like a monk. + description: |- + You do not suffer the standard -2 penalty to unarmed attacks, and your damage + die with unarmed melee attacks increases to d8. If you have both hands free, you + gain the two-weapon fighting bonus with unarmed attacks (reroll natural 2 on the + attack die). If you have your hands full, you can still make unarmed attacks + such as kicks and head butts. You can use magic bracers like a monk. feats: - tier: adventurer - description: ' When you are grabbed by an attack, you can immediately roll a save - to end the effect.' + description: |2- + When you are grabbed by an attack, you can immediately roll a save to end the + effect. - tier: champion description: ' When you roll damage on an unarmed attack, reroll natural 1s once.' - tier: epic @@ -745,80 +764,88 @@ abilities: - name: War Orphan _type: Talent source: DATP - description: 'You gain a +1 bonus to PD and MD. Increase your recovery dice by one - step (usually to d12). - + description: |- + You gain a +1 bonus to PD and MD. Increase your recovery dice by one step + (usually to d12). - As a natural loner, you have no interests in the greater machinations of powerful - beings, and you have one less icon relationship point, for a total of two at level - 1.' + As a natural loner, you have no interests in the greater machinations of + powerful beings, and you have one less icon relationship point, for a total of + two at level 1. feats: - tier: adventurer description: ' Add your Constitution modifier to death saves.' - tier: champion description: ' Add your Constitution modifier to all saves.' - tier: epic - description: ' Once per battle, roll a save at the start of your turn, in addition - to the saves you roll at the end.' + description: |2- + Once per battle, roll a save at the start of your turn, in addition to the + saves you roll at the end. tier: adventurer - name: Warrior of the Wild _type: Talent source: DATP - description: Gain a flexible attack from the warrior druid list as a bonus maneuver. - You can trigger it with your fighter melee attacks. + description: |- + Gain a flexible attack from the warrior druid list as a bonus maneuver. You can + trigger it with your fighter melee attacks. feats: - tier: adventurer description: ' You gain 3 points towards a background in wilderness survival.' - tier: champion - description: ' You can switch a fighter maneuver for a warrior druid maneuver - two levels lower.' + description: |2- + You can switch a fighter maneuver for a warrior druid maneuver two levels + lower. - tier: epic - description: " You can cast the Wild Healer\u2019s Regeneration spell once per\ - \ battle." + description: ' You can cast the Wild Healer’s Regeneration spell once per battle.' tier: adventurer - - name: "Friggin\u2019 Tank" + - name: Friggin’ Tank _type: Talent source: DATP description: Increase your base hit points to 10 + Con mod. feats: - tier: champion - description: " When you use a recovery to heal, you gain any hit points above\ - \ your maximum as temporary hit points. You can take recoveries while you are\ - \ at maximum hit points. These temporary hit points don\u2019t stack with temporary\ - \ hit points you already have \u2014 use the higher total." + description: |2- + When you use a recovery to heal, you gain any hit points above your maximum as + temporary hit points. You can take recoveries while you are at maximum hit + points. These temporary hit points don’t stack with temporary hit points you + already have — use the higher total. - tier: epic - description: ' When you are reduced below zero hit points, you remain conscious, - and you can still take actions. You still roll death saves normally, and you - fall unconscious when you fail a death save.' + description: |2- + When you are reduced below zero hit points, you remain conscious, and you can + still take actions. You still roll death saves normally, and you fall + unconscious when you fail a death save. tier: champion - name: Mage Slayer _type: Talent source: DATP usage: per-battle - description: "Once per battle, when an enemy targets you with a spell, you can roll\ - \ a save (11+) to counter the spell as an interrupt action. Success means the\ - \ spell has no effect on you. At the GM\u2019s discretion, this ability also protects\ - \ against monster attacks that are similar to spells, such as the breath of a\ - \ dragon." + description: |- + Once per battle, when an enemy targets you with a spell, you can roll a save + (11+) to counter the spell as an interrupt action. Success means the spell has + no effect on you. At the GM’s discretion, this ability also protects against + monster attacks that are similar to spells, such as the breath of a dragon. feats: - tier: champion - description: ' When you successfully counter a spell cast by a nearby enemy, you - can pop free from all enemies and charge the caster (engage and make a basic - melee attack) as a free action.' + description: |2- + When you successfully counter a spell cast by a nearby enemy, you can pop free + from all enemies and charge the caster (engage and make a basic melee attack) as + a free action. - tier: epic - description: ' If you have a positive icon relationship with the Archmage or a - draconic icon, the save is an easy save (6+).' + description: |2- + If you have a positive icon relationship with the Archmage or a draconic icon, + the save is an easy save (6+). tier: champion - name: One with the Blade _type: Talent source: DATP usage: per-battle - description: Once per battle, you can increase the natural roll of one of your melee - attacks by 1, after making the die roll. + description: |- + Once per battle, you can increase the natural roll of one of your melee attacks + by 1, after making the die roll. feats: - tier: champion - description: ' If you roll a natural 20 on an attack, you gain an additional use - of this talent for the battle.' + description: |2- + If you roll a natural 20 on an attack, you gain an additional use of this + talent for the battle. - tier: epic description: ' Once per day, you can increase the roll by 3 instead.' tier: champion @@ -826,9 +853,9 @@ abilities: _type: Talent source: DATP usage: per-battle - description: Each battle, you can use one of your once-per-battle powers a second - time. This can be a once-per-battle fighter talent, a fighter maneuver or a racial - power. + description: |- + Each battle, you can use one of your once-per-battle powers a second time. This + can be a once-per-battle fighter talent, a fighter maneuver or a racial power. feats: - tier: epic description: ' You can now use two different powers a second time each battle.' @@ -836,23 +863,24 @@ abilities: - name: Ultimate Combat Reflexes _type: Talent source: DATP - description: 'In combat, your regular actions, i.e. your standard, move and quick - action, are no longer limited to when it is your turn in the initiative order. - You can take them any time you like during a round. Make sure to keep track of - the actions you have taken during a given round, for example by flipping a card. - When you take a regular action in response to what an ally or enemy does, your - action resolves after theirs. - + description: |- + In combat, your regular actions, i.e. your standard, move and quick action, are + no longer limited to when it is your turn in the initiative order. You can take + them any time you like during a round. Make sure to keep track of the actions + you have taken during a given round, for example by flipping a card. When you + take a regular action in response to what an ally or enemy does, your action + resolves after theirs. This does not affect other combat rules. You still roll initiative, roll saves at the end of your turn, and use interrupt actions, intercepts and opportunity - attacks normally, without any changes.' + attacks normally, without any changes. feats: [] tier: champion - name: Weapon Specialization _type: Talent source: DATP - description: Choose one type of weapon, such as two-handed martial weapons or heavy + description: |- + Choose one type of weapon, such as two-handed martial weapons or heavy crossbows. You gain a +1 bonus to attack with this type of weapon. feats: - tier: champion @@ -864,21 +892,18 @@ abilities: _type: Maneuver 1 source: DATP usage: at-will - description: 'Flexible melee or ranged attack - + description: |- + Flexible melee or ranged attack ___ - **Triggering Roll:** Any miss - - **Effect:** Drink a potion as a free action.' + **Effect:** Drink a potion as a free action. feats: - tier: champion description: ' You can use an oil or a rune as a free action instead.' - tier: epic - description: " You can pour a potion down a nearby unconscious ally\u2019s throat\ - \ instead." + description: ' You can pour a potion down a nearby unconscious ally’s throat instead.' tier: champion level: 1 category: Maneuvers @@ -886,14 +911,12 @@ abilities: _type: Maneuver 1 source: DATP usage: at-will - description: 'Flexible ranged attack - + description: |- + Flexible ranged attack ___ - **Triggering Roll:** Any natural odd miss - - **Effect:** An ally engaged with the target can pop free.' + **Effect:** An ally engaged with the target can pop free. feats: - tier: adventurer description: ' You can trigger this maneuver on any natural odd roll.' @@ -904,18 +927,15 @@ abilities: _type: Maneuver 1 source: DATP usage: at-will - description: 'Flexible melee or ranged attack - + description: |- + Flexible melee or ranged attack ___ - **Special:** At least one ally must be engaged with the same enemy. - **Triggering Roll:** Any natural even roll - **Effect:** Deal extra damage equal to your Intelligence modifier (x2 at 5th - level; x3 at 8th).' + level; x3 at 8th). feats: - tier: champion description: ' Your ally can make a disengage check.' @@ -926,15 +946,13 @@ abilities: _type: Maneuver 1 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Any natural even roll - **Effect:** Deal your Strength modifier in damage (x2 at 5th level; x3 at 8th) - to a different enemy you are engaged with.' + to a different enemy you are engaged with. feats: - tier: adventurer description: ' You can deal the damage to any nearby enemy.' @@ -947,19 +965,18 @@ abilities: _type: Maneuver 1 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Any natural odd roll - - **Effect:** Until the end of your next turn, the target has disadvantage on disengage - checks.' + **Effect:** Until the end of your next turn, the target has disadvantage on + disengage checks. feats: - tier: adventurer - description: ' You also gain a +1 bonus to your next melee attack against the - target this battle.' + description: |2- + You also gain a +1 bonus to your next melee attack against the target this + battle. tier: champion level: 1 category: Maneuvers @@ -967,19 +984,18 @@ abilities: _type: Maneuver 1 source: DATP usage: at-will - description: 'Flexible ranged attack - + description: |- + Flexible ranged attack ___ - **Triggering Roll:** Natural even miss - - **Effect:** Until the end of your next turn, you gain a +2 bonus to ranged attacks - against the target.' + **Effect:** Until the end of your next turn, you gain a +2 bonus to ranged + attacks against the target. feats: - tier: adventurer - description: ' If your next ranged attack against the target is a hit, deal an - extra WEAPON damage die (x2 at 5th level; x3 at 8th).' + description: |2- + If your next ranged attack against the target is a hit, deal an extra WEAPON + damage die (x2 at 5th level; x3 at 8th). - tier: champion description: ' You can also use this maneuver on a natural odd miss.' tier: champion @@ -989,18 +1005,15 @@ abilities: _type: Maneuver 1 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Special:** You must be wielding a two-handed weapon. - **Triggering Roll:** Any natural odd roll - **Effect:** After resolving the attack, increase your WEAPON damage dice by one - step (usually from d10 to d12) until the end of your next turn.' + step (usually from d10 to d12) until the end of your next turn. feats: [] tier: champion level: 1 @@ -1009,15 +1022,13 @@ abilities: _type: Maneuver 1 source: DATP usage: at-will - description: 'Flexible melee or ranged attack - + description: |- + Flexible melee or ranged attack ___ - **Triggering Roll:** Any natural odd roll - - **Effect:** You gain a cumulative +1 bonus to saves against effects this battle, - up to a maximum of +5.' + **Effect:** You gain a cumulative +1 bonus to saves against effects this + battle, up to a maximum of +5. feats: - tier: champion description: ' Increase the bonus to +2, and the maximum to +6.' @@ -1028,24 +1039,22 @@ abilities: _type: Maneuver 1 source: DATP usage: at-will - description: '_You put your whole weight behind the strike to smack them down._ - + description: |- + _You put your whole weight behind the strike to smack them down._ Flexible melee attack - ___ - **Special:** You must be making an unarmed attack. - **Triggering Roll:** Natural even hit - - **Effect:** Add your Constitution modifier (x2 at 5th level; x3 at 8th) to damage.' + **Effect:** Add your Constitution modifier (x2 at 5th level; x3 at 8th) to + damage. feats: - tier: adventurer - description: ' If the escalation die is 5+, the target is also dazed until the - end of your next turn.' + description: |2- + If the escalation die is 5+, the target is also dazed until the end of your + next turn. tier: champion level: 1 category: Maneuvers @@ -1053,15 +1062,13 @@ abilities: _type: Maneuver 3 source: DATP usage: at-will - description: 'Flexible melee or ranged attack - + description: |- + Flexible melee or ranged attack ___ - **Triggering Roll:** Any natural odd roll - **Effect:** Until the end of the battle, you gain a cumulative +1 bonus to MD - (up to +4).' + (up to +4). feats: - tier: adventurer description: ' You also gain _resist psychic_ 14+.' @@ -1072,25 +1079,22 @@ abilities: _type: Maneuver 3 source: DATP usage: at-will - description: '_You dive elbow first into the target to throw them to the ground._ - + description: |- + _You dive elbow first into the target to throw them to the ground._ Flexible melee attack - ___ - **Special:** You must be making an unarmed attack. - **Triggering Roll:** Natural even hit - **Effect:** The next melee attack by an ally against the target has advantage. - The target can prevent this by taking a move action to stand up.' + The target can prevent this by taking a move action to stand up. feats: - tier: adventurer - description: ' If the escalation die is 5+, kick the target on the ground for - extra damage equal to your Strength modifier.' + description: |2- + If the escalation die is 5+, kick the target on the ground for extra damage + equal to your Strength modifier. tier: champion level: 3 category: Maneuvers @@ -1098,17 +1102,14 @@ abilities: _type: Maneuver 3 source: DATP usage: at-will - description: 'Flexible ranged attack - + description: |- + Flexible ranged attack ___ - **Special:** You cannot use this maneuver when engaged with an enemy. - **Triggering Roll:** Any natural even roll - - **Effect:** Gain +2 AC until the end of your next turn.' + **Effect:** Gain +2 AC until the end of your next turn. feats: - tier: adventurer description: ' You also gain the bonus to PD.' @@ -1123,11 +1124,15 @@ abilities: _type: Maneuver 3 source: DATP usage: at-will - description: "Flexible melee or ranged attack\n___\n**Triggering Roll:** Natural odd\ - \ hit\n\n**Effect:** Ask a question about the target, such as \u201CWhat are\ - \ its vulnerabilities?\u201D or \u201CWhat is its lowest defense?\u201D Make an\ - \ Intelligence or Wisdom-based skill check against its MD. If you succeed, you\ - \ learn the answer to your question." + description: |- + Flexible melee or ranged attack + ___ + **Triggering Roll:** Natural odd hit + + **Effect:** Ask a question about the target, such as “What are its + vulnerabilities?” or “What is its lowest defense?” Make an Intelligence or + Wisdom-based skill check against its MD. If you succeed, you learn the answer to + your question. feats: - tier: adventurer description: ' On a natural 16+ on the skill check, you get the answer to a second @@ -1139,11 +1144,17 @@ abilities: _type: Maneuver 3 source: DATP usage: at-will - description: "_Your stray arrow hit something that distracts the opponent for a\ - \ moment. It could be\_ snow from a tree branch, burning oil from a lamp, or a\ - \ sail going loose._\n\nFlexible ranged attack\n___\n**Triggering Roll:** Any natural\ - \ odd miss\n\n**Effect:** The enemy takes a -2 penalty to AC, PD and MD until\ - \ the start of your next turn." + description: |- + _Your stray arrow hit something that distracts the opponent for a moment. It + could be  snow from a tree branch, burning oil from a lamp, or a sail going + loose._ + + Flexible ranged attack + ___ + **Triggering Roll:** Any natural odd miss + + **Effect:** The enemy takes a -2 penalty to AC, PD and MD until the start of + your next turn. feats: - tier: champion description: ' Increase the penalty to -4.' @@ -1154,42 +1165,37 @@ abilities: _type: Maneuver 3 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Triggering Roll:** Natural even hit - **Effect:** An ally engaged with the same enemy can make a basic melee attack - against it with disadvantage.' + against it with disadvantage. feats: - tier: adventurer - description: " If the ally\u2019s attack hits, it deals additional damage equal\ - \ to your Intelligence modifier (x2 at 5th level; x3 at 8th)." + description: |2- + If the ally’s attack hits, it deals additional damage equal to your + Intelligence modifier (x2 at 5th level; x3 at 8th). tier: champion level: 3 category: Maneuvers - name: The Tombstone _type: Maneuver 3 source: DATP - description: '_You lift the target and plant it headfirst into the ground._ - + description: |- + _You lift the target and plant it headfirst into the ground._ Flexible melee attack; Once per battle - --- - **Special:** You must be making an unarmed attack. - **Triggering Roll:** Natural odd hit - - **Effect:** The target has disadvantage on their next attack.' + **Effect:** The target has disadvantage on their next attack. feats: - tier: adventurer description: ' Add your Constitution modifier to the damage roll (x2 at 5th level; @@ -1204,14 +1210,13 @@ abilities: _type: Maneuver 5 source: DATP usage: at-will - description: 'Flexible melee or ranged attack - + description: |- + Flexible melee or ranged attack **Triggering Roll:** Any natural even roll - - **Effect:** If the target has any resistance against the attack, ignore the resistance - and deal full damage.' + **Effect:** If the target has any resistance against the attack, ignore the + resistance and deal full damage. feats: - tier: champion description: ' Ignore the resistance of the target until the end of the battle.' @@ -1222,18 +1227,16 @@ abilities: _type: Maneuver 5 source: DATP usage: at-will - description: 'Flexible melee or ranged attack - + description: |- + Flexible melee or ranged attack ___ - **Triggering Roll:** Natural 16+ - **Effect:** Until the end of your next turn, the target is vulnerable to all - attacks.' + attacks. feats: - tier: champion - description: " On a natural 18+, the effect is \u201Csave ends\u201D." + description: ' On a natural 18+, the effect is “save ends”.' tier: champion level: 5 category: Maneuvers @@ -1241,21 +1244,19 @@ abilities: _type: Maneuver 5 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Special:** You must be making an unarmed attack. - **Triggering Roll:** Natural 18+ - - **Effect:** The target is dazed (save ends).' + **Effect:** The target is dazed (save ends). feats: - tier: champion - description: ' The target also takes ongoing damage equal to twice your Constitution - modifier (x3 at 8th level).' + description: |2- + The target also takes ongoing damage equal to twice your Constitution modifier + (x3 at 8th level). tier: champion level: 5 category: Maneuvers @@ -1263,18 +1264,15 @@ abilities: _type: Maneuver 5 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Special:** You must be wielding two weapons. - **Triggering Roll:** Natural 16+ - **Effect:** The next melee attack against you before the end of your next turn - has disadvantage on the attack roll.' + has disadvantage on the attack roll. feats: [] tier: champion level: 5 @@ -1283,18 +1281,15 @@ abilities: _type: Maneuver 5 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Special:** You must be wielding a two-handed weapon. - **Triggering Roll:** Any even miss - **Effect:** Deal half the damage of a hit instead of miss damage. Until the end - of your next turn, you take a -4 penalty to defenses.' + of your next turn, you take a -4 penalty to defenses. feats: - tier: champion description: ' On an even miss, deal extra damage equal to your Dexterity modifier.' @@ -1305,22 +1300,19 @@ abilities: _type: Maneuver 5 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack ___ - **Special:** You must be wielding two weapons. - **Triggering Roll:** Any even miss - **Effect:** Make a second melee attack against the target. This attack cannot - trigger maneuvers. If the attack misses, the target can make a melee attack against - you as a free action.' + trigger maneuvers. If the attack misses, the target can make a melee attack + against you as a free action. feats: - tier: champion - description: " The target\u2019s follow-up attack has disadvantage." + description: ' The target’s follow-up attack has disadvantage.' tier: champion level: 5 category: Maneuvers @@ -1328,10 +1320,14 @@ abilities: _type: Maneuver 5 source: DATP usage: at-will - description: "Flexible melee attack\n___\n**Triggering Roll:** Natural odd miss\n\n\ - **Effect:** Make a Wisdom + level attack roll against the target\u2019s MD. If\ - \ you hit, the target is dazed until the end of your next turn. If you miss, you\ - \ are dazed until the end of your next turn." + description: |- + Flexible melee attack + ___ + **Triggering Roll:** Natural odd miss + + **Effect:** Make a Wisdom + level attack roll against the target’s MD. If you + hit, the target is dazed until the end of your next turn. If you miss, you are + dazed until the end of your next turn. feats: [] tier: champion level: 5 @@ -1339,17 +1335,15 @@ abilities: - name: Take a Breather _type: Maneuver 5 source: DATP - description: 'Flexible melee or ranged attack; Once per battle - + description: |- + Flexible melee or ranged attack; Once per battle --- - **Triggering Roll:** Natural odd miss - - **Effect:** You can use a recovery to heal.' + **Effect:** You can use a recovery to heal. feats: - tier: champion description: ' You can use this maneuver at-will.' @@ -1361,38 +1355,35 @@ abilities: _type: Maneuver 7 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack **Triggering Roll:** Natural 1 - - **Effect:** Your next melee attack against the target has advantage.' + **Effect:** Your next melee attack against the target has advantage. feats: - tier: epic - description: " Your next melee attack has advantage, even if it\u2019s against\ - \ a different target." + description: ' Your next melee attack has advantage, even if it’s against a different + target.' tier: champion level: 7 category: Maneuvers - name: Porcupine Stance _type: Maneuver 7 source: DATP - description: 'Flexible melee attack; Once per battle - + description: |- + Flexible melee attack; Once per battle --- - **Special:** You must be wielding two weapons. - **Triggering Roll:** Any natural odd roll - - **Effect:** Until the start of your next turn, you can make a basic melee attack - as an interrupt action against an enemy that makes a melee attack against you.' + **Effect:** Until the start of your next turn, you can make a basic melee + attack as an interrupt action against an enemy that makes a melee attack against + you. feats: - tier: champion description: ' The attack can trigger maneuvers.' @@ -1403,25 +1394,23 @@ abilities: - name: Raised Shield _type: Maneuver 7 source: DATP - description: 'Flexible melee attack; Once per battle - + description: |- + Flexible melee attack; Once per battle --- - **Special:** You must be wielding a shield. - **Triggering Roll:** Any natural odd roll - **Effect:** The next time you or an adjacent ally takes damage from an attack - against AC or PD before the end of your next turn, halve it.' + against AC or PD before the end of your next turn, halve it. feats: - tier: champion - description: ' If the attack targets both you and the ally, you can half the damage - against both.' + description: |2- + If the attack targets both you and the ally, you can half the damage against + both. tier: champion level: 7 category: Maneuvers @@ -1430,14 +1419,13 @@ abilities: _type: Maneuver 7 source: DATP usage: at-will - description: 'Flexible melee attack - + description: |- + Flexible melee attack **Triggering Roll:** Any natural odd hit - **Effect:** Attacks against you have advantage until the end of your next turn. - Your first melee attack on your next turn deals double damage.' + Your first melee attack on your next turn deals double damage. feats: - tier: champion description: ' Also gain a +2 bonus to the attack roll with your next attack.' @@ -1448,15 +1436,13 @@ abilities: _type: Maneuver 7 source: DATP usage: at-will - description: 'Flexible melee or ranged attack - + description: |- + Flexible melee or ranged attack ___ - **Triggering Roll:** Natural 16+ - **Effect:** The target takes half damage immediately and half damage as ongoing - damage.' + damage. feats: - tier: champion description: ' Add your Dexterity modifier (x2; x3 at 8th level) to the ongoing @@ -1467,18 +1453,16 @@ abilities: - name: Tactical Defense Line _type: Maneuver 7 source: DATP - description: 'Flexible melee attack; Once per battle - + description: |- + Flexible melee attack; Once per battle --- - **Triggering Roll:** Any natural even roll - **Effect:** Gain a bonus to all defenses equal to your Intelligence modifier - until the start of your next turn.' + until the start of your next turn. feats: - tier: champion description: ' If you are wielding a shield, you can also grant the bonus to an @@ -1490,17 +1474,15 @@ abilities: - name: Boom, Headshot _type: Maneuver 9 source: DATP - description: 'Flexible ranged attack; Once per battle - + description: |- + Flexible ranged attack; Once per battle --- - **Triggering Roll:** Natural even hit - - **Effect:** Deal maximum damage instead of rolling damage dice.' + **Effect:** Deal maximum damage instead of rolling damage dice. feats: [] tier: champion level: 9 @@ -1509,20 +1491,17 @@ abilities: - name: Brute Force _type: Maneuver 9 source: DATP - description: 'Flexible melee attack; Once per battle - + description: |- + Flexible melee attack; Once per battle --- - **Special: ** You must be wielding a two-handed weapon - **Triggering Roll:** Natural even hit - - **Effect:** Deal maximum damage instead of rolling damage dice.' + **Effect:** Deal maximum damage instead of rolling damage dice. feats: [] tier: champion level: 9 @@ -1531,20 +1510,17 @@ abilities: - name: Expert Feint _type: Maneuver 9 source: DATP - description: 'Flexible melee attack; Once per battle - + description: |- + Flexible melee attack; Once per battle --- - **Special:** You must be wielding a one-handed melee weapon. - **Triggering Roll:** Natural even miss - - **Effect:** Make a basic melee attack against the MD of the target.' + **Effect:** Make a basic melee attack against the MD of the target. feats: - tier: epic description: ' The follow-up attack can also trigger maneuvers.' @@ -1556,18 +1532,17 @@ abilities: _type: Maneuver 9 source: DATP usage: at-will - description: 'Flexible ranged attack - + description: |- + Flexible ranged attack ___ - **Triggering Roll:** Natural even hit - - **Effect:** Deal half damage to one other nearby enemy.' + **Effect:** Deal half damage to one other nearby enemy. feats: - tier: epic - description: ' Once per battle, deal half damage to one nearby enemy per point - of escalation die with this maneuver.' + description: |2- + Once per battle, deal half damage to one nearby enemy per point of escalation + die with this maneuver. tier: champion level: 9 category: Maneuvers @@ -1575,15 +1550,13 @@ abilities: _type: Maneuver 9 source: DATP usage: at-will - description: 'Flexible melee or ranged attack - + description: |- + Flexible melee or ranged attack ___ - **Triggering Roll:** Natural odd hit - **Effect:** Until the end of your next turn, when you attack the target, treat - the escalation die as 6.' + the escalation die as 6. feats: [] tier: champion level: 9 @@ -1592,10 +1565,15 @@ abilities: _type: Maneuver 9 usage: at-will source: DATP - description: "Flexible melee attack\n\n**Special:** You must be wielding a two-handed\ - \ weapon.\n\n**Triggering Roll:** Natural odd hit\n\n**Effect:** Move the target\ - \ to the end of the initiative order. If the target already took a turn this round,\ - \ it doesn\u2019t get a second turn." + description: |- + Flexible melee attack + + **Special:** You must be wielding a two-handed weapon. + + **Triggering Roll:** Natural odd hit + + **Effect:** Move the target to the end of the initiative order. If the target + already took a turn this round, it doesn’t get a second turn. feats: [] tier: champion level: 9 @@ -1604,15 +1582,13 @@ abilities: _type: Maneuver 9 source: DATP usage: at-will - description: 'Flexible melee or ranged attack - + description: |- + Flexible melee or ranged attack ___ - **Triggering Roll:** Natural 20 - - **Effect:** Trigger two other maneuvers you know with this attack. You can choose - a maneuver even if it normally could not be triggered on a natural 20.' + **Effect:** Trigger two other maneuvers you know with this attack. You can + choose a maneuver even if it normally could not be triggered on a natural 20. feats: [] tier: champion level: 9 diff --git a/content/1e/classes/monk.mdx b/content/1e/classes/monk.mdx index c44322d..f64ffdb 100644 --- a/content/1e/classes/monk.mdx +++ b/content/1e/classes/monk.mdx @@ -1190,12 +1190,13 @@ abilities: - name: Cycle Bonus (New Keyword) _type: Talent source: DATP - description: "This is a monk-specific keyword. You gain a cycle bonus for the duration\ - \ of your current attack progression, that is, for your opening, flow and finishing\ - \ attack, until the start of your next turn after using a finishing attack. It\ - \ also ends if anything breaks the current attack progression, such as the end\ - \ of the battle, when you don\u2019t attack for a round, or when you start a new\ - \ progression by using an opening attack." + description: |- + This is a monk-specific keyword. You gain a cycle bonus for the duration of your + current attack progression, that is, for your opening, flow and finishing + attack, until the start of your next turn after using a finishing attack. It + also ends if anything breaks the current attack progression, such as the end of + the battle, when you don’t attack for a round, or when you start a new + progression by using an opening attack. feats: [] - name: Adventurer Tier Talents _type: Talent @@ -1206,9 +1207,9 @@ abilities: - name: Clarity of Mind _type: Talent source: DPAS - description: You gain an adventurer tier meditation spell from the fateweaver list - as a bonus power. The meditation is considered an opening attack for your monk - forms. + description: |- + You gain an adventurer tier meditation spell from the fateweaver list as a bonus + power. The meditation is considered an opening attack for your monk forms. feats: - tier: champion description: ' When you have focus, roll twice on attack rolls and take the preferred @@ -1219,32 +1220,35 @@ abilities: - name: Crane Style _type: Talent source: DATP - description: 'You use Wisdom for attack and damage with unarmed attacks. However, - your base hit points are reduced by 1 to 6 + CON mod. - + description: |- + You use Wisdom for attack and damage with unarmed attacks. However, your base + hit points are reduced by 1 to 6 + CON mod. **Ki Power (Spread the Wings):** You can spend a ki point to add your Wisdom - modifier to a disengage check, after you roll.' + modifier to a disengage check, after you roll. feats: - tier: adventurer - description: ' Whenever you spend a ki point, also gain temporary hit points equal - to your level.' + description: |2- + Whenever you spend a ki point, also gain temporary hit points equal to your + level. - tier: champion - description: ' Whenever you spend a ki point, you also gain a +1 bonus to all - defenses until the end of your next turn.' + description: |2- + Whenever you spend a ki point, you also gain a +1 bonus to all defenses until + the end of your next turn. - tier: epic - description: ' Once per battle, as an interrupt action, you can spend a ki point - to make a melee basic attack against an enemy who misses you with a melee attack.' + description: |2- + Once per battle, as an interrupt action, you can spend a ki point to make a + melee basic attack against an enemy who misses you with a melee attack. tier: adventurer - name: Crystal Mind _type: Talent source: DATP - description: 'When an attack that targets MD hits you, you can roll a normal save. - If you succeed, you take only half damage from the attack. - + description: |- + When an attack that targets MD hits you, you can roll a normal save. If you + succeed, you take only half damage from the attack. **Ki Power (Cleansing of Thought):** You can spend a ki point as a free action - to gain _resist psychic damage_ 16+ until the end of the battle.' + to gain _resist psychic damage_ 16+ until the end of the battle. feats: - tier: adventurer description: ' Add your Wisdom modifier to Crystal Mind saves.' @@ -1252,29 +1256,48 @@ abilities: description: ' On a successful save, you also block any non-damage effect from the attack.' - tier: epic - description: ' If you roll a natural 18+ on the save, you instead take no damage - from the attack and can choose one nearby enemy. It takes one-quarter of the - damage as you deflect the attack, and suffers any effects from it.' + description: |2- + If you roll a natural 18+ on the save, you instead take no damage from the + attack and can choose one nearby enemy. It takes one-quarter of the damage as + you deflect the attack, and suffers any effects from it. tier: adventurer - name: Fire Fist (Seven Deadly Secrets) _type: Talent source: DATP - description: "**Special:** If you use Fire Fist in a battle, you can\u2019t use\ - \ any other Deadly Secrets talents that battle.\n\nYou gain the following power:\n\ - \nClose-quarters power; Once per battle; Quick action\n\n---\n\n\n**Effect:**\ - \ Until the end of the battle, if the escalation die is 1+, your JAB, PUNCH and\ - \ KICK attacks deal fire damage, and you deal 1d4 extra damage on a hit.\n\n2nd\ - \ level monk: 1d6 extra damage\n\n4th level monk: 1d8 extra damage\n\n6th level\ - \ monk: 2d6 extra damage\n\n8th level monk: 2d10 extra damage\n\n10th level monk:\ - \ 3d12 extra damage\n\n**Ki Power (Immolating Fist):** After rolling the extra\ - \ fire damage, you can spend a ki point to deal ongoing fire damage to the target\ - \ equal to the extra damage." + description: |- + **Special:** If you use Fire Fist in a battle, you can’t use any other Deadly + Secrets talents that battle. + + You gain the following power: + + Close-quarters power; Once per battle; Quick action + + --- + + + **Effect:** Until the end of the battle, if the escalation die is 1+, your JAB, + PUNCH and KICK attacks deal fire damage, and you deal 1d4 extra damage on a hit. + + 2nd level monk: 1d6 extra damage + + 4th level monk: 1d8 extra damage + + 6th level monk: 2d6 extra damage + + 8th level monk: 2d10 extra damage + + 10th level monk: 3d12 extra damage + + **Ki Power (Immolating Fist):** After rolling the extra fire damage, you can + spend a ki point to deal ongoing fire damage to the target equal to the extra + damage. feats: - tier: adventurer description: ' Also deal the extra damage on a miss.' - tier: champion - description: ' On a natural 18+ attack roll, deal maximum damage with the Fire - Fist extra damage.' + description: |2- + On a natural 18+ attack roll, deal maximum damage with the Fire Fist extra + damage. - tier: epic description: ' Double the ongoing damage from Immolating Fist.' tier: adventurer @@ -1282,15 +1305,26 @@ abilities: - name: Freezing Fist (Seven Deadly Secrets) _type: Talent source: DATP - description: "**Special:** If you use Freezing Fist in a battle, you can\u2019\ - t use any other Deadly Secrets talents that battle.\n\nYou gain the following\ - \ power:\n\nClose-quarters power; Once per battle; Free action\n\n---\n\n\n**Trigger:**\ - \ You hit with an unarmed melee attack.\n\n**Effect:** Deal extra cold damage\ - \ equal to your level, and the target is dazed until the end of your next turn.\ - \ If it is staggered, it is frozen (as stunned; -4 to defenses and can\u2019t\ - \ take actions) until the end of your next turn instead.\n\n**Ki Power (Icy Breath):**\ - \ When you use Freezing Fist, spend a ki point to give all enemies engaged with\ - \ you disadvantage to disengage checks until the end of your next turn." + description: |- + **Special:** If you use Freezing Fist in a battle, you can’t use any other + Deadly Secrets talents that battle. + + You gain the following power: + + Close-quarters power; Once per battle; Free action + + --- + + + **Trigger:** You hit with an unarmed melee attack. + + **Effect:** Deal extra cold damage equal to your level, and the target is dazed + until the end of your next turn. If it is staggered, it is frozen (as stunned; + -4 to defenses and can’t take actions) until the end of your next turn instead. + + **Ki Power (Icy Breath):** When you use Freezing Fist, spend a ki point to give + all enemies engaged with you disadvantage to disengage checks until the end of + your next turn. feats: - tier: adventurer description: ' Deal extra cold damage equal to twice your level.' @@ -1304,78 +1338,97 @@ abilities: - name: Iron Body _type: Talent source: DATP - description: "_You can push your body beyond mortal limits. You can walk over hot\ - \ coals and meditate for hours in an ice-cold waterfall. You can put your body\ - \ in a state where you can survive days, months, even years with a minimum of\ - \ air, water, or food.\__\n\nYou take half damage from ongoing damage, and from\ - \ any damage caused by the surrounding environment.\n\n**Ki Power (Seal of Steel):**\ - \ You can spend a ki point to turn a failed save against ongoing damage, or the\ - \ weakened, hampered, vulnerable or stuck conditions, into a success." + description: |- + _You can push your body beyond mortal limits. You can walk over hot coals and + meditate for hours in an ice-cold waterfall. You can put your body in a state + where you can survive days, months, even years with a minimum of air, water, or + food. _ + + You take half damage from ongoing damage, and from any damage caused by the + surrounding environment. + + **Ki Power (Seal of Steel):** You can spend a ki point to turn a failed save + against ongoing damage, or the weakened, hampered, vulnerable or stuck + conditions, into a success. feats: - tier: adventurer description: ' Increase your recovery dice to d10.' - tier: champion description: ' You gain _resist poison_ 16+.' - tier: epic - description: ' At the start of each battle, you gain temporary hit points equal - to 10 times your Constitution modifier.' + description: |2- + At the start of each battle, you gain temporary hit points equal to 10 times + your Constitution modifier. tier: adventurer - name: Kensai _type: Talent source: DATP - description: "Any melee weapon is a monk weapon for you. You wield them without\ - \ penalty, and you can use your monk forms with them. When wielding a melee weapon,\ - \ use that weapon\u2019s usual WEAPON damage die instead of your JAB, PUNCH or\ - \ KICK.\n\nWhen you wield a two-handed weapon, use Strength instead of Dexterity\ - \ for the attack roll. You don\u2019t reroll natural 2 on the attack, as you are\ - \ not two-weapon-fighting.\n\n**Ki Power (Soulblade):** As a free action, spend\ - \ a ki point to imbue a weapon you wield as a true magic item (+1 to attacks and\ - \ damage; +2 at 5th level; +3 at 8th) until the end of the battle. On your next\ - \ hit with it, deal one extra WEAPON die damage (x2 at 5th level; x3 at 8th)." + description: |- + Any melee weapon is a monk weapon for you. You wield them without penalty, and + you can use your monk forms with them. When wielding a melee weapon, use that + weapon’s usual WEAPON damage die instead of your JAB, PUNCH or KICK. + + When you wield a two-handed weapon, use Strength instead of Dexterity for the + attack roll. You don’t reroll natural 2 on the attack, as you are not two- + weapon-fighting. + + **Ki Power (Soulblade):** As a free action, spend a ki point to imbue a weapon + you wield as a true magic item (+1 to attacks and damage; +2 at 5th level; +3 at + 8th) until the end of the battle. On your next hit with it, deal one extra + WEAPON die damage (x2 at 5th level; x3 at 8th). feats: - tier: adventurer description: ' You can use the Soulblade ki power once per day without spending a ki point.' - tier: champion - description: ' You can spend a ki point to recharge a magic item power of a true - magic item melee weapon.' + description: |2- + You can spend a ki point to recharge a magic item power of a true magic item + melee weapon. - tier: epic - description: ' If you have bonded with a weapon via Soulblade before, you can - spend a ki point to call it to your hand from a nearby or far away location.' + description: |2- + If you have bonded with a weapon via Soulblade before, you can spend a ki point + to call it to your hand from a nearby or far away location. tier: adventurer - name: Ninjutsu _type: Talent source: DATP - description: "You learn a rogue power of your level or lower. If it is an attack\ - \ power, you can use your JAB as the weapon, and it counts as an opening attack.\ - \ If you choose a momentum power, don\u2019t track momentum \u2014 instead, spend\ - \ one ki point to use the power.\n\n**Ki Power (Yamiuchi):** When you hit with\ - \ a melee attack against an enemy that is also engaged with one of your allies,\ - \ you can spend a ki point to deal Sneak Attack damage as a rogue of your level.\n\ - \nAdventurer Tier: Gain three background points towards a stealth and espionage\ - \ background." + description: |- + You learn a rogue power of your level or lower. If it is an attack power, you + can use your JAB as the weapon, and it counts as an opening attack. If you + choose a momentum power, don’t track momentum — instead, spend one ki point to + use the power. + + **Ki Power (Yamiuchi):** When you hit with a melee attack against an enemy that + is also engaged with one of your allies, you can spend a ki point to deal Sneak + Attack damage as a rogue of your level. + + Adventurer Tier: Gain three background points towards a stealth and espionage + background. feats: - tier: champion - description: " Gain a second Rogue power, which counts as a PUNCH if it is an\ - \ attack, and can be used\_ as a flow attack." + description: |2- + Gain a second Rogue power, which counts as a PUNCH if it is an attack, and can + be used  as a flow attack. - tier: epic - description: ' Gain a third Rogue power, which counts as a KICK if it is an attack, - and can be used as a finishing attack.' + description: |2- + Gain a third Rogue power, which counts as a KICK if it is an attack, and can be + used as a finishing attack. tier: adventurer - name: Shell of the Storm Turtle _type: Talent source: DATP - description: 'Increase your base AC in light or no armor to 14. This replaces the - variable defense bonus you gain from using your monk forms. - + description: |- + Increase your base AC in light or no armor to 14. This replaces the variable + defense bonus you gain from using your monk forms. - **Ki Power (Retreat into the Shell):** Once per battle, while you are not engaged - with any enemy, you can spend a ki point as a quick action to gain a +1 bonus - to AC until the end of the battle.' + **Ki Power (Retreat into the Shell):** Once per battle, while you are not + engaged with any enemy, you can spend a ki point as a quick action to gain a +1 + bonus to AC until the end of the battle. feats: - tier: adventurer - description: ' When you use Retreat into the Shell, you gain _resist lightning_ - 16+ until the end of the battle.' + description: |2- + When you use Retreat into the Shell, you gain _resist lightning_ 16+ until the + end of the battle. - tier: champion description: ' Retreat into the Shell also increases your PD by 1.' - tier: epic @@ -1384,16 +1437,17 @@ abilities: - name: Tattooed Monk _type: Talent source: DATP - description: 'You learn an additional adventurer tier form. - + description: |- + You learn an additional adventurer tier form. - **Ki Power (Flow of the Ink):** Once per battle, as a quick action, you can spend - a ki point to move forward one step in the progression from opening to flow or - from flow to finishing.' + **Ki Power (Flow of the Ink):** Once per battle, as a quick action, you can + spend a ki point to move forward one step in the progression from opening to + flow or from flow to finishing. feats: - tier: adventurer - description: ' You can switch one adventurer tier form you know for a different - one during a short rest.' + description: |2- + You can switch one adventurer tier form you know for a different one during a + short rest. - tier: champion description: ' You can choose a champion tier form as your bonus form instead.' - tier: epic @@ -1402,16 +1456,17 @@ abilities: - name: Waterfall in the Clouded Gorge _type: Talent source: DATP - description: 'When you spend a recovery to heal, add your Wisdom modifier to the - amount you heal (x2 at 5th level; x3 at 8th). - + description: |- + When you spend a recovery to heal, add your Wisdom modifier to the amount you + heal (x2 at 5th level; x3 at 8th). **Ki Power (Crashing Waters):** Once per battle, you can spend a ki point to - rally as a quick action.' + rally as a quick action. feats: - tier: adventurer - description: ' When you spend a recovery to heal, you also gain a +2 bonus to - PD and MD until the end of your next turn.' + description: |2- + When you spend a recovery to heal, you also gain a +2 bonus to PD and MD until + the end of your next turn. - tier: champion description: ' When you use Crashing Waters, also gain 5 temporary hit points per level.' @@ -1427,43 +1482,59 @@ abilities: - name: Black Rose Acolyte _type: Talent source: DATP - description: 'Choose a necromancer spell of your level or lower as a bonus power. - You can choose any spell except summoning spells and spells granted by talents. - You can switch the spell after each full heal-up. If the spell is an at-will attack + description: |- + Choose a necromancer spell of your level or lower as a bonus power. You can + choose any spell except summoning spells and spells granted by talents. You can + switch the spell after each full heal-up. If the spell is an at-will attack spell, you can cast it in place of a flow attack. If the spell is a limited use attack spell, you can cast it in place of a finishing attack, at the frequency you can normally cast it (such as daily). Use your Wisdom as the ability score that determines attack and damage with the spell. - - **Ki Power (Tribute to Death):** If an enemy has 5 times your level in hit points - or less after you hit them with a monk melee attack, you can expend a ki point - to reduce them to zero hit points.' + **Ki Power (Tribute to Death):** If an enemy has 5 times your level in hit + points or less after you hit them with a monk melee attack, you can expend a ki + point to reduce them to zero hit points. feats: - tier: champion - description: ' When you use a monk power that has an elemental damage type, such - as fire, you can change that damage to negative energy instead.' + description: |2- + When you use a monk power that has an elemental damage type, such as fire, you + can change that damage to negative energy instead. - tier: epic - description: ' You can use the Tribute to Death ki power once per day without - expending a ki point.' + description: |2- + You can use the Tribute to Death ki power once per day without expending a ki + point. tier: champion - name: Death Touch (Seven Deadly Secrets) _type: Talent source: DATP - description: "**Special:** If you use Death Touch in a battle, you can\u2019t use\ - \ any other Deadly Secrets talents that battle.\n\nYou gain the following power:\n\ - \nClose-quarters power; Once per battle; Free action\n\n---\n\n\n**Trigger:**\ - \ You hit an enemy with an unarmed melee attack.\n\n**Effect:** If the target\ - \ has 50 hit points or less after taking damage from the attack, you kill it.\ - \ Otherwise, the target is weakened (-4 to attacks and defenses; save ends).\n\ - \n7th level monk: 75 hit points or less\n\n9th level monk: 100 hit points or less\n\ - \n**Ki Power** (Fatal Surprise): Once per battle, you can spend a ki point to\ - \ use Death Touch even if you have already used a different Deadly Secret this\ - \ battle." + description: |- + **Special:** If you use Death Touch in a battle, you can’t use any other Deadly + Secrets talents that battle. + + You gain the following power: + + Close-quarters power; Once per battle; Free action + + --- + + + **Trigger:** You hit an enemy with an unarmed melee attack. + + **Effect:** If the target has 50 hit points or less after taking damage from + the attack, you kill it. Otherwise, the target is weakened (-4 to attacks and + defenses; save ends). + + 7th level monk: 75 hit points or less + + 9th level monk: 100 hit points or less + + **Ki Power** (Fatal Surprise): Once per battle, you can spend a ki point to use + Death Touch even if you have already used a different Deadly Secret this battle. feats: - tier: champion - description: ' If you kill a target with Death Touch, you can spend a ki point - to use a recovery to heal.' + description: |2- + If you kill a target with Death Touch, you can spend a ki point to use a + recovery to heal. - tier: epic description: ' Kill a target with 150 hit points or less.' tier: champion @@ -1471,13 +1542,16 @@ abilities: - name: Magefist _type: Talent source: DATP - description: "Choose a swordmage spell of your level or lower as a bonus power.\ - \ You can cast it in place of a finishing attack, at the frequency you can normally\ - \ cast it (such as daily). You can switch the spell after each full heal-up. Use\ - \ your Wisdom instead of Intelligence as the ability score that determines attack\ - \ and damage with the spell, and KICK for WEAPON damage.\n\n**Ki Power (Ki Sigil):**\ - \ Choose a swordmage sigil when you gain this talent. You can spend a ki point\ - \ to place the sigil on an enemy with the Mark with Sigil spell.\_" + description: |- + Choose a swordmage spell of your level or lower as a bonus power. You can cast + it in place of a finishing attack, at the frequency you can normally cast it + (such as daily). You can switch the spell after each full heal-up. Use your + Wisdom instead of Intelligence as the ability score that determines attack and + damage with the spell, and KICK for WEAPON damage. + + **Ki Power (Ki Sigil):** Choose a swordmage sigil when you gain this talent. + You can spend a ki point to place the sigil on an enemy with the Mark with Sigil + spell.  feats: - tier: champion description: ' Once per day, you can use ki sigil without expending a ki point.' @@ -1487,127 +1561,137 @@ abilities: - name: Perfect Kata _type: Talent source: DATP - description: 'If your flow attack is from the same form as your opening attack, - you gain a +1 bonus to your critical threat range with it. If your finishing attack - is from the same form as both your opening and flow attack, you gain a +2 bonus - to its critical threat range. - + description: |- + If your flow attack is from the same form as your opening attack, you gain a +1 + bonus to your critical threat range with it. If your finishing attack is from + the same form as both your opening and flow attack, you gain a +2 bonus to its + critical threat range. **Ki Power (Nidan):** Before making your attack roll, you can spend a ki point - to double the critical threat range bonus gained from this talent, i.e. +2 to - a flow attack or +4 to a finishing attack. If the power requires multiple attack - rolls this turn, you gain the benefit for all of them.' + to double the critical threat range bonus gained from this talent, i.e. +2 to a + flow attack or +4 to a finishing attack. If the power requires multiple attack + rolls this turn, you gain the benefit for all of them. feats: - tier: champion description: ' You can use the Nidan ki power once per day without expending a ki point.' - tier: epic - description: ' In addition to a bonus to your critical threat range, also gain - the same bonus to the attack roll. This bonus is also doubled when you expend - a ki point.' + description: |2- + In addition to a bonus to your critical threat range, also gain the same bonus + to the attack roll. This bonus is also doubled when you expend a ki point. tier: champion - name: Prison Within _type: Talent source: DATP - description: "_Demons and evil spirits who possess the power to enter their victim\u2019\ - s mind are the most frightening adversaries of good, because they can hide among\ - \ the innocent and any attempt to purge the spirit puts them in danger too. Therefore,\ - \ most devout monks volunteer to imprison these creatures within themselves, where\ - \ they are under control and\_ prevented from doing mischief._\n\nOnce per day,\ - \ as a quick action when the escalation die is 1+, you can unleash the power of\ - \ the imprisoned demon. Until the end of the battle, you have advantage on melee\ - \ attacks. However, if both attack rolls show the same number, the demon eats\ - \ away at your soul, and you lose a recovery. If you have no recoveries left,\ - \ you take a -1 penalty to attacks and defenses until your next full heal-up.\n\ - \n**Ki Power (The Demon Roars):** When you unleash the demon, if both dice of\ - \ your melee attack show the same number, you can spend a ki point to deal 1d6\ - \ fire damage per level to the target." + description: |- + _Demons and evil spirits who possess the power to enter their victim’s mind are + the most frightening adversaries of good, because they can hide among the + innocent and any attempt to purge the spirit puts them in danger too. Therefore, + most devout monks volunteer to imprison these creatures within themselves, where + they are under control and  prevented from doing mischief._ + + Once per day, as a quick action when the escalation die is 1+, you can unleash + the power of the imprisoned demon. Until the end of the battle, you have + advantage on melee attacks. However, if both attack rolls show the same number, + the demon eats away at your soul, and you lose a recovery. If you have no + recoveries left, you take a -1 penalty to attacks and defenses until your next + full heal-up. + + **Ki Power (The Demon Roars):** When you unleash the demon, if both dice of + your melee attack show the same number, you can spend a ki point to deal 1d6 + fire damage per level to the target. feats: - tier: champion description: ' You also gain _resist fire_ 16+ while the demon is unleashed.' - tier: epic - description: ' You can spend a 5 or 6 with the Diabolist to gain an additional - use of this talent that day.' + description: |2- + You can spend a 5 or 6 with the Diabolist to gain an additional use of this + talent that day. tier: champion - name: Shuriken Master _type: Talent source: DATP - description: 'Once per battle, you can make a ranged basic attack with a small thrown - weapon as a quick action. - + description: |- + Once per battle, you can make a ranged basic attack with a small thrown weapon + as a quick action. - **Ki Power (Back of the Hand):** You can spend a ki point to use this talent - an additional time per battle.' + **Ki Power (Back of the Hand):** You can spend a ki point to use this talent an + additional time per battle. feats: - tier: champion description: ' Increase your damage dice with small thrown weapons to d6.' - tier: epic - description: ' Once per battle, you can make an opening attack as a ranged attack - with a small thrown weapon instead of its usual type.' + description: |2- + Once per battle, you can make an opening attack as a ranged attack with a small + thrown weapon instead of its usual type. tier: champion - name: Epic Tier Talents _type: Talent source: DATP - description: At epic tier, you can choose **One with the Void** to regain a ki - point on a quick rest. **Midnight Storm** gives a bit of extra punch. **Moonlight - Reflection** summons a double of yourself. **Wind in the Reeds** allows you - to massively reduce the damage you take from one attack. + description: |- + At epic tier, you can choose **One with the Void** to regain a ki point on a + quick rest. **Midnight Storm** gives a bit of extra punch. **Moonlight + Reflection** summons a double of yourself. **Wind in the Reeds** allows you to + massively reduce the damage you take from one attack. feats: [] tier: epic - name: Midnight Storm Topples the Oak _type: Talent source: DATP - description: 'Once per battle, you can make a monk basic melee attack as a quick - action, using the same damage die (JAB, PUNCH or KICK) as your last melee attack. - + description: |- + Once per battle, you can make a monk basic melee attack as a quick action, using + the same damage die (JAB, PUNCH or KICK) as your last melee attack. **Ki Power (Morning Tempest):** You can spend a ki point to gain a second use - of this talent in a battle, when the escalation die is 3+.' + of this talent in a battle, when the escalation die is 3+. feats: - tier: epic - description: ' Once per day, you can use the Morning Tempest ki power without - spending a ki point.' + description: |2- + Once per day, you can use the Morning Tempest ki power without spending a ki + point. tier: epic - name: Moonlight Reflection _type: Talent source: DATP - description: 'For one battle per day, as a quick action, you can summon a shadow - double of yourself. At the end of your turn, roll a d6. If the result is lower - than the escalation die, the shadow double makes a melee basic attack against - a nearby enemy of your choice, using your stats and doing JAB, PUNCH or KICK damage - based on your current stage in the cycle. The double does not interact with the - battle in any other way. - + description: |- + For one battle per day, as a quick action, you can summon a shadow double of + yourself. At the end of your turn, roll a d6. If the result is lower than the + escalation die, the shadow double makes a melee basic attack against a nearby + enemy of your choice, using your stats and doing JAB, PUNCH or KICK damage based + on your current stage in the cycle. The double does not interact with the battle + in any other way. - **Ki Power (Ripples in the Pond):** You can spend a ki point to set the d6 to - 1 after you roll it (potentially triggering the shadow double attack).' + **Ki Power (Ripples in the Pond):** You can spend a ki point to set the d6 to 1 + after you roll it (potentially triggering the shadow double attack). feats: - tier: epic - description: ' Damage by your shadow double is either holy or negative energy - damage (choose when you take the feat).' + description: |2- + Damage by your shadow double is either holy or negative energy damage (choose + when you take the feat). tier: epic - name: One with the Void _type: Talent source: DATP - description: 'You regain a ki point when you take a quick rest. - + description: |- + You regain a ki point when you take a quick rest. - **Ki Power (One with the World):** You can spend a ki point to increase the natural - roll of any d20 roll by 1, not just attack rolls.' + **Ki Power (One with the World):** You can spend a ki point to increase the + natural roll of any d20 roll by 1, not just attack rolls. feats: - tier: epic - description: ' When you spend a ki point to increase a natural roll, you can increase - it by two instead.' + description: |2- + When you spend a ki point to increase a natural roll, you can increase it by + two instead. tier: epic - name: Wind in the Reeds _type: Talent source: DATP - description: 'The first time you are hit in a battle, make a save. If you succeed, - you only take damage equal to the level of the enemy. - + description: |- + The first time you are hit in a battle, make a save. If you succeed, you only + take damage equal to the level of the enemy. **Ki Power (Another Petal Falls):** You can spend a ki point to use this power - a second time in a battle.' + a second time in a battle. feats: - tier: epic description: ' If you fail the save, you take only half damage.' @@ -1628,84 +1712,61 @@ abilities: - name: Crazed Monkey _type: Form source: DATP - description: '### Opening Attack (Monkey Screech) - + description: |- + ### Opening Attack (Monkey Screech) Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** JAB + Strength damage - _Cycle bonus:_ You take a -2 penalty to AC, but all JAB, PUNCH and KICK damage dice are exploding dice (including this attack). - - **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle - bonus. - + **Miss:** Damage equal to your level. You can spend a ki point to gain the + cycle bonus. ### Flow Attack (Monkey Jump) - Melee attack - **Always:** You can pop free and engage a different nearby enemy. - **Attack:** Dexterity + Level vs. AC - **Hit:** PUNCH + Strength damage - _Natural even hit:_ Pop free, engage a different enemy, and make a second attack with JAB damage. - **Miss:** Damage equal to your level - ### Finishing Attack (Monkey Swing) - Melee attack - - **Always:** Pop free and make an acrobatic stunt, swinging across the battlefield - on a rope, chandelier, or whatever is available, and engage the target of the - attack. - + **Always:** Pop free and make an acrobatic stunt, swinging across the + battlefield on a rope, chandelier, or whatever is available, and engage the + target of the attack. **Target:** One nearby or far away enemy - **Attack:** Dexterity + Level vs. AC - **Hit:** KICK + Strength damage - _Natural even hit:_ Deal 1d4 extra damage per point of Dexterity modifier. - **Miss:** Damage equal to your level - 3rd level monk: Use d6 for extra damage - 5th level monk: Use d8 for extra damage - 7th level monk: Use d10 for extra damage - - 9th level monk: Use d12 for extra damage' + 9th level monk: Use d12 for extra damage feats: - tier: adventurer description: ' You can spend a ki point on this attack to target one additional @@ -1715,92 +1776,103 @@ abilities: - name: Drunken Fist _type: Form source: DATP - description: "### Opening Attack (Wine-Addled Step)\n\nMelee attack\n\n**Attack:**\ - \ Dexterity + Level vs. the target\u2019s lowest defense\n\n**Hit:** JAB + Strength\ - \ damage, and the next attack against you has disadvantage.\n\n_Cycle bonus:_\ - \ You can spend a ki point as a free action to give the next attack against you\ - \ disadvantage.\n\n**Miss:** One enemy you are engaged with (GM\u2019s choice)\ - \ can make a melee attack against you as a free action. The enemy has disadvantage\ - \ on the attack.\n\n### Flow Attack (Swig from the Jug)\n\nMelee attack\n\n**Always:**\ - \ You can drink a potion as a free action.\n\n**Attack:** Dexterity + Level\ - \ vs. the target\u2019s lowest defense\n\n**Hit:** PUNCH + Strength damage\n\n\ - **Miss:** One enemy you are engaged with (GM\u2019s choice) can make a melee\ - \ attack against you as a free action. The enemy has disadvantage on the attack.\n\ - \n**Ki Power (Power Brew):** If the potion has a random effect (like the bonus\ - \ hit points gained from a healing potion), you can spend a ki point to set the\ - \ result as the maximum.\n\n### Finishing Attack (Swaggering Spin)\n\nMelee attack\n\ - \n**Attack:** Dexterity + Level vs. the target\u2019s lowest defense\n\n**Hit:**\ - \ KICK + Strength damage\n\n_Natural even hit:_ The target has disadvantage on\ - \ its attack rolls (save ends).\n\n**Miss:** One enemy you are engaged with (GM\u2019\ - s choice) can make a melee attack against you as a free action. The enemy has\ - \ disadvantage on the attack." + description: |- + ### Opening Attack (Wine-Addled Step) + + Melee attack + + **Attack:** Dexterity + Level vs. the target’s lowest defense + + **Hit:** JAB + Strength damage, and the next attack against you has + disadvantage. + + _Cycle bonus:_ You can spend a ki point as a free action to give the next attack + against you disadvantage. + + **Miss:** One enemy you are engaged with (GM’s choice) can make a melee attack + against you as a free action. The enemy has disadvantage on the attack. + + ### Flow Attack (Swig from the Jug) + + Melee attack + + **Always:** You can drink a potion as a free action. + + **Attack:** Dexterity + Level vs. the target’s lowest defense + + **Hit:** PUNCH + Strength damage + + **Miss:** One enemy you are engaged with (GM’s choice) can make a melee attack + against you as a free action. The enemy has disadvantage on the attack. + + **Ki Power (Power Brew):** If the potion has a random effect (like the bonus + hit points gained from a healing potion), you can spend a ki point to set the + result as the maximum. + + ### Finishing Attack (Swaggering Spin) + + Melee attack + + **Attack:** Dexterity + Level vs. the target’s lowest defense + + **Hit:** KICK + Strength damage + + _Natural even hit:_ The target has disadvantage on its attack rolls (save ends). + + **Miss:** One enemy you are engaged with (GM’s choice) can make a melee attack + against you as a free action. The enemy has disadvantage on the attack. feats: - tier: adventurer - description: ' If an enemy misses you with a melee attack during this cycle, deal - psychic damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th).' + description: |2- + If an enemy misses you with a melee attack during this cycle, deal psychic + damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th). tier: adventurer category: Forms - name: Firewalker _type: Form source: DATP - description: '**Ki Power (Firewalk):** Spend a ki point to gain _resist fire_ 12+ - until the end of the battle. If you already have fire resistance, increase it - by 2. - + description: |- + **Ki Power (Firewalk):** Spend a ki point to gain _resist fire_ 12+ until the + end of the battle. If you already have fire resistance, increase it by 2. 5th level monk: Increase the resistance to 16+. - ### Opening Attack (Flying Cinders) - Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** JAB + Strength fire damage + _Cycle bonus:_ Whenever an enemy makes a melee attack against you, deal fire + damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th) to the + attacker. - _Cycle bonus:_ Whenever an enemy makes a melee attack against you, deal fire damage - equal to your Wisdom modifier (x2 at 5th level; x3 at 8th) to the attacker. - - - **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle - bonus. - + **Miss:** Damage equal to your level. You can spend a ki point to gain the + cycle bonus. ### Flow Attack (Awaken the Flames) - Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** Ongoing fire damage equal to 5 times your level - **Miss:** Damage equal to your level - ### Finishing Attack (Fan of Flames) - Melee attack + **Attack:** Dexterity + Level vs. AC. If the target is taking ongoing fire + damage, you have advantage on the attack roll. - **Attack:** Dexterity + Level vs. AC. If the target is taking ongoing fire damage, - you have advantage on the attack roll. - - - **Hit:** KICK + Strength fire damage. Deal fire damage equal to your Wisdom modifier - (x2 at 5th level; x3 at 8th) to 1d4 nearby enemies. - + **Hit:** KICK + Strength fire damage. Deal fire damage equal to your Wisdom + modifier (x2 at 5th level; x3 at 8th) to 1d4 nearby enemies. - **Miss:** Damage equal to your level' + **Miss:** Damage equal to your level feats: - tier: adventurer description: ' Add your level to the damage dealt with the cycle bonus.' @@ -1809,16 +1881,46 @@ abilities: - name: Rabid Badger _type: Form source: DATP - description: "### Opening Attack (Badger)\n\nMelee attack\n\n**Attack:** Dexterity\ - \ + Level -4 vs. AC\n\n**Hit:** JAB + Strength + 1d6 per level damage\n\n**Miss:**\ - \ 1d6 damage (5th level: 2d6; 8th level: 3d6)\n\n### Flow Attack (Badger Badger)\n\ - \nMelee attack\n\n**Target:** Two enemies\n\n**Attack:** Dexterity + Level -4\ - \ vs. AC\n\n**Hit:** PUNCH + Strength damage\n\n**Miss:** 1d6 damage (5th level:\ - \ 2d6; 8th level: 3d6)\n\n### Finishing Attack (Badger Badger Badger)\n\nMelee\ - \ attack\n\n**Attack:** Dexterity + Level -4 vs. AC\n\n**Hit:** KICK + Strength\ - \ damage\n\n**Miss:** 1d6 damage (5th level: 2d6; 8th level: 3d6)\n\n**Always:**\ - \ Make two follow-up attacks against the same target.\n\n**Attack:** Dexterity\ - \ + Level -4 vs. AC\n\n**Hit:** JAB damage\n\n**Miss:** \u2014" + description: |- + ### Opening Attack (Badger) + + Melee attack + + **Attack:** Dexterity + Level -4 vs. AC + + **Hit:** JAB + Strength + 1d6 per level damage + + **Miss:** 1d6 damage (5th level: 2d6; 8th level: 3d6) + + ### Flow Attack (Badger Badger) + + Melee attack + + **Target:** Two enemies + + **Attack:** Dexterity + Level -4 vs. AC + + **Hit:** PUNCH + Strength damage + + **Miss:** 1d6 damage (5th level: 2d6; 8th level: 3d6) + + ### Finishing Attack (Badger Badger Badger) + + Melee attack + + **Attack:** Dexterity + Level -4 vs. AC + + **Hit:** KICK + Strength damage + + **Miss:** 1d6 damage (5th level: 2d6; 8th level: 3d6) + + **Always:** Make two follow-up attacks against the same target. + + **Attack:** Dexterity + Level -4 vs. AC + + **Hit:** JAB damage + + **Miss:** — feats: - tier: adventurer description: ' Reduce the attack penalty of all attacks in this form to -2.' @@ -1827,118 +1929,90 @@ abilities: - name: Red Cliff _type: Form source: DATP - description: '### Opening Attack (Raise the Wall) - + description: |- + ### Opening Attack (Raise the Wall) Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** JAB + Strength damage - _Cycle bonus:_ Enemies take a penalty to disengage from you equal to your Wisdom modifier. - - **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle - bonus. - + **Miss:** Damage equal to your level. You can spend a ki point to gain the + cycle bonus. ### Flow Attack (Break the Barrier) - Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** PUNCH + Strength damage - - **First Miss:** Repeat the attack once against a different enemy you are engaged - with. - + **First Miss:** Repeat the attack once against a different enemy you are + engaged with. **Second Miss:** Pop free from all enemies. - ### Finishing Attack (Force Retreat) - Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** The target can choose to either take no damage, pop free and retreat to a far away location, OR take double KICK + Strength damage. - - **Miss:** 1d8 damage (5th level: 2d8; 8th level: 3d8)' + **Miss:** 1d8 damage (5th level: 2d8; 8th level: 3d8) feats: - tier: adventurer - description: ' With the cycle bonus, also reduce the damage you take from enemy - attacks by your level.' + description: |2- + With the cycle bonus, also reduce the damage you take from enemy attacks by + your level. tier: adventurer category: Forms - name: Shadow Fist _type: Form source: DATP - description: '### Opening Attack (Embrace the Shadow) - + description: |- + ### Opening Attack (Embrace the Shadow) Melee attack - **Attack:** Dexterity + Level vs. MD - **Hit:** JAB + Strength damage - _Cycle bonus:_ Gain a bonus to disengage checks equal to your Wisdom modifier. - - **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle - bonus. - + **Miss:** Damage equal to your level. You can spend a ki point to gain the + cycle bonus. ### Flow Attack (Shadow Curtain) - Melee attack - **Attack:** Dexterity + Level vs. MD - - **Hit:** PUNCH + Strength damage, and if the next attack against you is a natural - odd roll, change the target to this enemy. - + **Hit:** PUNCH + Strength damage, and if the next attack against you is a + natural odd roll, change the target to this enemy. **Miss:** Damage equal to your level - ### Finishing Attack (Shadow Dance) - Melee attack - **Attack:** Dexterity + Level vs. MD - **Hit:** KICK + Strength damage, and you teleport to a nearby location you can see. - **Miss:** You can spend a ki point to reroll the attack, and add your Wisdom - modifier as a bonus to the attack.' + modifier as a bonus to the attack. feats: - tier: adventurer description: ' On a hit, you can teleport the target instead.' @@ -1947,67 +2021,56 @@ abilities: - name: Sacred Fist _type: Form source: DATP - description: '### Opening Attack (Sacred Willow Sutra) - + description: |- + ### Opening Attack (Sacred Willow Sutra) Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** JAB + Wisdom holy damage - _Cycle bonus:_ Your melee attacks deal holy damage, and you can replace Strength with Wisdom for damage. - - **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle - bonus. - + **Miss:** Damage equal to your level. You can spend a ki point to gain the + cycle bonus. ### Flow Attack (Clear Spring Under the Weeping Willow) - Melee attack - **Attack:** Dexterity + Level vs. AC + **Hit:** PUNCH + Wisdom damage. You or a nearby conscious ally can heal hit + points equal to 1d4 + your Wisdom modifier (2d4 + Wis x2 at 5th level; 4d4 + Wis + x3 at 8th). - **Hit:** PUNCH + Wisdom damage. You or a nearby conscious ally can heal hit points - equal to 1d4 + your Wisdom modifier (2d4 + Wis x2 at 5th level; 4d4 + Wis x3 at - 8th). - - - **Miss:** The target takes a -2 penalty to attacks against you until the end - of your next turn. - + **Miss:** The target takes a -2 penalty to attacks against you until the end of + your next turn. ### Finishing Attack (Moonlight Reflection in the Stream) - Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** KICK + Wisdom damage. Spend a recovery to heal. Heal half yourself, and grant the same amount to the nearby wounded ally with the lowest hit point total. You gain a +2 bonus to AC until the end of your next turn. - **Miss:** You gain a +2 bonus to AC until the end of your next turn, and the - nearby ally with the lowest hit point total heals hit points equal to your level.' + nearby ally with the lowest hit point total heals hit points equal to your + level. feats: - tier: adventurer - description: ' With the cycle bonus, add both Strength AND Wisdom to damage rolls - instead of replacing one with the other.' + description: |2- + With the cycle bonus, add both Strength AND Wisdom to damage rolls instead of + replacing one with the other. - tier: champion - description: ' On a hit, the target of your healing also gains a +2 bonus to AC - until the end of your next turn.' + description: |2- + On a hit, the target of your healing also gains a +2 bonus to AC until the end + of your next turn. tier: adventurer category: Forms - name: Champion Tier Forms @@ -2020,18 +2083,43 @@ abilities: - name: Calm of the Lotus Pond _type: Form source: DATP - description: "### Opening Attack (Lotus Bloom)\n\nMelee attack\n\n**Attack:** Dexterity\ - \ + Level vs. AC\n\n**Hit:** JAB + Strength damage\n\n_Cycle bonus:_ Roll saves\ - \ at the start of your turn instead of at the end.\n\n**Miss:** Damage equal\ - \ to your level. You can spend a ki point to gain the cycle bonus.\n\n### Flow\ - \ Attack (Koi in the Water)\n\nMelee attack\n\n**Attack:** Dexterity + Level\ - \ vs. AC\n\n**Hit:** PUNCH + Strength damage. Starting from next turn, change\ - \ your position in the initiative order to act directly after one ally of your\ - \ choice.\n\n**Miss:** Damage equal to your level\n\n### Finishing Attack (Frog\ - \ Croaking in the Pond)\n\nMelee attack\n\n**Target:** One nearby enemy\n\n**Attack:**\ - \ Dexterity + Level vs. AC\n\n**Hit: ** KICK + Strength damage. The target\u2019\ - s next attack roll is a miss, unless the natural roll is an 18+.\n\n**Miss:**\ - \ Damage equal to your level" + description: |- + ### Opening Attack (Lotus Bloom) + + Melee attack + + **Attack:** Dexterity + Level vs. AC + + **Hit:** JAB + Strength damage + + _Cycle bonus:_ Roll saves at the start of your turn instead of at the end. + + **Miss:** Damage equal to your level. You can spend a ki point to gain the + cycle bonus. + + ### Flow Attack (Koi in the Water) + + Melee attack + + **Attack:** Dexterity + Level vs. AC + + **Hit:** PUNCH + Strength damage. Starting from next turn, change your position + in the initiative order to act directly after one ally of your choice. + + **Miss:** Damage equal to your level + + ### Finishing Attack (Frog Croaking in the Pond) + + Melee attack + + **Target:** One nearby enemy + + **Attack:** Dexterity + Level vs. AC + + **Hit: ** KICK + Strength damage. The target’s next attack roll is a miss, + unless the natural roll is an 18+. + + **Miss:** Damage equal to your level feats: - tier: champion description: ' If the escalation die is 4+, you can target two enemies you are @@ -2041,76 +2129,56 @@ abilities: - name: Forbidden Teachings of Kok Abaator _type: Form source: DATP - description: '### Opening Attack (Finger of Dust) - + description: |- + ### Opening Attack (Finger of Dust) Melee attack - **Attack:** Dexterity + Level vs. PD - **Hit:** JAB + Strength negative energy damage, plus 1d6 damage for each icon relationship point with the Lich King. - _Cycle bonus:_ When a target has 25 hp or fewer after you hit it with a melee attack, you reduce it to zero hp. - - **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle - bonus. - + **Miss:** Damage equal to your level. You can spend a ki point to gain the + cycle bonus. 7th level monk: 1d10 per icon relationship point; 40 hp or fewer - 9th level monk: 2d8 per icon relationship point; 60 hp or fewer - ### Flow Attack (Finger of Bones) - Melee attack - **Target:** One nearby enemy - **Attack:** Dexterity + Level vs. PD - - **Hit: ** KICK + Strength negative energy damage. If you reduce the target to - 0 hp or fewer, raise it as a 5th level just-ripped-free skeleton mook (13TW p. - 88) under your control. - + **Hit: ** KICK + Strength negative energy damage. If you reduce the target to 0 + hp or fewer, raise it as a 5th level just-ripped-free skeleton mook (13TW p. 88) + under your control. **Miss:** Damage equal to your level - 7th level monk: 7th level mook - 9th level monk: 9th level mook - ### Finishing Attack (Finger of Blood) - Melee attack - **Attack:** Dexterity + Level vs. PD - **Hit:** PUNCH + Strength negative energy damage. You can spend a recovery to heal hit points equal to the damage (instead of a recovery roll). - _Natural even hit:_ You can spend a ki point instead of a recovery. - - **Miss:** Half damage, and heal hit points equal to your level.' + **Miss:** Half damage, and heal hit points equal to your level. feats: - tier: champion description: ' You can target any nearby enemy with this attack, without being @@ -2120,24 +2188,52 @@ abilities: - name: Great Wave of Crashing Waters _type: Form source: DATP - description: "### Opening Attack (Storm Gathering at Sea)\n\nMelee attack\n\n**Attack:**\ - \ Dexterity + Level vs. AC\n\n**Hit:** JAB + Strength damage\n\n_Cycle bonus:_\ - \ When you hit with a melee attack, you can force the target to pop free from\ - \ you. If you do, reroll any damage dice that come up as natural 1.\n\n**Miss:**\ - \ Damage equal to your level. You can spend a ki point to gain the cycle bonus.\n\ - \n### Flow Attack (Ship Rocking on the Waves)\n\nMelee attack\n\n**Attack:** \ - \ Dexterity + Level vs. AC\n\n**Hit:** KICK + Strength damage. Until the end\ - \ of your next turn, you gain a +4 bonus to AC against melee attacks.\n\n**Miss:**\ - \ Damage equal to your level\n\n### Finishing Attack (Wave Crashes Against the\ - \ Coast)\n\nMelee attack\n\n**Attack:** Make three separate attack rolls, Dexterity\ - \ + Level vs. each of the target\u2019s three defenses (AC, PD and MD). If at\ - \ least one of the rolls hits, the attack is a hit.\n\n**Hit:** PUNCH + Strength\ - \ damage. For each defense that you hit, gain an additional effect as below.\n\ - \n_Hit against AC:_ Deal 1d12 extra damage (8th level: 2d12).\n\n_Hit against\ - \ PD:_ The target is forced to pop free from you, and you push it to a nearby\ - \ location of your choice. If the location is dangerous (acid pit, over a ledge\ - \ etc.), it can make a save to prevent that danger.\n\n_Hit against MD:_ The target\ - \ is hampered until the end of your next turn.\n\n**Miss:** \u2014" + description: |- + ### Opening Attack (Storm Gathering at Sea) + + Melee attack + + **Attack:** Dexterity + Level vs. AC + + **Hit:** JAB + Strength damage + + _Cycle bonus:_ When you hit with a melee attack, you can force the target to pop + free from you. If you do, reroll any damage dice that come up as natural 1. + + **Miss:** Damage equal to your level. You can spend a ki point to gain the + cycle bonus. + + ### Flow Attack (Ship Rocking on the Waves) + + Melee attack + + **Attack:** Dexterity + Level vs. AC + + **Hit:** KICK + Strength damage. Until the end of your next turn, you gain a +4 + bonus to AC against melee attacks. + + **Miss:** Damage equal to your level + + ### Finishing Attack (Wave Crashes Against the Coast) + + Melee attack + + **Attack:** Make three separate attack rolls, Dexterity + Level vs. each of the + target’s three defenses (AC, PD and MD). If at least one of the rolls hits, the + attack is a hit. + + **Hit:** PUNCH + Strength damage. For each defense that you hit, gain an + additional effect as below. + + _Hit against AC:_ Deal 1d12 extra damage (8th level: 2d12). + + _Hit against PD:_ The target is forced to pop free from you, and you push it to + a nearby location of your choice. If the location is dangerous (acid pit, over a + ledge etc.), it can make a save to prevent that danger. + + _Hit against MD:_ The target is hampered until the end of your next turn. + + **Miss:** — feats: - tier: epic description: ' Before making the attack, you can engage a nearby enemy as a free @@ -2147,17 +2243,45 @@ abilities: - name: Polished Jade _type: Form source: DATP - description: "### Opening Attack (Jade Jewel)\n\nMelee attack\n\n**Attack:** Dexterity\ - \ + Level vs. MD\n\n**Hit:** JAB + Strength damage\n\n_Cycle bonus:_ Gain a +2\ - \ bonus to MD.\n\n**Miss:** Damage equal to your level + Wisdom modifier. You\ - \ can spend a ki point to gain the cycle bonus.\n\n### Flow Attack (Jade Cut)\n\ - \nMelee attack\n\n**Attack:** Dexterity + Level vs. PD\n\n**Hit:** PUNCH + Strength\ - \ damage\n\n_Natural 16+:_ The attack deals maximum damage.\n\n**Miss:** Damage\ - \ equal to your level\n\n### Finishing Attack (Jade and Pearl)\n\nMelee attack\n\ - \n**Target:** One nearby enemy\n\n**Attack:** Dexterity + Level vs. PD\n\n**Hit:\ - \ ** KICK + Strength damage. The target cannot reduce this damage in any way,\ - \ such as through resistance. The attack also doesn\u2019t trigger interrupt actions.\n\ - \n**Miss:** Damage equal to your level" + description: |- + ### Opening Attack (Jade Jewel) + + Melee attack + + **Attack:** Dexterity + Level vs. MD + + **Hit:** JAB + Strength damage + + _Cycle bonus:_ Gain a +2 bonus to MD. + + **Miss:** Damage equal to your level + Wisdom modifier. You can spend a ki + point to gain the cycle bonus. + + ### Flow Attack (Jade Cut) + + Melee attack + + **Attack:** Dexterity + Level vs. PD + + **Hit:** PUNCH + Strength damage + + _Natural 16+:_ The attack deals maximum damage. + + **Miss:** Damage equal to your level + + ### Finishing Attack (Jade and Pearl) + + Melee attack + + **Target:** One nearby enemy + + **Attack:** Dexterity + Level vs. PD + + **Hit: ** KICK + Strength damage. The target cannot reduce this damage in any + way, such as through resistance. The attack also doesn’t trigger interrupt + actions. + + **Miss:** Damage equal to your level feats: - tier: champion description: ' Deal half damage on a miss.' @@ -2166,102 +2290,113 @@ abilities: - name: Scales of The Serpent _type: Form source: DATP - description: '### Opening Attack (Serpentine Gaze) - + description: |- + ### Opening Attack (Serpentine Gaze) Close-quarters attack - **Target:** One nearby enemy - **Attack:** Wisdom + Level vs. MD - **Hit:** Psychic damage equal to twice your level - _Cycle bonus:_ The target cannot attack you until you make an attack against it. You cannot affect the same enemy twice in the same battle with this power. - **Miss:** Damage equal to your level - ### Flow Attack (Slithering Coil) - Melee attack - **Target:** One nearby enemy - **Always:** Move to engage the enemy. This movement cannot be intercepted. - **Special:** If the target is under your Serpentine Gaze effect, you can spend a ki point to gain advantage on the attack roll. - **Attack:** Dexterity OR Strength + Level vs. AC - **Hit:** You grab the target, and it takes ongoing poison damage equal to twice your level (save ends both). - **Miss:** Damage equal to your level - ### Finishing Attack (Death Fang) - Melee attack - **Special: ** If the target is grabbed by you, you can spend a ki point to gain advantage on the attack roll. - **Attack:** Dexterity + Level vs. AC - **Hit:** 40 ongoing poison damage - **Miss:** Half damage - 7th level form: 70 ongoing damage - - 9th level form: 100 ongoing damage' + 9th level form: 100 ongoing damage feats: - tier: champion - description: ' Each time the target fails a save against the ongoing damage, increase - that damage by twice your level.' + description: |2- + Each time the target fails a save against the ongoing damage, increase that + damage by twice your level. tier: champion category: Forms - name: White Dragon Mountain _type: Form source: DATP - description: "### Opening Attack (Glacial Touch)\n\nMelee attack\n\n**Target:**\ - \ One nearby enemy\n\n**Attack:** Dexterity + Level vs. PD\n\n**Hit:** JAB\ - \ + Strength + Wisdom cold damage\n\n_Cycle bonus:_ When you miss with an attack,\ - \ deal extra cold damage equal to twice your Wisdom modifier (x3 at 8th level).\n\ - \n**Miss:** Damage equal to your level + twice your Wisdom modifier (x3 at 8th\ - \ level). You can spend a ki point to gain the cycle bonus.\n\n### Flow Attack\ - \ (Spread the Ice)\n\nMelee attack\n\n**Target:** All enemies you are engaged\ - \ with\n\n**Always:** Any targets that don\u2019t fly have disadvantage on disengage\ - \ checks until the end of your next turn.\n\n**Attack:** Dexterity + Level vs.\ - \ PD\n\n**Hit:** PUNCH + Strength + Wisdom cold damage\n\n**Miss:** Damage equal\ - \ to your level\n\n### Finishing Attack (Avalanche Breath)\n\nClose-quarters power\n\ - \n**Target:** 1d3 nearby enemies\n\n**Attack:** Dexterity + Level vs. PD\n\n\ - **Hit:** 1d10 per level + Strength + Wisdom cold damage\n\n**Miss:** Half damage\n\ - \n**Always:** Until the end of the battle, when your monk attack is a natural\ - \ 1-5, you can spend 2 ki points to use Avalanche Breath as a quick action once\ - \ on the same turn." + description: |- + ### Opening Attack (Glacial Touch) + + Melee attack + + **Target:** One nearby enemy + + **Attack:** Dexterity + Level vs. PD + + **Hit:** JAB + Strength + Wisdom cold damage + + _Cycle bonus:_ When you miss with an attack, deal extra cold damage equal to + twice your Wisdom modifier (x3 at 8th level). + + **Miss:** Damage equal to your level + twice your Wisdom modifier (x3 at 8th + level). You can spend a ki point to gain the cycle bonus. + + ### Flow Attack (Spread the Ice) + + Melee attack + + **Target:** All enemies you are engaged with + + **Always:** Any targets that don’t fly have disadvantage on disengage checks + until the end of your next turn. + + **Attack:** Dexterity + Level vs. PD + + **Hit:** PUNCH + Strength + Wisdom cold damage + + **Miss:** Damage equal to your level + + ### Finishing Attack (Avalanche Breath) + + Close-quarters power + + **Target:** 1d3 nearby enemies + + **Attack:** Dexterity + Level vs. PD + + **Hit:** 1d10 per level + Strength + Wisdom cold damage + + **Miss:** Half damage + + **Always:** Until the end of the battle, when your monk attack is a natural + 1-5, you can spend 2 ki points to use Avalanche Breath as a quick action once on + the same turn. feats: - tier: champion description: ' On a natural even hit, the target is dazed until the end of your @@ -2278,61 +2413,45 @@ abilities: - name: Clouds of the Morning Mist _type: Form source: DATP - description: '### Opening Attack (Step between the Clouds) - + description: |- + ### Opening Attack (Step between the Clouds) Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** JAB + Strength damage - _Cycle bonus:_ You have _resist physical damage _16+. - - **Miss:** Damage equal to your level. You can spend a ki point to gain the cycle - bonus. - + **Miss:** Damage equal to your level. You can spend a ki point to gain the + cycle bonus. ### Flow Attack (Step from the Clouds) - Melee attack - **Target:** One nearby or far away enemy - **Always:** Teleport to engage the enemy - **Attack:** Dexterity + Level vs. AC - **Hit:** PUNCH + Strength damage - **Miss:** Damage equal to your level - ### Finishing Attack (Vanish without a Trace) - Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** KICK + Strength damage, and you are invisible until the start of your next turn. - - **Miss:** Choose to deal half damage OR become invisible until the start of your - next turn.' + **Miss:** Choose to deal half damage OR become invisible until the start of + your next turn. feats: - tier: epic description: ' Deal half damage on a miss.' @@ -2341,147 +2460,147 @@ abilities: - name: Ghost Fist _type: Form source: DATP - description: "### Opening Attack (Ghosts Awaken)\n\nMelee attack\n\n**Attack:**\ - \ Dexterity + Level vs. AC\n\n**Hit:** JAB + Strength damage.\n\n_Cycle bonus:_\ - \ When a nearby enemy makes a melee attack against you, you can spend a ki point\ - \ to make the attack below as an interrupt action. The interrupt resolves before\ - \ their attack.\n\n**Target:** The enemy who attacked you\n\n**Attack:** Dexterity\ - \ + Level vs. PD\n\n**Hit:** JAB + Strength force damage, and the target\u2019\ - s attack has disadvantage.\n\n**Miss:** Damage equal to your level\n\n**Miss:**\ - \ Damage equal to your level\n\n### Flow Attack (Shatter the Spirit)\n\nMelee\ - \ attack\n\n**Attack:** Dexterity + Level vs. AC\n\n**Hit:** PUNCH + Strength\ - \ damage, and the target is hampered (save ends). The target can choose to take\ - \ five times its level in damage to shake off the condition as a free action,\ - \ without a save.\n\n**Miss:** Damage equal to your level\n\n### Finishing Attack\ - \ (Possessing Spirit)\n\nMelee attack\n\n**Attack:** Wisdom + Level vs. MD; if\ - \ the target is hampered, you have advantage on the attack.\n\n**Hit:** KICK\ - \ psychic damage. The target immediately makes an attack against another nearby\ - \ enemy of your choosing.\n\n**Miss:** Half damage" + description: |- + ### Opening Attack (Ghosts Awaken) + + Melee attack + + **Attack:** Dexterity + Level vs. AC + + **Hit:** JAB + Strength damage. + + _Cycle bonus:_ When a nearby enemy makes a melee attack against you, you can + spend a ki point to make the attack below as an interrupt action. The interrupt + resolves before their attack. + + **Target:** The enemy who attacked you + + **Attack:** Dexterity + Level vs. PD + + **Hit:** JAB + Strength force damage, and the target’s attack has disadvantage. + + **Miss:** Damage equal to your level + + **Miss:** Damage equal to your level + + ### Flow Attack (Shatter the Spirit) + + Melee attack + + **Attack:** Dexterity + Level vs. AC + + **Hit:** PUNCH + Strength damage, and the target is hampered (save ends). The + target can choose to take five times its level in damage to shake off the + condition as a free action, without a save. + + **Miss:** Damage equal to your level + + ### Finishing Attack (Possessing Spirit) + + Melee attack + + **Attack:** Wisdom + Level vs. MD; if the target is hampered, you have + advantage on the attack. + + **Hit:** KICK psychic damage. The target immediately makes an attack against + another nearby enemy of your choosing. + + **Miss:** Half damage feats: - tier: epic - description: ' You can make the interrupt attack granted by the cycle bonus when - attacked by a nearby enemy with a ranged or close-quarters attack. You can pop - free and engage the enemy to make the attack.' + description: |2- + You can make the interrupt attack granted by the cycle bonus when attacked by a + nearby enemy with a ranged or close-quarters attack. You can pop free and engage + the enemy to make the attack. tier: epic category: Forms - name: Heavenly Kick _type: Form source: DATP - description: '### Opening Attack (Foot Parts the Clouds) - + description: |- + ### Opening Attack (Foot Parts the Clouds) Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** KICK + Strength damage. You can spend a ki point to reroll any number of damage dice once. - **Miss:** Damage equal to your level - ### Flow Attack (Prodigious Leap) - Melee attack - **Always:** Fly to engage a nearby or far away enemy. - **Attack:** Dexterity + Level vs. AC - **Hit:** KICK + Strength damage - _Natural even hit:_ Deal half damage to a different nearby enemy. You can spend a ki point to deal half damage to a second nearby enemy. - **Miss:** Damage equal to your level - ### Finishing Attack (Stomping Storm Giant) - Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** KICK + Strength + 3d6 lightning damage - _Natural even hit:_ If the target has 150 hp or fewer after the attack, it is stunned until the end of your next turn. You can spend a ki point to increase the limit to 500 hp. - **Miss:** Lightning damage equal to your level + 3d6. - 10th level monk: Increase the bonus damage to 5d6, and the stun limit to 250 / - 1000 hp.' + 1000 hp. feats: [] tier: epic category: Forms - name: Quivering Palm _type: Form source: DATP - description: '### Opening Attack (Interrupted Ki Flow) - + description: |- + ### Opening Attack (Interrupted Ki Flow) Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** JAB + Strength damage. The target is vulnerable to your attacks, and it cannot gain temporary hit points or heal (save ends both). - **Miss:** Damage equal to your level - ### Flow Attack (Ki Block) - Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** PUNCH + Strength damage, and the target is ki blocked (save ends). - - _Ki blocked:_ The target cannot roll saves against other effects, including ongoing - damage, until it saves against this effect. - + _Ki blocked:_ The target cannot roll saves against other effects, including + ongoing damage, until it saves against this effect. **Miss:** Damage equal to your level - ### Finishing Attack (Marked for Death) - Melee attack - **Attack:** Dexterity + Level vs. AC - **Hit:** The target takes double damage from all attacks against it (save ends; the effect also ends if the target is staggered by an attack). - - **Miss:** The next attack that hits the target deals 25 extra damage.' + **Miss:** The next attack that hits the target deals 25 extra damage. feats: - tier: epic description: ' You can target PD instead of AC with Quivering Palm attacks.' @@ -2490,27 +2609,58 @@ abilities: - name: Rise of the Red Dragon _type: Form source: DATP - description: "### Opening Attack (The Dragon Awakens)\n\nClose-quarters power\n\n\ - **Effect (cycle bonus):** For the current attack cycle, you change your shape\ - \ into a humanoid-sized dragon. You can fly and you have _resist fire_ 16+. Once\ - \ per round, you can spend a ki point to make the following breath weapon attack\ - \ as a quick action.\n\n**Target:** 1d3 nearby enemies\n\n**Attack:** Dexterity\ - \ + Level vs. PD\n\n**Hit:** 5d6 + Strength fire damage\n\n**Miss:** Damage\ - \ equal to your level\n\n### Flow Attack (Swooping Dragon)\n\nMelee attack\n\n\ - **Special:** If you fly to engage the enemy before making this attack, gain a\ - \ +2 bonus to the attack roll.\n\n**Attack:** Dexterity + Level vs. AC\n\n**Hit:**\ - \ PUNCH + Strength damage\n\n_Natural even hit:_ If the target is humanoid size\ - \ or smaller, you can grab it.\n\n**First Miss:** Make a second attack roll against\ - \ the same enemy.\n\n**Second Miss:** \u2014\n\n### Finishing Attack (Rampaging\ - \ Dragon)\n\nMelee attack\n\n**Attack:** Dexterity + Level vs. AC\n\n**Hit:**\ - \ KICK + Strength damage, and nearby staggered enemies are struck with fear (-4\ - \ to attack and can\u2019t use the escalation die) until the end of your next\ - \ turn. If you hit with the breath weapon attack gained from _The Dragon Awakens_\ - \ this turn, deal double damage.\n\n**Miss:** Half damage" + description: |- + ### Opening Attack (The Dragon Awakens) + + Close-quarters power + + **Effect (cycle bonus):** For the current attack cycle, you change your shape + into a humanoid-sized dragon. You can fly and you have _resist fire_ 16+. Once + per round, you can spend a ki point to make the following breath weapon attack + as a quick action. + + **Target:** 1d3 nearby enemies + + **Attack:** Dexterity + Level vs. PD + + **Hit:** 5d6 + Strength fire damage + + **Miss:** Damage equal to your level + + ### Flow Attack (Swooping Dragon) + + Melee attack + + **Special:** If you fly to engage the enemy before making this attack, gain a + +2 bonus to the attack roll. + + **Attack:** Dexterity + Level vs. AC + + **Hit:** PUNCH + Strength damage + + _Natural even hit:_ If the target is humanoid size or smaller, you can grab it. + + **First Miss:** Make a second attack roll against the same enemy. + + **Second Miss:** — + + ### Finishing Attack (Rampaging Dragon) + + Melee attack + + **Attack:** Dexterity + Level vs. AC + + **Hit:** KICK + Strength damage, and nearby staggered enemies are struck with + fear (-4 to attack and can’t use the escalation die) until the end of your next + turn. If you hit with the breath weapon attack gained from _The Dragon Awakens_ + this turn, deal double damage. + + **Miss:** Half damage feats: - tier: epic - description: ' The first time you use your breath weapon in a battle, it does - not cost a ki point.' + description: |2- + The first time you use your breath weapon in a battle, it does not cost a ki + point. tier: epic category: Forms # END DATP ABILITIES diff --git a/content/1e/classes/paladin.mdx b/content/1e/classes/paladin.mdx index 50cb38b..9e6a5ae 100644 --- a/content/1e/classes/paladin.mdx +++ b/content/1e/classes/paladin.mdx @@ -205,53 +205,50 @@ abilities: - name: Smite Powers _type: Class Feature source: DATP - description: When you activate your Smite Evil, choose one of your Smite powers - and gain its effect. You must choose the smite power before making the attack - roll, and before you know whether your smite hits or misses. + description: |- + When you activate your Smite Evil, choose one of your Smite powers and gain its + effect. You must choose the smite power before making the attack roll, and + before you know whether your smite hits or misses. feats: [] - name: Smite Evil (DATP) _type: Class Feature source: DATP usage: per-battle - description: 'Close-quarters power; Once per battle, plus once per day per Charisma - modifier; Free Action - + description: |- + Close-quarters power; Once per battle, plus once per day per Charisma modifier; + Free Action ___ - - **Effect:** Your next paladin melee attack deals 1d12 extra damage on a hit. - In addition, you can activate one smite power of your choice, which can be True + **Effect:** Your next paladin melee attack deals 1d12 extra damage on a hit. In + addition, you can activate one smite power of your choice, which can be True Smite below, or a smite power gained through talents. - 4th level paladin: 2d12 extra damage - 6th level paladin: 3d12 extra damage - 8th level paladin: 4d12 extra damage - 10th level paladin: 5d12 extra damage - **True Smite (Smite Power):** Deal half of both melee attack and smite extra - damage on a miss.' + damage on a miss. feats: - tier: adventurer description: ' Gain an additional use of Smite Evil per day.' - tier: champion - description: ' Your Smite attacks become uninterruptible. Enemies cannot trigger - interrupt actions against your smite attacks.' + description: |2- + Your Smite attacks become uninterruptible. Enemies cannot trigger interrupt + actions against your smite attacks. - tier: adventurer description: ' Gain a +4 bonus to the attack roll with True Smite.' - name: Bastion _type: Talent tier: adventurer source: DATP - description: "**Bastion Smite (Smite Power):** On a hit, gain temporary hit points\ - \ equal to the smite\u2019s bonus damage roll." + description: |- + **Bastion Smite (Smite Power):** On a hit, gain temporary hit points equal to + the smite’s bonus damage roll. feats: - tier: adventurer description: ' Gain twice your level in temporary hit points on a miss.' @@ -259,42 +256,47 @@ abilities: _type: Talent tier: adventurer source: DATP - description: '**Blessed Smite (Smite Power):** On a hit, choose a nearby ally. - That ally gains a bonus to their next attack roll equal to your Wisdom or Charisma - modifier (whichever is higher).' + description: |- + **Blessed Smite (Smite Power):** On a hit, choose a nearby ally. That ally + gains a bonus to their next attack roll equal to your Wisdom or Charisma + modifier (whichever is higher). feats: - tier: adventurer - description: ' Gain a bonus equal to your Wisdom or Charisma modifier to the Smite - attack roll.' + description: |2- + Gain a bonus equal to your Wisdom or Charisma modifier to the Smite attack + roll. - name: Divine Domain _type: Talent tier: adventurer source: DATP - description: "**Divine Smite (Smite Power):** Hit or miss, you can use the at-will\ - \ attack spell associated with your domain as a quick action this turn. If it\ - \ is a ranged spell, you don\u2019t provoke opportunity attacks with it. This\ - \ replaces the smite extra damage." + description: |- + **Divine Smite (Smite Power):** Hit or miss, you can use the at-will attack + spell associated with your domain as a quick action this turn. If it is a ranged + spell, you don’t provoke opportunity attacks with it. This replaces the smite + extra damage. feats: - tier: adventurer - description: ' If you have used the invocation of your domain this battle, gain - a +1 bonus to both the smite and the spell attack.' + description: |2- + If you have used the invocation of your domain this battle, gain a +1 bonus to + both the smite and the spell attack. - name: Fearless _type: Talent tier: adventurer source: DATP - description: "**Courageous Smite (Smite Power):** If you hit an enemy who has a\ - \ fear aura or a fear-based attack, the target can\u2018t use that ability (save\ - \ ends)." + description: |- + **Courageous Smite (Smite Power):** If you hit an enemy who has a fear aura or + a fear-based attack, the target can‘t use that ability (save ends). feats: - tier: adventurer - description: " Deal extra damage equal to the enemy\u2018s level." + description: ' Deal extra damage equal to the enemy‘s level.' - name: Implacable _type: Talent tier: adventurer source: DATP - description: '**Conduit Smite (Smite Power):** Choose an effect that you have successfully + description: |- + **Conduit Smite (Smite Power):** Choose an effect that you have successfully saved against at the start of your turn (if any). On a hit, impose that effect - on the target.' + on the target. feats: - tier: adventurer description: ' Also gain the effect on a natural even miss.' @@ -302,33 +304,38 @@ abilities: _type: Talent tier: adventurer source: DATP - description: '**Healing Smite (Smite Power):** Spend a recovery to heal, but grant - the healing to a nearby ally.' + description: |- + **Healing Smite (Smite Power):** Spend a recovery to heal, but grant the + healing to a nearby ally. feats: - tier: adventurer - description: " If the ally is staggered, they heal additional hit points equal\ - \ to the smite\u2019s extra damage." + description: |2- + If the ally is staggered, they heal additional hit points equal to the smite’s + extra damage. - tier: champion description: ' On a natural 16+ on the attack roll, the recovery is free.' - tier: epic description: ' Both you and the ally gain the healing.' - - name: "Paladin\u2019s Challenge" + - name: Paladin’s Challenge _type: Talent tier: adventurer source: DATP - description: '**Exalted Challenge (Smite Power):** If you use the talent to challenge - the target with your Smite Evil attack, the target takes holy damage equal to - your Smite Evil bonus damage whenever it attacks one of your allies.' + description: |- + **Exalted Challenge (Smite Power):** If you use the talent to challenge the + target with your Smite Evil attack, the target takes holy damage equal to your + Smite Evil bonus damage whenever it attacks one of your allies. feats: - tier: adventurer - description: ' The target also takes the Smite Evil bonus damage if it uses any - method to no longer be engaged with you, such as disengage, pop free, or teleporting.' + description: |2- + The target also takes the Smite Evil bonus damage if it uses any method to no + longer be engaged with you, such as disengage, pop free, or teleporting. - name: Path of Universal Righteous Endeavor _type: Talent tier: adventurer source: DATP - description: "**Absolving Smite (Smite Power):** On a hit, a nearby ally can save\ - \ against a \u201Csave ends\u201D effect." + description: |- + **Absolving Smite (Smite Power):** On a hit, a nearby ally can save against a + “save ends” effect. feats: - tier: adventurer description: ' The save has a bonus to the roll equal to your Charisma modifier.' @@ -336,31 +343,38 @@ abilities: _type: Talent tier: adventurer source: DATP - description: '**Sickening Smite (Smite Power):** On a hit, the target has disadvantage - on their next attack roll against you.' + description: |- + **Sickening Smite (Smite Power):** On a hit, the target has disadvantage on + their next attack roll against you. feats: - tier: adventurer - description: ' If the target misses with its next attack, it takes ongoing negative - energy damage equal to three times your level.' + description: |2- + If the target misses with its next attack, it takes ongoing negative energy + damage equal to three times your level. - name: Conviction _type: Talent source: DATP - description: "Define three moral convictions for your character, such as \u201C\ - protect the innocent,\u201D \u201Cspeak the truth,\u201D and \u201Cnever turn\ - \ down a challenge.\u201D When you make a skill check while acting based on one\ - \ of your convictions, you add a d6 conviction die to the roll.\n\nHowever, whenever\ - \ you act against one of your convictions, you lose the use of the conviction\ - \ die until the next full heal-up. If you have committed a gross violation, say\ - \ you willfully lied while under oath in the above example, the conviction die\ - \ becomes a penalty to all skill checks until you atone. Work out an appropriate\ - \ atonement with your GM.\n\n**Smite of Conviction (Smite Power):** If you have\ - \ entered the battle based on your convictions, add your conviction die to the\ - \ attack roll. In addition, the first time you miss with Smite of Conviction this\ - \ battle, the smite is not expended." + description: |- + Define three moral convictions for your character, such as “protect the + innocent,” “speak the truth,” and “never turn down a challenge.” When you make a + skill check while acting based on one of your convictions, you add a d6 + conviction die to the roll. + + However, whenever you act against one of your convictions, you lose the use of + the conviction die until the next full heal-up. If you have committed a gross + violation, say you willfully lied while under oath in the above example, the + conviction die becomes a penalty to all skill checks until you atone. Work out + an appropriate atonement with your GM. + + **Smite of Conviction (Smite Power):** If you have entered the battle based on + your convictions, add your conviction die to the attack roll. In addition, the + first time you miss with Smite of Conviction this battle, the smite is not + expended. feats: - tier: champion - description: ' While in a battle that is aligned with your moral convictions, - add the conviction die to saves.' + description: |2- + While in a battle that is aligned with your moral convictions, add the + conviction die to saves. - tier: epic description: ' Your conviction die becomes a d8.' tier: adventurer @@ -368,86 +382,102 @@ abilities: _type: Talent source: DATP description: | - You learn three runes _(see below)_, which you can use in battle via the Activate Rune power. + You learn three runes _(see below)_, which you can use in battle via the + Activate Rune power. When you activate a rune, you can also use its special smite power. - The direct connection to death has taken a toll on you. You are Sorta Dead, as per the necromancer talent (_13 True Ways_ p. 84), + The direct connection to death has taken a toll on you. You are Sorta Dead, as + per the necromancer talent (_13 True Ways_ p. 84), and you have a lesser version of their Wasting Away class feature. - - **Wasting Away:** While Death Knights aren't quite as wasteful with their physical bodies as necromancers, - the necrotic powers still come at a price. If your Constitution modifier is +2 or higher, + + **Wasting Away:** While Death Knights aren't quite as wasteful with their + physical bodies as necromancers, + the necrotic powers still come at a price. If your Constitution modifier is +2 + or higher, you take a -1 penalty to attack rolls. - + ___ ### Activate Rune Close quarters power; At-will; Quick action ___ - **Effect:** Gain the rune benefit of either the Blood, Death, or Frost rune until the end of the battle. You can only have one rune active at a time—using a different rune ends the current one. When you Smite Evil, you can use the active rune's smite power. - + **Effect:** Gain the rune benefit of either the Blood, Death, or Frost rune + until the end of the battle. You can only have one rune active at a time—using a + different rune ends the current one. When you Smite Evil, you can use the active + rune's smite power. feats: - tier: adventurer description: | - _Total Devotion_ _(only for Paladin/Necromancer multiclass)_ : Your Death Knight paladin talent is also considered - a necromancer talent, which allows you to use its benefits with necromancer talents and spells. - + _Total Devotion_ _(only for Paladin/Necromancer multiclass)_ : Your Death Knight + paladin talent is also considered + a necromancer talent, which allows you to use its benefits with necromancer + talents and spells. - tier: champion - description: ' You gain a necromancer spell as a bonus power, at two levels below - your class level. You can replace Intelligence with Charisma as the key ability - for the spell.' + description: |2- + You gain a necromancer spell as a bonus power, at two levels below your class + level. You can replace Intelligence with Charisma as the key ability for the + spell. - tier: epic - description: ' You can choose a second necromancer spell, also at two levels lower - than you class level.' + description: |2- + You can choose a second necromancer spell, also at two levels lower than you + class level. tier: adventurer - name: Blood Rune _type: Death Knight Rune source: DATP usage: at-will - description: '**Rune Benefit:** When you hit with a melee attack, heal hit points - equal to your level. - + description: |- + **Rune Benefit:** When you hit with a melee attack, heal hit points equal to + your level. - **Blood Smite (Smite Power):** On a hit, heal hit points equal to the smite extra - damage.' + **Blood Smite (Smite Power):** On a hit, heal hit points equal to the smite + extra damage. feats: - tier: adventurer description: ' On a critical hit with a melee attack, you can heal using a recovery.' - tier: champion description: ' On a hit, end any ongoing damage you are currently taking.' - tier: epic - description: ' Also deal the smite extra damage and heal hit points equal to that - amount on a miss.' + description: |2- + Also deal the smite extra damage and heal hit points equal to that amount on a + miss. tier: adventurer - name: Death Rune _type: Death Knight Rune source: DATP usage: at-will - description: "**Effect:** \_Increase your critical threat range with Paladin melee\ - \ attacks by 1, and they deal negative energy damage. When you drop a non-mook\ - \ enemy to zero hp, deal negative energy damage equal to your Smite bonus damage\ - \ to another nearby enemy.\n\n**Raise Minion (Smite Power):** If you drop a non-minion\ - \ enemy to zero hp with the attack, you create a Crumbling Skeleton mook at the\ - \ start of your next turn. The mook fights for you according to the summoning\ - \ rules (p. XX) until the end of the battle, or until it is destroyed.\n\nStarting\ - \ at 3rd level, you can create a Just-Ripped-Free Skeleton mook (_13 True Ways_\ - \ p. 88) of your level or lower instead." + description: |- + **Effect:**  Increase your critical threat range with Paladin melee attacks by + 1, and they deal negative energy damage. When you drop a non-mook enemy to zero + hp, deal negative energy damage equal to your Smite bonus damage to another + nearby enemy. + + **Raise Minion (Smite Power):** If you drop a non-minion enemy to zero hp with + the attack, you create a Crumbling Skeleton mook at the start of your next turn. + The mook fights for you according to the summoning rules (p. XX) until the end + of the battle, or until it is destroyed. + + Starting at 3rd level, you can create a Just-Ripped-Free Skeleton mook (_13 True + Ways_ p. 88) of your level or lower instead. feats: - tier: epic - description: "\_Deal the damage to ALL other nearby enemies." + description:  Deal the damage to ALL other nearby enemies. - tier: adventurer - description: " If you hit with the smite, you can use the necromancer\u2018s Deathknell\ - \ talent on the target as a free action, even if you don\u2018t have that talent." + description: |2- + If you hit with the smite, you can use the necromancer‘s Deathknell talent on + the target as a free action, even if you don‘t have that talent. - tier: champion - description: ' If you kill a large or huge creature, the skeleton mook you create - has twice the hit points and deals double damage.' + description: |2- + If you kill a large or huge creature, the skeleton mook you create has twice + the hit points and deals double damage. tier: adventurer - name: Frost Rune _type: Death Knight Rune source: DATP usage: at-will - description: '**Rune Benefit:** Your melee attacks deal cold damage. When you hit - with a melee attack, deal extra damage equal to your level. - + description: |- + **Rune Benefit:** Your melee attacks deal cold damage. When you hit with a + melee attack, deal extra damage equal to your level. - **Frost Smite (Smite Power):** On a hit, the target is stuck (save ends).' + **Frost Smite (Smite Power):** On a hit, the target is stuck (save ends). feats: - tier: adventurer description: ' On a critical hit with a melee attack, deal 1d6 extra cold damage @@ -455,34 +485,44 @@ abilities: - tier: champion description: ' The target is also vulnerable to cold (save ends both).' - tier: epic - description: " If the target of your smite power is already stuck or vulnerable\ - \ to cold, it is frozen (can\u2019t take actions) until the end of your next\ - \ turn." + description: |2- + If the target of your smite power is already stuck or vulnerable to cold, it is + frozen (can’t take actions) until the end of your next turn. tier: adventurer - name: Divine Mount _type: Talent source: DATP - description: "**Note:** This talent requires the Mounted Combat rules published\ - \ in _13th Age Monthly #20_.\n\nYou can summon a warhorse (see Mounted Combat\ - \ page 8 for stats) from the celestial realms as a standard action, which stays\ - \ as long as you require. You can dismiss it as a free action. If your mount is\ - \ killed, you can summon it again after your next full heal-up.\n\nWhile you are\ - \ mounted, you and your mount act as per the mounted combat rules. You can perform\ - \ two mounted combat actions per battle (one per round). However, due to an empathic\ - \ link with your mount, you don\u2019t require a mounted combat check \u2014 the\ - \ action always succeeds.\n\nIf you feel a different mount would fit your PC better,\ - \ you can expand your choices with the adventurer feat.\n\n**Special:** You can\ - \ pick the feats below individually. You don\u2019t need to take them in order.\n\ - \n**Smite of the Chevalier (Smite Power):** Your mount also gains the Smite Evil\ - \ extra damage if it hits with an attack on the same turn." + description: |- + **Note:** This talent requires the Mounted Combat rules published in _13th Age + Monthly #20_. + + You can summon a warhorse (see Mounted Combat page 8 for stats) from the + celestial realms as a standard action, which stays as long as you require. You + can dismiss it as a free action. If your mount is killed, you can summon it + again after your next full heal-up. + + While you are mounted, you and your mount act as per the mounted combat rules. + You can perform two mounted combat actions per battle (one per round). However, + due to an empathic link with your mount, you don’t require a mounted combat + check — the action always succeeds. + + If you feel a different mount would fit your PC better, you can expand your + choices with the adventurer feat. + + **Special:** You can pick the feats below individually. You don’t need to take + them in order. + + **Smite of the Chevalier (Smite Power):** Your mount also gains the Smite Evil + extra damage if it hits with an attack on the same turn. feats: - tier: adventurer description: ' You can perform a third mounted combat action each battle.' - tier: adventurer - description: ' You can choose one of the problematic or Praxian mounts in the - mounted combat rules as your steed. Or you can summon an aquatic mount, like - a shark or dolphin. You can take this feat multiple times, to gain access to - different types of mounts.' + description: |2- + You can choose one of the problematic or Praxian mounts in the mounted combat + rules as your steed. Or you can summon an aquatic mount, like a shark or + dolphin. You can take this feat multiple times, to gain access to different + types of mounts. - tier: champion description: ' Your mount deals holy damage.' - tier: epic @@ -493,30 +533,31 @@ abilities: - name: Exorcist _type: Talent source: DATP - description: 'Increase your critical threat range against devils and demons by 2. - + description: |- + Increase your critical threat range against devils and demons by 2. Once per battle or scene, you can concentrate as a quick action and sense the presence of demons within the nearby or far away area. - - **Smite of Interdiction (Smite Power):** On a hit, the target takes ongoing holy - damage equal to twice your level. If the target is a demon or devil, it is also - hampered (save ends both).' + **Smite of Interdiction (Smite Power):** On a hit, the target takes ongoing + holy damage equal to twice your level. If the target is a demon or devil, it is + also hampered (save ends both). feats: - tier: adventurer description: ' Gain a +1 bonus to attacks against devils and demons.' - tier: epic description: ' Gain a +1 bonus to all defenses against devils and demons.' - tier: champion - description: ' When you hit a staggered devil or demon with a natural 16+ on the - attack roll, you banish the creature back to the Abyss.' + description: |2- + When you hit a staggered devil or demon with a natural 16+ on the attack roll, + you banish the creature back to the Abyss. tier: adventurer - name: Fallen Soul _type: Talent source: DPAS - description: Choose one warlock spell of your level or lower. That spell is now - part of your powers. You can change the spell at each full heal-up. + description: |- + Choose one warlock spell of your level or lower. That spell is now part of your + powers. You can change the spell at each full heal-up. feats: - tier: adventurer description: ' Choose a warlock pact. You can use the pact power once per day.' @@ -528,31 +569,36 @@ abilities: - name: Fist of the Crusader _type: Talent source: DATP - description: "In battle, when you are staggered the first time, roll 1d4 and gain\ - \ a Crusader\u2019s Boon from the table below. Each boon gives you a special interrupt\ - \ action that you can use at-will until the end of the battle.\n\n1. _Crusader\u2019\ - s Thorns:_ When an enemy makes a melee attack against you and the natural attack\ - \ roll is lower than your Strength score, deal damage equal to your Strength modifier\ - \ (x2 at 5th level; x3 at 8th).\n2. _Crusader\u2019s Heart:_ When an enemy makes\ - \ an attack against you and the natural attack roll is lower than your Constitution\ - \ score, reduce the damage by your Constitution modifier (x2 at 5th level; x3\ - \ at 8th) and immediately save against any \u201Csave ends\u201D effects of that\ - \ attack.\n3. _Crusader\u2019s Gaze:_ When an enemy makes an attack against you\ - \ and the natural roll is lower than your Wisdom score, gain advantage on your\ - \ next attack roll against the target.\n4. _Crusader\u2019s Defiance:_ When an\ - \ enemy makes an\_ attack against you and the natural attack roll is lower than\ - \ your Charisma score, the enemy is struck by fear (dazed and can\u2019t use the\ - \ escalation die) until the end of its next turn.\n\n\n**Crusader\u2019s Fist\ - \ (Smite Power):** If the target has fewer hit points that your maximum after\ - \ you hit, it is cowering in fear (-4 to attacks and can\u2019t use the escalation\ - \ die) until the end of your next turn." + description: |- + In battle, when you are staggered the first time, roll 1d4 and gain a Crusader’s + Boon from the table below. Each boon gives you a special interrupt action that + you can use at-will until the end of the battle. + + 1. _Crusader’s Thorns:_ When an enemy makes a melee attack against you and the + natural attack roll is lower than your Strength score, deal damage equal to your + Strength modifier (x2 at 5th level; x3 at 8th). + 2. _Crusader’s Heart:_ When an enemy makes an attack against you and the natural + attack roll is lower than your Constitution score, reduce the damage by your + Constitution modifier (x2 at 5th level; x3 at 8th) and immediately save against + any “save ends” effects of that attack. + 3. _Crusader’s Gaze:_ When an enemy makes an attack against you and the natural + roll is lower than your Wisdom score, gain advantage on your next attack roll + against the target. + 4. _Crusader’s Defiance:_ When an enemy makes an  attack against you and the + natural attack roll is lower than your Charisma score, the enemy is struck by + fear (dazed and can’t use the escalation die) until the end of its next turn. + + + **Crusader’s Fist (Smite Power):** If the target has fewer hit points that your + maximum after you hit, it is cowering in fear (-4 to attacks and can’t use the + escalation die) until the end of your next turn. feats: - tier: champion - description: "For one battle per day, gain the Crusader\u2019s Boon at the start\ - \ of your first turn." + description: |- + For one battle per day, gain the Crusader’s Boon at the start of your first + turn. - tier: epic - description: "When you gain the Crusader\u2019s Boon, you can spend a recovery\ - \ to heal." + description: When you gain the Crusader’s Boon, you can spend a recovery to heal. - tier: adventurer description: | **Crusader's Fist**: Against demons, the fear effect is (save ends). @@ -560,12 +606,12 @@ abilities: - name: Glory of the Empire _type: Talent source: DATP - description: 'Choose one tactic from the Commander list up to your level and add - it to your powers. You can change this tactic during a full heal-up. - + description: |- + Choose one tactic from the Commander list up to your level and add it to your + powers. You can change this tactic during a full heal-up. **Glorious Smite (Smite Power):** If you hit, the target has disadvantage on - their next attack roll if that attack does not target you.' + their next attack roll if that attack does not target you. feats: - tier: adventurer description: ' While you are conscious, your nearby allies gain a +1 bonus to @@ -578,12 +624,13 @@ abilities: - name: Golden Legion _type: Talent source: DATP - description: 'You gain two powers, Exalted Breath and Indomitability, and the Roar - of the Golden smite power. - + description: |- + You gain two powers, Exalted Breath and Indomitability, and the Roar of the + Golden smite power. - **Roar of the Golden (Smite Power):** If you have used Exalted Breath this battle, - regain your breath weapon if the natural attack roll of your smite is 16+.' + **Roar of the Golden (Smite Power):** If you have used Exalted Breath this + battle, regain your breath weapon if the natural attack roll of your smite is + 16+. feats: - tier: adventurer description: ' You gain _resist demon attacks_ 16+.' @@ -591,31 +638,25 @@ abilities: - name: Exalted Breath _type: Bonus Power source: DATP - description: 'Close-quarters spell; Breath weapon; Daily - + description: |- + Close-quarters spell; Breath weapon; Daily --- - **Target:** 1d2 nearby enemies in a group - **Attack:** Charisma + Level vs. PD - **Hit:** 1d8 per level + Charisma fire damage - - _Natural even hit:_ Three times your level ongoing fire damage and the target - is dazed (save ends both). - + _Natural even hit:_ Three times your level ongoing fire damage and the target is + dazed (save ends both). **Miss:** Half damage - - _Breath Weapon:_ For the rest of the battle, roll a d20 at the start of your turn. - On a 16+, you can use Exalted Breath again on that turn if you wish.' + _Breath Weapon:_ For the rest of the battle, roll a d20 at the start of your + turn. On a 16+, you can use Exalted Breath again on that turn if you wish. feats: - tier: champion description: ' Target 1d3 enemies.' @@ -624,244 +665,275 @@ abilities: - name: Indomitability _type: Bonus Power source: DATP - description: 'Close-quarters spell; Daily; Quick action - + description: |- + Close-quarters spell; Daily; Quick action --- - - Effect: Spend a recovery to heal, and cancel all effects and conditions on yourself, - including ongoing damage. You can use indomitability even if you are otherwise - prevented from taking actions, such as from being stunned.' + Effect: Spend a recovery to heal, and cancel all effects and conditions on + yourself, including ongoing damage. You can use indomitability even if you are + otherwise prevented from taking actions, such as from being stunned. feats: - tier: epic - description: ' Gain an additional use of Indomitability per day for each icon - relationship point you have with the Great Gold Wyrm.' + description: |2- + Gain an additional use of Indomitability per day for each icon relationship + point you have with the Great Gold Wyrm. tier: adventurer usage: per-day - name: Grey Guard _type: Talent source: DATP - description: "You gain the Prince of Shadows\u2019 Luck blessing, which allows you\ - \ to reroll a skill check or a save once per day per Charisma modifier.\n\n**Lucky\ - \ Smite (Smite Power):** You can expend one of your Luck blessings to reroll\ - \ the Smite Evil attack roll." + description: |- + You gain the Prince of Shadows’ Luck blessing, which allows you to reroll a + skill check or a save once per day per Charisma modifier. + + **Lucky Smite (Smite Power):** You can expend one of your Luck blessings to + reroll the Smite Evil attack roll. feats: - tier: adventurer description: ' You gain 3 points towards a background in disguise and espionage.' - tier: champion - description: ' You gain an extra daily use of your Luck blessing for each icon - relationship point with the Prince of Shadows.' + description: |2- + You gain an extra daily use of your Luck blessing for each icon relationship + point with the Prince of Shadows. - tier: epic - description: " When you roll a 4 on an icon relationship die with the Prince of\ - \ Shadows, you can switch that icon relationship die for a 5 with a different\ - \ icon. This represents the Prince of Shadows\u2019 network within the other\ - \ icon\u2019s organization." + description: |2- + When you roll a 4 on an icon relationship die with the Prince of Shadows, you + can switch that icon relationship die for a 5 with a different icon. This + represents the Prince of Shadows’ network within the other icon’s organization. tier: adventurer - name: Guardian of the Sacred Grove _type: Talent source: DATP - description: "Gain a flexible attack from the Warrior Druid list. You can trigger\ - \ the maneuver with paladin melee basic attacks, but not with smites, unless you\ - \ use Nature\u2019s Smite below.\n\n**Nature\u2019s Smite (Smite Power):** You\ - \ can trigger your Warrior Druid flexible attack with this smite. If the target\ - \ is a creature that\u2019s not native to the current terrain, you have advantage\ - \ on the attack roll, and you can trigger your Warrior Druid flexible maneuver\ - \ based on either d20 roll." + description: |- + Gain a flexible attack from the Warrior Druid list. You can trigger the maneuver + with paladin melee basic attacks, but not with smites, unless you use Nature’s + Smite below. + + **Nature’s Smite (Smite Power):** You can trigger your Warrior Druid flexible + attack with this smite. If the target is a creature that’s not native to the + current terrain, you have advantage on the attack roll, and you can trigger your + Warrior Druid flexible maneuver based on either d20 roll. feats: - tier: adventurer - description: " Choose one terrain from the druid\u2019s Terrain Caster talent,\ - \ and gain a daily spell of your level or lower from its list. You can switch\ - \ Wisdom for Charisma in the spell\u2019s description. You don\u2019t need to\ - \ be in the terrain to cast it." + description: |2- + Choose one terrain from the druid’s Terrain Caster talent, and gain a daily + spell of your level or lower from its list. You can switch Wisdom for Charisma + in the spell’s description. You don’t need to be in the terrain to cast it. - tier: champion description: ' You can cast the Wild Heal spell from the Wild Healer talent twice per day.' - tier: epic - description: ' Choose either a second flexible attack, a second daily spell from - the same terrain, OR a third daily use of Wild Heal.' + description: |2- + Choose either a second flexible attack, a second daily spell from the same + terrain, OR a third daily use of Wild Heal. tier: adventurer - name: Guardian of the Vault _type: Talent source: DATP - description: "You are especially trained in dealing with magic items and artifacts,\ - \ both the beneficial and the dangerous kind. You gain the rogue\u2019s Trap Sense\ - \ ability. In addition to traps, you can use this ability against trapped or cursed\ - \ magic items and artifacts.\n\nWhen you wear heavy armor, reduce the damage you\ - \ take from hits by non-mook enemies by your level. (You swear that this is a\ - \ blessing by the Dwarf King and only works with armor of fine dwarven craftsmanship.)\n\ - \n**Hammering Smite (Smite Power):** Reroll all natural 1s and 2s on the damage\ - \ dice with your Smite Evil. This applies to all damage dice, not just the extra\ - \ damage." + description: |- + You are especially trained in dealing with magic items and artifacts, both the + beneficial and the dangerous kind. You gain the rogue’s Trap Sense ability. In + addition to traps, you can use this ability against trapped or cursed magic + items and artifacts. + + When you wear heavy armor, reduce the damage you take from hits by non-mook + enemies by your level. (You swear that this is a blessing by the Dwarf King and + only works with armor of fine dwarven craftsmanship.) + + **Hammering Smite (Smite Power):** Reroll all natural 1s and 2s on the damage + dice with your Smite Evil. This applies to all damage dice, not just the extra + damage. feats: - tier: adventurer - description: ' You gain a bonus to magic item power recharge rolls equal to your - Charisma modifier.' + description: |2- + You gain a bonus to magic item power recharge rolls equal to your Charisma + modifier. - tier: champion - description: ' Once per day, you can concentrate on a known, named artifact to - gain insight into its lore or a vision of its location.' + description: |2- + Once per day, you can concentrate on a known, named artifact to gain insight + into its lore or a vision of its location. - tier: epic description: ' Increase the damage reduction to your level + 5.' tier: adventurer - name: Infernal Devotion _type: Talent source: DATP - description: "Choose one demonologist spell of your level or lower. The spell is\ - \ now part of your powers, and you are considered an initiate of that path for\ - \ the spell\u2019s effect. You can choose any spell that is not a summoning spell.\ - \ You can switch the spell after a full heal-up.\n\nThe smite power you gain from\ - \ this talent depends on the demonologist path you choose the spell from.\n\n\ - **Corrupt Smite (Smite Power):** Your smite deals poison damage. On a natural\ - \ even hit, deal ongoing poison damage equal to the smite damage to a different,\ - \ random nearby enemy.\n\n**Flaming Smite (Smite Power):** Your smite deals fire\ - \ damage. At the start of your next turn, deal fire damage equal to the smite\ - \ bonus damage to all enemies engaged with you.\n\n**Slaughtering Smite (Smite\ - \ Power):** Increase your Smite Evil extra damage dice to d20." + description: |- + Choose one demonologist spell of your level or lower. The spell is now part of + your powers, and you are considered an initiate of that path for the spell’s + effect. You can choose any spell that is not a summoning spell. You can switch + the spell after a full heal-up. + + The smite power you gain from this talent depends on the demonologist path you + choose the spell from. + + **Corrupt Smite (Smite Power):** Your smite deals poison damage. On a natural + even hit, deal ongoing poison damage equal to the smite damage to a different, + random nearby enemy. + + **Flaming Smite (Smite Power):** Your smite deals fire damage. At the start of + your next turn, deal fire damage equal to the smite bonus damage to all enemies + engaged with you. + + **Slaughtering Smite (Smite Power):** Increase your Smite Evil extra damage + dice to d20. feats: - tier: adventurer - description: ' Gain a resistance based on the path of your chosen spell: _resist - poison 12+_ for corruption, _resist fire_ 12+ for flame, and _resist melee attacks_ - 10+ for slaughter.' + description: |2- + Gain a resistance based on the path of your chosen spell: _resist poison 12+_ + for corruption, _resist fire_ 12+ for flame, and _resist melee attacks_ 10+ for + slaughter. - tier: champion - description: ' Choose a second demonologist spell, at two levels lower. The spell - must be from the same path as your other spell.' + description: |2- + Choose a second demonologist spell, at two levels lower. The spell must be from + the same path as your other spell. - tier: epic - description: ' On a natural 18+ on the attack roll with your Smite Evil, you gain - a free use of your chosen demonologist spell for this battle.' + description: |2- + On a natural 18+ on the attack roll with your Smite Evil, you gain a free use + of your chosen demonologist spell for this battle. tier: adventurer - name: Inquisitor _type: Talent source: DATP - description: "You gain a 5-point background as an inquisitor. When you make a skill\ - \ check to detect a lie, illusion, or falsehood, and the check is a natural even\ - \ failure, reroll the check once.\n\n**Inquisitor\u2019s Smite (Smite Power):**\ - \ On a hit, the target is hampered until the end of your next turn. The target\ - \ can choose to take damage equal to 10 times your level to shake off the effect." + description: |- + You gain a 5-point background as an inquisitor. When you make a skill check to + detect a lie, illusion, or falsehood, and the check is a natural even failure, + reroll the check once. + + **Inquisitor’s Smite (Smite Power):** On a hit, the target is hampered until + the end of your next turn. The target can choose to take damage equal to 10 + times your level to shake off the effect. feats: - tier: champion - description: " You gain the Counter-magic ability of the Wizard\u2019s High Arcana\ - \ talent." + description: ' You gain the Counter-magic ability of the Wizard’s High Arcana + talent.' - tier: epic description: ' You can now cast Counter-magic twice per battle.' - tier: adventurer description: | - **Inquisitor's Smite**: On a natural 16+ with Smite Evil, the hampered effect is now (save ends). + **Inquisitor's Smite**: On a natural 16+ with Smite Evil, the hampered effect is + now (save ends). tier: adventurer - name: Lightbringer _type: Talent source: DATP - description: "You gain _resist damage from undead_ 12+ (5th level: 14+; 8th level:\ - \ 16+).\n\nYou gain the cleric spell Turn Undead\_as a bonus power.\n\n**Radiant\ - \ Smite (Smite Power):** Your Smite Evil attack deals holy damage. Against undead,\ - \ set the smite bonus damage dice as the maximum." + description: |- + You gain _resist damage from undead_ 12+ (5th level: 14+; 8th level: 16+). + + You gain the cleric spell Turn Undead as a bonus power. + + **Radiant Smite (Smite Power):** Your Smite Evil attack deals holy damage. + Against undead, set the smite bonus damage dice as the maximum. feats: - tier: adventurer description: ' You gain advantage on skill checks to sense the presence of undead.' - tier: champion - description: ' When you resist damage from an attack by an undead creature, you - are also immune to any non-damage effects of the attack.' + description: |2- + When you resist damage from an attack by an undead creature, you are also + immune to any non-damage effects of the attack. - tier: epic description: ' You gain a +1 bonus to attacks and defenses against undead.' tier: adventurer - name: Lorekeeper _type: Talent source: DATP - description: "You gain a 5-point background to represent your excellent academic\ - \ training. In addition, you can reroll a natural even failure on a skill check\ - \ to remember facts or knowledge once per scene.\n\n**Smite the Ignorant (Smite\ - \ Power):** Target the enemy\u2019s MD with your Smite Evil attack roll." + description: |- + You gain a 5-point background to represent your excellent academic training. In + addition, you can reroll a natural even failure on a skill check to remember + facts or knowledge once per scene. + + **Smite the Ignorant (Smite Power):** Target the enemy’s MD with your Smite + Evil attack roll. feats: - tier: adventurer - description: ' You gain a +1 bonus to all defenses when defending scholars, tomes - of knowledge, or places of learning.' + description: |2- + You gain a +1 bonus to all defenses when defending scholars, tomes of + knowledge, or places of learning. - tier: champion - description: '**Smite the Ignorant**: If you hit a target with a lower MD than your own, you also daze - it (-4 to attacks) until the end of your next turn.' + description: |- + **Smite the Ignorant**: If you hit a target with a lower MD than your own, you + also daze it (-4 to attacks) until the end of your next turn. tier: adventurer - name: Stormhammer _type: Talent source: DATP - description: 'When you hit with a melee attack, add lightning damage equal to your + description: |- + When you hit with a melee attack, add lightning damage equal to your Constitution modifier (x2 at 5th level; x3 at 8th). - - **Stormhammer (Smite power):** You can throw your melee weapon to make your Smite - Evil attack as a ranged attack against a nearby or far away enemy, using Strength - and your melee WEAPON dice. The weapon returns to your hand.' + **Stormhammer (Smite power):** You can throw your melee weapon to make your + Smite Evil attack as a ranged attack against a nearby or far away enemy, using + Strength and your melee WEAPON dice. The weapon returns to your hand. feats: - tier: adventurer description: ' You gain _resist lightning and thunder_ 16+.' - tier: champion - description: '**Stormhammer**: On a natural even hit, you can teleport to engage the target as - a free action.' + description: |- + **Stormhammer**: On a natural even hit, you can teleport to engage the target as + a free action. - tier: epic - description: '**Stormhammer**: On an even miss, make a second attack against a different nearby - enemy.' + description: |- + **Stormhammer**: On an even miss, make a second attack against a different + nearby enemy. tier: adventurer - name: Valiant of the Star Court _type: Talent source: DATP - description: 'Once per battle, you can end a condition you are under as a free action. - The conditions you can end with this ability are taught by the elven races: dazed - (high elves), stuck (wood elves), ongoing poison damage (dark elves), and hampered - (half-elves). - + description: | + Once per battle, you can end a condition you are under as a free action. The + conditions you can end with this ability are taught by the elven races: dazed + (high elves), stuck (wood elves), ongoing poison damage (dark elves), and + hampered (half-elves). **Elven Crown Smite (Smite Power):** On a hit, roll 1d4 and put the following condition on the target. - 1. Dazed (save ends) - 2. Stuck (save ends) - 3. Three times your level in ongoing poison damage - 4. Hampered until the end of your next turn - - ' feats: - tier: adventurer description: | - You gain three points towards an elite guard background that covers - not only prevention measures against poison and assassination but also court - etiquette and diplomacy. - _(not required for champion feat)_ + You gain three points towards an elite guard background that covers + not only prevention measures against poison and assassination but also court + etiquette and diplomacy. + _(not required for champion feat)_ - tier: champion - description: 'You can use this talent twice per battle.' + description: You can use this talent twice per battle. tier: adventurer - name: Avenger _type: Talent source: DATP - description: 'Once per battle, when an enemy you are engaged with makes an attack - against one of your allies, you can make a melee attack against that enemy as - an interrupt action after it makes the attack. You can Smite Evil with that attack. - + description: |- + Once per battle, when an enemy you are engaged with makes an attack against one + of your allies, you can make a melee attack against that enemy as an interrupt + action after it makes the attack. You can Smite Evil with that attack. **Avenging Smite (Smite Power):** If a nearby ally is dying, you have advantage on the attack roll. If both attack rolls hit, the target is stunned until the - end of its next turn.' + end of its next turn. feats: - tier: champion - description: ' You can use this talent at-will (but you are still limited to one - interrupt action between your turns).' + description: |2- + You can use this talent at-will (but you are still limited to one interrupt + action between your turns). tier: champion - name: Champion of Pain _type: Talent source: DATP - description: 'While you are staggered, increase your WEAPON and smite damage dice, - as well as your recovery dice, by one step. (1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 - -> 2d6) - + description: |- + While you are staggered, increase your WEAPON and smite damage dice, as well as + your recovery dice, by one step. (1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6) The first time you are staggered in a battle, you gain advantage on your next melee attack. - **Smite of Suffering (Smite Power):** If you hit, you lose hit points equal to the smite extra damage, and deal ongoing damage to the target equal to the smite - extra damage.' + extra damage. feats: - tier: champion description: ' Also gain the ongoing damage and hit point loss on a miss.' @@ -872,33 +944,37 @@ abilities: - name: Cleansing Touch _type: Talent source: DATP - description: 'Once per day per Charisma modifier, you can touch an adjacent ally - (or yourself) as a quick action to end a condition they are under. You can end - the condition regardless of whether it requires a save or not. - + description: |- + Once per day per Charisma modifier, you can touch an adjacent ally (or yourself) + as a quick action to end a condition they are under. You can end the condition + regardless of whether it requires a save or not. **Cleansing Smite (Smite Power):** On a hit, you cleanse the target. Cleansed targets cannot put effects on enemies or allies (save ends). This also ends any effects that are currently active. The target can still deal damage normally, - and they can still use powers that affect themselves, just not other creatures.' + and they can still use powers that affect themselves, just not other creatures. feats: - tier: champion - description: ' You can use this ability on nearby allies (they no longer have - to be next to you).' + description: |2- + You can use this ability on nearby allies (they no longer have to be next to + you). - tier: epic - description: ' You can expend multiple uses of this talent with the same quick - action, and target a number of allies (including yourself) equal to the number - of uses spent.' + description: |2- + You can expend multiple uses of this talent with the same quick action, and + target a number of allies (including yourself) equal to the number of uses + spent. tier: champion - name: Shield of Devotion _type: Talent source: DATP - description: "Once per battle, when a nearby ally is hit by an attack, you can grant\ - \ the ally a normal save (11+). If the save is successful, the target takes no\ - \ damage from the attack, and all its effects are negated. On a failure, the ally\ - \ takes half damage and effects apply.\n\n**Devoted Smite (Smite Power):** On\ - \ a hit, gain a free use of Shield of Devotion this battle against the target\u2019\ - s attack against one of your allies." + description: |- + Once per battle, when a nearby ally is hit by an attack, you can grant the ally + a normal save (11+). If the save is successful, the target takes no damage from + the attack, and all its effects are negated. On a failure, the ally takes half + damage and effects apply. + + **Devoted Smite (Smite Power):** On a hit, gain a free use of Shield of + Devotion this battle against the target’s attack against one of your allies. feats: - tier: champion description: ' If you are engaged with the attacker, the save is an easy save @@ -907,24 +983,27 @@ abilities: - name: Sword of Faith _type: Talent source: DATP - description: "You gain a +1 bonus to melee attack rolls.\n\n**Guiding Smite (Smite\ - \ Power):** On a hit, the target is vulnerable to your allies\u2019 attacks until\ - \ the start of your next turn." + description: |- + You gain a +1 bonus to melee attack rolls. + + **Guiding Smite (Smite Power):** On a hit, the target is vulnerable to your + allies’ attacks until the start of your next turn. feats: - tier: champion - description: ' For one battle per day, grant all nearby allies a +1 bonus to melee - attack rolls.' + description: |2- + For one battle per day, grant all nearby allies a +1 bonus to melee attack + rolls. tier: champion - name: Celestial Wings _type: Talent source: DATP - description: 'Once per day, you can summon glowing wings of celestial origin on - your back, to allow you to fly until the end of the battle or scene. - + description: |- + Once per day, you can summon glowing wings of celestial origin on your back, to + allow you to fly until the end of the battle or scene. **Winged Smite (Smite Power):** When you take the free action to activate Smite Evil, you can fly across the battlefield on ethereal wings to engage a nearby - enemy. If you make the attack in mid-air, the wings let you land safely.' + enemy. If you make the attack in mid-air, the wings let you land safely. feats: - tier: epic description: ' The wings granted by your smite power last until the end of your @@ -933,43 +1012,44 @@ abilities: - name: Chosen of Darkness _type: Talent source: DATP - description: 'If an enemy targets you with an attack, that enemy takes negative - energy damage equal to 10 + your Charisma modifier. The enemy with the most hit - points on the battlefield is immune to the effect. - + description: |- + If an enemy targets you with an attack, that enemy takes negative energy damage + equal to 10 + your Charisma modifier. The enemy with the most hit points on the + battlefield is immune to the effect. - **Cleaving Smite (Smite Power):** Hit or miss, deal the Smite extra damage to - a number of additional nearby enemies equal to your Charisma modifier. Choose - targets by their hit point total, starting with the lowest.' + **Cleaving Smite (Smite Power):** Hit or miss, deal the Smite extra damage to a + number of additional nearby enemies equal to your Charisma modifier. Choose + targets by their hit point total, starting with the lowest. feats: [] tier: epic - name: Radiant Presence _type: Talent source: DATP - description: 'Enemies engaged with you have automatic disadvantage on all saves, - including disengage checks. If they fail a save, they take radiant damage equal - to your level. - + description: |- + Enemies engaged with you have automatic disadvantage on all saves, including + disengage checks. If they fail a save, they take radiant damage equal to your + level. - **Radiant Smite (Smite Power):** On a hit, the target is weakened (-4 to attacks - and defenses) until the end of your next turn.' + **Radiant Smite (Smite Power):** On a hit, the target is weakened (-4 to + attacks and defenses) until the end of your next turn. feats: - tier: epic - description: " The weaken effect is \u201Csave ends.\u201D" + description: ' The weaken effect is “save ends.”' tier: epic - name: Zealot _type: Talent source: DATP - description: 'Once per round, when the escalation die is even, you can make a melee - basic attack as a quick action. - + description: |- + Once per round, when the escalation die is even, you can make a melee basic + attack as a quick action. - **Zealous Smite (Smite Power):** Make two Smite Evil attacks against two different - enemies you are engaged with.' + **Zealous Smite (Smite Power):** Make two Smite Evil attacks against two + different enemies you are engaged with. feats: - tier: epic - description: ' Once per day, move yourself to the start of the initiative order - at the start of a round, after the escalation die is increased.' + description: |2- + Once per day, move yourself to the start of the initiative order at the start + of a round, after the escalation die is increased. tier: epic # END DATP ABILITIES --- diff --git a/content/1e/classes/ranger.mdx b/content/1e/classes/ranger.mdx index b851234..249df22 100644 --- a/content/1e/classes/ranger.mdx +++ b/content/1e/classes/ranger.mdx @@ -328,33 +328,53 @@ abilities: _type: Talent source: DATP description: | - _You practice a mystic form of archery that infuses your arrows with arcane magic + _You practice a mystic form of archery that infuses your arrows with arcane + magic as you shoot._ If you spend one talent, you are an Arcane Archer initiate, with two, you become an Arcane Archer adept. - - To use an Arcane Archer power _(see below)_, declare that you are using it before making a ranged weapon attack. You then pay the cost of the power, usually one charge for a 1st or 3rd level power, or 2 charges for 5th level power. You then apply the effect of the power to your ranged attack. If you make more than one attack, such as with the Double Ranged Attack talent, your Arcane Archer power only applies to one of those attacks. If you want to use them with more than one attack, pay the cost each time. - If you are an initiate, you have a number of charges equal to your Wisdom modifier, as an adept, you have your Wisdom modifier +3. - - You regain all expended charges during a full heal-up. When you take a quick rest, you regain one charge as an initiate, or two as an adept. - - You can only apply one power to each ranged attack, unless you have one of the feats below that allow you to stack multiple powers of one sphere. - + + To use an Arcane Archer power _(see below)_, declare that you are using it + before making a ranged weapon attack. You then pay the cost of the power, + usually one charge for a 1st or 3rd level power, or 2 charges for 5th level + power. You then apply the effect of the power to your ranged attack. If you make + more than one attack, such as with the Double Ranged Attack talent, your Arcane + Archer power only applies to one of those attacks. If you want to use them with + more than one attack, pay the cost each time. + If you are an initiate, you have a number of charges equal to your Wisdom + modifier, as an adept, you have your Wisdom modifier +3. + + You regain all expended charges during a full heal-up. When you take a quick + rest, you regain one charge as an initiate, or two as an adept. + + You can only apply one power to each ranged attack, unless you have one of the + feats below that allow you to stack multiple powers of one sphere. + **Feats**: You don’t need to take the feats below in order. - feats: - - description: You learn an additional shot. You can use Intelligence instead of Wisdom for your Arcane Archer abilities. - tier: adventurer - - description: Gain a bonus charge. You can use Charisma instead of Wisdom for your Arcane Archer abilities. - tier: adventurer - - description: Choose one sphere. Gain a +1 bonus to hit when using a shot from that sphere. - tier: champion - - description: Choose one sphere. You can combine any two shots of that sphere in one attack by paying the cost for each. - tier: champion - - description: Regain two charges on a quick rest as an initiate, or three as an adept. - tier: epic - - description: Choose one sphere. You can combine all three shots of that sphere in one attack by paying the cost for each. - tier: epic + feats: + - description: |- + You learn an additional shot. You can use Intelligence instead of Wisdom for + your Arcane Archer abilities. + tier: adventurer + - description: |- + Gain a bonus charge. You can use Charisma instead of Wisdom for your Arcane + Archer abilities. + tier: adventurer + - description: Choose one sphere. Gain a +1 bonus to hit when using a shot from + that sphere. + tier: champion + - description: |- + Choose one sphere. You can combine any two shots of that sphere in one attack by + paying the cost for each. + tier: champion + - description: Regain two charges on a quick rest as an initiate, or three as an + adept. + tier: epic + - description: |- + Choose one sphere. You can combine all three shots of that sphere in one attack + by paying the cost for each. + tier: epic tier: adventurer - name: Death Sphere _type: Arcane Archery Sphere @@ -363,40 +383,46 @@ abilities: - name: Deathknell Shot _type: Arcane Shot 1 source: DATP - description: "**Cost:** 1 charge\n\n**Effect:** On a hit, if your target has 5\ - \ hp or fewer after the attack, you can drop it to 0 hp. If you drop it to zero\ - \ hp, either from the arrow\u2019s damage or this ability, you can heal using\ - \ a recovery.\n\n3rd level power: 10 hp or fewer\n\n5th level power: 15 hp or\ - \ fewer\n\n7th level power: 20 hp or fewer\n\n9th level power: 25 hp or fewer" + description: |- + **Cost:** 1 charge + + **Effect:** On a hit, if your target has 5 hp or fewer after the attack, you + can drop it to 0 hp. If you drop it to zero hp, either from the arrow’s damage + or this ability, you can heal using a recovery. + + 3rd level power: 10 hp or fewer + + 5th level power: 15 hp or fewer + + 7th level power: 20 hp or fewer + + 9th level power: 25 hp or fewer feats: - tier: adventurer - description: 'Double the hit point range at which you can drop - an enemy to zero hit points. - - ' + description: | + Double the hit point range at which you can drop an enemy to zero hit points. tier: adventurer - name: Ghost Shot _type: Arcane Shot 3 source: DATP - description: "**Cost:** 1 charge\n\n**Effect:** Target the enemy\u2019s PD instead\ - \ of AC." + description: |- + **Cost:** 1 charge + + **Effect:** Target the enemy’s PD instead of AC. feats: - tier: adventurer - description: 'Deal extra negative energy damage equal to your - level. - - ' + description: | + Deal extra negative energy damage equal to your level. tier: adventurer - name: Kill Shot _type: Arcane Shot 5 source: DATP - description: 'Requires Deathknell Shot and Ghost Shot. - + description: |- + Requires Deathknell Shot and Ghost Shot. **Cost:** 2 charges - - **Effect:** Deal double damage (hit or miss).' + **Effect:** Deal double damage (hit or miss). feats: [] tier: adventurer - name: Flaming Sphere @@ -406,58 +432,49 @@ abilities: - name: Burning Shot _type: Arcane Shot 1 source: DATP - description: '**Cost:** 1 charge - + description: |- + **Cost:** 1 charge - **Effect:** If you hit, deal 1d6 extra fire damage per level.' + **Effect:** If you hit, deal 1d6 extra fire damage per level. feats: - tier: adventurer - description: 'The extra fire damage dice are exploding dice - (on a 6, roll another d6 and add it). - - ' + description: | + The extra fire damage dice are exploding dice (on a 6, roll another d6 and add + it). tier: adventurer - name: Immolating Shot _type: Arcane Shot 3 source: DATP - description: '**Cost:** 1 charge - + description: |- + **Cost:** 1 charge **Effect:** If you hit, deal an extra 5 ongoing fire damage, and the target is vulnerable to fire (save ends both). - 5th level power: 10 ongoing damage - 7th level power: 15 ongoing damage - - 9th level power: 20 ongoing damage' + 9th level power: 20 ongoing damage feats: - tier: adventurer - description: ' The save against the ongoing damage is a hard - save (16+). - - ' + description: |2 + The save against the ongoing damage is a hard save (16+). tier: adventurer - name: Explosive Shot _type: Arcane Shot 5 source: DATP - description: 'Requires Burning Shot and Immolating Shot. - + description: |- + Requires Burning Shot and Immolating Shot. **Cost:** 2 charges - - **Effect:** Hit or miss, deal 3d10 + Wisdom extra fire damage to 1d3 nearby enemies - other than the target. - + **Effect:** Hit or miss, deal 3d10 + Wisdom extra fire damage to 1d3 nearby + enemies other than the target. 7th level power: 5d10 damage - - 9th level power: 7d10 damage' + 9th level power: 7d10 damage feats: [] tier: adventurer - name: Force Sphere @@ -468,45 +485,43 @@ abilities: - name: Arrow Fist _type: Arcane Shot 1 source: DATP - description: "**Cost:** 1 charge\n\n**Effect:** If you hit, the attack deals force\ - \ damage and throws the target backwards. It pops free from anyone it is engaged\ - \ with. If you push the target into a dangerous spot, such as over a ledge or\ - \ into lava, it can make a save\n to avoid the effect.\n" + description: | + **Cost:** 1 charge + + **Effect:** If you hit, the attack deals force damage and throws the target + backwards. It pops free from anyone it is engaged with. If you push the target + into a dangerous spot, such as over a ledge or into lava, it can make a save + to avoid the effect. feats: - tier: adventurer - description: ' The push effect is now strong enough to throw - a target from a nearby to a far away location. - - ' + description: |2 + The push effect is now strong enough to throw a target from a nearby to a far + away location. tier: adventurer - name: Homing Missile _type: Arcane Shot 3 source: DATP - description: '**Cost:** 1 charge - + description: |- + **Cost:** 1 charge - **Effect:** You have advantage on the attack roll.' + **Effect:** You have advantage on the attack roll. feats: - tier: adventurer - description: ' Against far away enemies, increase your WEAPON - damage dice by one step. - - ' + description: |2 + Against far away enemies, increase your WEAPON damage dice by one step. tier: adventurer - name: Twin Arrow _type: Arcane Shot 5 source: DATP - description: 'Requires Arrow Fist and Homing Missile. - + description: |- + Requires Arrow Fist and Homing Missile. **Cost:** 2 charges - **Target:** Two nearby or far away enemies - **Effect:** Take a -2 penalty to the attack roll. The attack deals force damage. - If both attacks miss, roll a third attack against a different enemy.' + If both attacks miss, roll a third attack against a different enemy. feats: [] tier: adventurer - name: Frost Sphere @@ -517,11 +532,11 @@ abilities: - name: Ice Arrow _type: Arcane Shot 1 source: DATP - description: '**Cost:** 1 charge - + description: |- + **Cost:** 1 charge - **Effect:** On a hit, deal 1d4 per level extra cold damage to the target, and - it has disadvantage on disengage checks until the end of your next turn.' + **Effect:** On a hit, deal 1d4 per level extra cold damage to the target, and it + has disadvantage on disengage checks until the end of your next turn. feats: - tier: adventurer description: ' Increase the extra damage to 1d6 per level.' @@ -529,37 +544,32 @@ abilities: - name: Freezing Arrow _type: Arcane Shot 3 source: DATP - description: '**Cost:** 1 charge - + description: |- + **Cost:** 1 charge - **Effect:** On a hit, whenever the target takes an action before the end of your - next turn, it takes cold damage equal to your level + Wisdom modifier (x2 at 5th - level; x3 at 8th).' + **Effect:** On a hit, whenever the target takes an action before the end of + your next turn, it takes cold damage equal to your level + Wisdom modifier (x2 + at 5th level; x3 at 8th). feats: - tier: adventurer - description: ' On a miss, deal extra cold damage equal to your - level. - - ' + description: |2 + On a miss, deal extra cold damage equal to your level. tier: adventurer - name: Blizzard Shot _type: Arcane Shot 5 source: DATP - description: 'Requires Ice Arrow and Freezing Arrow. - + description: |- + Requires Ice Arrow and Freezing Arrow. **Cost:** 2 charges - **Effect:** Hit or miss, deal 2d8 + Wisdom cold damage to all nearby enemies other than the target, and all nearby allies can make a save to disengage as a free action. - 7th level power: 3d8 damage - - 9th level power: 5d8 damage' + 9th level power: 5d8 damage feats: [] tier: adventurer - name: Radiant Sphere @@ -570,41 +580,43 @@ abilities: - name: Blinding Flare _type: Arcane Shot 1 source: DATP - description: '**Cost:** 1 charge - + description: |- + **Cost:** 1 charge - **Effect:** On a hit, the target has disadvantage on its next attack roll.' + **Effect:** On a hit, the target has disadvantage on its next attack roll. feats: - tier: adventurer - description: ' On a miss, you deal extra psychic damage equal to your level. - - ' + description: |2 + On a miss, you deal extra psychic damage equal to your level. tier: adventurer - name: Vexing Flare _type: Arcane Shot 3 source: DATP - description: "**Cost:** 1 charge\n\n**Effect:** The attack targets the enemy\u2019\ - s MD instead of AC." + description: |- + **Cost:** 1 charge + + **Effect:** The attack targets the enemy’s MD instead of AC. feats: - tier: adventurer - description: ' On a natural even miss, reroll the attack against - a different nearby enemy. - - ' + description: |2 + On a natural even miss, reroll the attack against a different nearby enemy. tier: adventurer - name: Confusing Flare _type: Arcane Shot 5 source: DATP - description: "Requires Blinding Flare and Vexing Flare.\n\n**Cost:** 2 charges\n\ - \n**Effect:** On a hit, if the target\u2019s hit points are equal to your maximum\ - \ or less after taking damage, it is confused until the end of your next turn.\ - \ If they are higher, it is dazed until the end of your next turn." + description: |- + Requires Blinding Flare and Vexing Flare. + + **Cost:** 2 charges + + **Effect:** On a hit, if the target’s hit points are equal to your maximum or + less after taking damage, it is confused until the end of your next turn. If + they are higher, it is dazed until the end of your next turn. feats: - tier: champion - description: '_Champion Feat_ Increase your WEAPON damage dice to d12s with this - shot and make all damage psychic damage. - - ' + description: | + _Champion Feat_ Increase your WEAPON damage dice to d12s with this shot and make + all damage psychic damage. tier: adventurer - name: Sky Sphere _type: Arcane Archery Sphere @@ -614,46 +626,50 @@ abilities: - name: Thunderbolt _type: Arcane Shot 1 source: DATP - description: '**Cost:** 1 charge - + description: |- + **Cost:** 1 charge - **Effect:** On a hit, the target is dazed until the end of your next turn. On - a miss, deal your level in thunder damage to any of your allies engaged with the - target.' + **Effect:** On a hit, the target is dazed until the end of your next turn. On a + miss, deal your level in thunder damage to any of your allies engaged with the + target. feats: - tier: adventurer - description: ' On a natural even hit, the target is weakened instead. - - ' + description: |2 + On a natural even hit, the target is weakened instead. tier: adventurer - name: Lightning Bolt _type: Arcane Shot 3 source: DATP - description: "**Cost:** 1 charge\n\n**Effect:** Before making your ranged attack,\ - \ make the following separate attack roll.\n\n**Target:** A random nearby enemy\ - \ other than the target\n\n**Attack:** Wisdom + Level vs. PD\n\n**Hit:** 1d8\ - \ per level lightning damage\n\n**Miss:** \u2014" + description: |- + **Cost:** 1 charge + + **Effect:** Before making your ranged attack, make the following separate + attack roll. + + **Target:** A random nearby enemy other than the target + + **Attack:** Wisdom + Level vs. PD + + **Hit:** 1d8 per level lightning damage + + **Miss:** — feats: - tier: champion - description: '_Champion Feat_ Deal half damage on a miss. - - ' + description: | + _Champion Feat_ Deal half damage on a miss. tier: adventurer - name: Shocking Jolt _type: Arcane Shot 5 source: DATP - description: 'Requires Thunderbolt and Lightning Bolt. - + description: | + Requires Thunderbolt and Lightning Bolt. **Cost:** 2 charges - **Effect:** On a hit, deal 1d8 per level extra lightning damage to the target, and if its hit points are equal to your maximum or less after taking damage, it - is stunned until the end of your next turn. On a miss, deal your level in lightning - damage to any of your allies engaged with the target. - - ' + is stunned until the end of your next turn. On a miss, deal your level in + lightning damage to any of your allies engaged with the target. feats: [] tier: adventurer - name: Thorns Sphere @@ -664,84 +680,84 @@ abilities: - name: Rooting Shot _type: Arcane Shot 1 source: DATP - description: '**Cost:** 1 charge - + description: |- + **Cost:** 1 charge **Effect:** On a hit, deal 1d4 per level extra damage. On a natural even hit, - the target is stuck until the end of its next turn.' + the target is stuck until the end of its next turn. feats: - tier: adventurer description: ' The target is now stuck on any hit.' - tier: champion - description: " On a natural 16+, the stuck effect is \u201Csave ends.\u201D" + description: ' On a natural 16+, the stuck effect is “save ends.”' tier: adventurer - name: Ivy Shot _type: Arcane Shot 3 source: DATP - description: '**Cost:** 1 charge - - - **Effect:** On a hit, the target is hampered until the end of your next turn. - It can choose to take 15 poison damage to shake off the effect. + description: |- + **Cost:** 1 charge + **Effect:** On a hit, the target is hampered until the end of your next turn. It + can choose to take 15 poison damage to shake off the effect. 5th level power: 25 damage to shake off - 7th level power: 40 damage to shake off - - 9th level power: 60 damage to shake off' + 9th level power: 60 damage to shake off feats: - tier: adventurer - description: " On a natural 18+, the hampered effect is \u201Csave ends.\u201D" + description: ' On a natural 18+, the hampered effect is “save ends.”' tier: adventurer - name: Spore Shot _type: Arcane Shot 5 source: DATP - description: 'Requires Rooting Shot and Ivy Shot - + description: |- + Requires Rooting Shot and Ivy Shot **Cost:** 2 charges - **Effect:** Hit or miss, create a spore cloud around the target and 1d3 enemies in the same group. Enemies in that cloud must take a move action to get out of the area or take half damage from the attack as poison damage at the start of - your next turn.' + your next turn. feats: [] tier: adventurer - name: Camouflage _type: Talent source: DATP - description: ' + description: |2- - When you are not engaged, you gain a +2 bonus to all defenses.' + When you are not engaged, you gain a +2 bonus to all defenses. feats: - tier: adventurer - description: ' Once per scene, you can choose to reroll a skill check to hide - that is a natural even roll.' + description: |2- + Once per scene, you can choose to reroll a skill check to hide that is a + natural even roll. - tier: champion - description: ' Once per battle, while not engaged, you can force an enemy to reroll - a natural odd attack roll against you.' + description: |2- + Once per battle, while not engaged, you can force an enemy to reroll a natural + odd attack roll against you. - tier: epic description: ' Increase the defense bonus to +4 in the first round of battle.' tier: adventurer - name: Gloomstalker _type: Talent source: DATP - description: ' - Choose one spell of your level or lower from the necromancer class. You can cast - this spell as if you were a necromancer, but you can replace any mention of Intelligence - with Wisdom. You can change the spell after each full heal-up.' + description: |2- + Choose one spell of your level or lower from the necromancer class. You can + cast this spell as if you were a necromancer, but you can replace any mention of + Intelligence with Wisdom. You can change the spell after each full heal-up. feats: - tier: adventurer - description: ' When you are in the Underworld, environment-related skill checks - such as tracking are one step easier (-5) for you.' + description: |2- + When you are in the Underworld, environment-related skill checks such as + tracking are one step easier (-5) for you. - tier: champion - description: ' Once per battle, you can force an enemy to reroll an attack against - you as a free action, as long as you are in a dark or shadowy area.' + description: |2- + Once per battle, you can force an enemy to reroll an attack against you as a + free action, as long as you are in a dark or shadowy area. - tier: epic description: ' You gain an additional necromancer spell of your choice of up to your level -2.' @@ -749,168 +765,178 @@ abilities: - name: Great Weapon Master _type: Talent source: DATP - description: ' + description: |2- - You gain a +1 bonus to attack when fighting with a two-handed melee weapon.' + You gain a +1 bonus to attack when fighting with a two-handed melee weapon. feats: - tier: adventurer - description: ' When fighting with a two-handed weapon, reroll all natural 1s on - the damage dice.' + description: |2- + When fighting with a two-handed weapon, reroll all natural 1s on the damage + dice. - tier: champion - description: ' Once per battle, when fighting with a two-handed weapon, reroll - one of your missed attacks.' + description: |2- + Once per battle, when fighting with a two-handed weapon, reroll one of your + missed attacks. - tier: epic - description: " When you hit an enemy you weren\u2019t engaged with at the start\ - \ of your turn with a two-handed weapon, gain two extra WEAPON damage dice." + description: |2- + When you hit an enemy you weren’t engaged with at the start of your turn with a + two-handed weapon, gain two extra WEAPON damage dice. tier: adventurer - name: Path of the Spear _type: Talent source: DATP - description: ' + description: |2- When fighting with a spear (d8 two-handed melee attack) or a javelin (d6 thrown - weapon), and your attack is a natural even hit, deal 1d6 extra damage per level.' + weapon), and your attack is a natural even hit, deal 1d6 extra damage per level. feats: - tier: adventurer description: ' On a natural odd hit with a spear, you can pop free from your target.' - tier: champion - description: ' Once per battle, when you intercept an enemy, make a melee attack - against them as an interrupt action.' + description: |2- + Once per battle, when you intercept an enemy, make a melee attack against them + as an interrupt action. - tier: epic - description: ' Once per battle, gain advantage on an attack against an enemy that - you engaged the same turn.' + description: |2- + Once per battle, gain advantage on an attack against an enemy that you engaged + the same turn. tier: adventurer - name: Psychic Ranger _type: Talent source: DPAS - description: 'You have three psionic power points and gain an additional one every - even level, for a total of 8 at 10th level. You regain your power points on a - full heal-up. - + description: |- + You have three psionic power points and gain an additional one every even level, + for a total of 8 at 10th level. You regain your power points on a full heal-up. - You learn the Psionic Weapon power plus one power of your choice.' + You learn the Psionic Weapon power plus one power of your choice. feats: - tier: adventurer description: ' Gain three minor psionic powers.' - tier: champion description: ' Gain a second psionic power, at two levels below your class level.' - tier: epic - description: ' Gain a third psionic power, at four levels below your class level, - and two bonus power points.' + description: |2- + Gain a third psionic power, at four levels below your class level, and two + bonus power points. tier: adventurer - name: Survivor _type: Talent source: DATP - description: ' + description: |2- - Add your Wisdom modifier to saving throws and death saves.' + Add your Wisdom modifier to saving throws and death saves. feats: - tier: adventurer description: ' Increase your recovery dice to d10.' - tier: champion description: ' You die after five failed death saves instead of four.' - tier: epic - description: ' Once per level, you can give an in-story reason why you survive - a situation that is otherwise a certain death.' + description: |2- + Once per level, you can give an in-story reason why you survive a situation + that is otherwise a certain death. tier: adventurer - name: Ways of the Land _type: Talent source: DATP - description: "\n\nYou gain a spell slot from the druid\u2019s Circle\ - \ of the Lands (Terrain Caster). Like a Terrain Caster, you don\u2019t need to\ - \ prepare a spell in advance. When you decide to cast a spell, choose one from\ - \ the list of the terrain(s) you are currently in, at your level or lower. If\ - \ the spell is an at-will or once-per-battle spell, you regain your spell slot\ - \ at the end of the battle or scene. If the spell is a daily spell, you regain\ - \ the spell slot at your next full heal-up.\n\nIn addition, once per day per point\ - \ of Wisdom modifier, you can commune with the spirits of nature to gain advantage\ - \ on a skill check related to the surrounding terrain. For example, beast spirits\ - \ can help you track game, river spirits can point to a source of freshwater,\ - \ and earth spirits can make climbing easier." + description: |2- + + + You gain a spell slot from the druid’s Circle of the Lands (Terrain Caster). + Like a Terrain Caster, you don’t need to prepare a spell in advance. When you + decide to cast a spell, choose one from the list of the terrain(s) you are + currently in, at your level or lower. If the spell is an at-will or once-per- + battle spell, you regain your spell slot at the end of the battle or scene. If + the spell is a daily spell, you regain the spell slot at your next full heal-up. + + In addition, once per day per point of Wisdom modifier, you can commune with the + spirits of nature to gain advantage on a skill check related to the surrounding + terrain. For example, beast spirits can help you track game, river spirits can + point to a source of freshwater, and earth spirits can make climbing easier. feats: - tier: adventurer - description: " You can cast Wild Heal from the druid\u2019s Wild Healer talent\ - \ twice per day." + description: ' You can cast Wild Heal from the druid’s Wild Healer talent twice + per day.' - tier: champion - description: ' When you take a quick rest in a natural environment, roll d12s - for recovery dice.' + description: |2- + When you take a quick rest in a natural environment, roll d12s for recovery + dice. - tier: epic - description: ' You gain a second terrain caster spell slot, at two levels below - your class level.' + description: |2- + You gain a second terrain caster spell slot, at two levels below your class + level. tier: adventurer - name: Big Game Hunter _type: Talent source: DATP - description: ' + description: |2- - Once per battle, you can perform a stunt as a move action to climb on a large - or huge enemy. This does not require a skill check. You get a firm grip on their + Once per battle, you can perform a stunt as a move action to climb on a large or + huge enemy. This does not require a skill check. You get a firm grip on their back, where you are in position to reach their weak points, but you are hard to reach for claws and teeth. The enemy has disadvantage on attacks against you, while you have advantage on attacks against them. - - If you are still on the enemy on any further turns, roll a normal save (11+). - On a success, you remain in position. On a natural even failure, you cling on - but lose advantage. On a natural odd failure, you fall off.' + If you are still on the enemy on any further turns, roll a normal save (11+). On + a success, you remain in position. On a natural even failure, you cling on but + lose advantage. On a natural odd failure, you fall off. feats: - tier: champion - description: ' On a hit with a melee or ranged weapon attack against a large or - huge enemy, deal 5 extra damage. Increase the bonus to 10 at 7th level, and - 15 at 9th. - - ' + description: |2 + On a hit with a melee or ranged weapon attack against a large or huge enemy, + deal 5 extra damage. Increase the bonus to 10 at 7th level, and 15 at 9th. - tier: epic - description: ' Against huge enemies, increase the damage bonus to 20. At 9th level, - increase it to 30. - - ' + description: |2 + Against huge enemies, increase the damage bonus to 20. At 9th level, increase + it to 30. tier: champion - name: Champion of the Fey Queen _type: Talent source: DATP description: | **Special:** This talent requires Fey Queen's Enchantments. - - At the start of each battle, roll 2d4 to determine the effect of a special blessing + + At the start of each battle, roll 2d4 to determine the effect of a special + blessing that the fey grant you until the end of the battle. 1. When you rally this battle, you become invisible until you make an attack. 2. Enemy attacks have a 25% (4 on a d4) chance of missing you this battle. - 3. 1d4 times this battle, you can teleport to a nearby location you can see as a move action. - 4. When you make a ranger melee or weapon attack, gain a 1d4 bonus to the attack roll. + 3. 1d4 times this battle, you can teleport to a nearby location you can see as a + move action. + 4. When you make a ranger melee or weapon attack, gain a 1d4 bonus to the attack + roll. 5. When you roll a save against an effect, gain a 1d4 bonus to the roll. - 6. Choose a sorcerer spell gained with Fey Queen's Enchantments. Choose A) advantage on the first attack roll with it or B) a bonus use of it this battle. - 7. If you hit an enemy with a natural even roll on a melee or ranged weapon attack, + 6. Choose a sorcerer spell gained with Fey Queen's Enchantments. Choose A) + advantage on the first attack roll with it or B) a bonus use of it this battle. + 7. If you hit an enemy with a natural even roll on a melee or ranged weapon + attack, and their hit point total after taking damage is equal to your maximum or less, - that target is confused until the end of your next turn. + that target is confused until the end of your next turn. If they have more hit points, roll 1d4: On a 3 or 4, gain the confusion effect. feats: - tier: champion - description: ' When the escalation die is 5+, roll again for a second benefit - (reroll if you get the same benefit twice). - - ' + description: |2 + When the escalation die is 5+, roll again for a second benefit (reroll if you + get the same benefit twice). - tier: epic - description: ' Gain the second benefit when the escalation die is 3+. - - ' + description: |2 + Gain the second benefit when the escalation die is 3+. tier: champion - name: Deadly Aim _type: Talent source: DATP - description: ' + description: |2- While you are not engaged, you can take a quick action to aim at a nearby enemy. If you attack this enemy with a ranged weapon attack this turn, target their PD - instead of their AC.' + instead of their AC. feats: - tier: champion - description: " You can choose to target the enemy\u2019s MD instead of PD." + description: ' You can choose to target the enemy’s MD instead of PD.' - tier: epic description: ' With aim, you also deal half damage on a miss.' tier: champion @@ -920,18 +946,21 @@ abilities: description: | **Special:** This talent requires Ranger Ex Cathedral. - Once per day, you can swear an Oath of Vengeance against an enemy as a quick action. - Your attack rolls against the target have advantage, and all damage you deal against + Once per day, you can swear an Oath of Vengeance against an enemy as a quick + action. + Your attack rolls against the target have advantage, and all damage you deal + against it is holy damage. You also gain Inescapable Wrath and Relentless Pursuit as bonus powers. - ___ + ___ ### Inescapable Wrath Close-quarters power; At-will; Interrupt action - + **Trigger:** Your Oath of Vengeance target disengages or moves away from you. - - **Effect:** Make a save. If your save is equal to the enemy's disengage check or higher, + + **Effect:** Make a save. If your save is equal to the enemy's disengage check or + higher, you pursue the enemy and stay engaged while they move. Succeed or fail, you add twice your Wisdom modifier (x3 at 8th level) to damage if your next attack against the target is a hit. @@ -945,63 +974,62 @@ abilities: **Effect:** You can heal using a recovery. feats: - tier: champion - description: ' When an enemy drops you below zero hit points, you gain a free - use of Oath of Vengeance against that enemy. - - ' + description: |2 + When an enemy drops you below zero hit points, you gain a free use of Oath of + Vengeance against that enemy. - tier: epic description: | Choose between Egoist or Altruist. - + _Altruist:_ When an enemy drops an ally below zero hit points, you gain a free use of Oath of Vengeance against that enemy. - + _Egoist:_ When an enemy scores a critical hit against you, you gain a free use of Oath of Vengeance against that enemy. tier: champion - name: First Blood _type: Talent source: DATP - description: '**Special:** This talent requires First Strike. - + description: |- + **Special:** This talent requires First Strike. When you make a First Strike attack, and you hit, deal 10 (7th level: 15; 9th level: 20) ongoing damage. If the attack is a critical hit, double the ongoing - damage.' + damage. feats: - tier: champion description: ' On a miss with a First Strike attack, deal half damage.' - tier: epic - description: ' On a critical hit with First Strike, the target is also weakened - (-4 to attacks and defenses; save ends both).' + description: |2- + On a critical hit with First Strike, the target is also weakened (-4 to attacks + and defenses; save ends both). tier: champion - name: Improved Double Attack _type: Talent source: DATP - description: ' + description: |2- **Special:** This talent requires Double Melee Attack or Double Ranged Attack. - - Your double attacks no longer reduce the weapon size by one step.' + Your double attacks no longer reduce the weapon size by one step. feats: - tier: champion - description: ' Your second attack with Double Melee Attack can be a ranged attack - instead, and your second attack with Double Ranged Attack can be a melee attack - instead. (You switch weapons as part of the second attack.)' + description: |2- + Your second attack with Double Melee Attack can be a ranged attack instead, and + your second attack with Double Ranged Attack can be a melee attack instead. (You + switch weapons as part of the second attack.) tier: champion - name: Merciless Hunter _type: Talent source: DATP - description: ' + description: |2- **Special:** This talent requires Lethal Hunter. - - You can declare your Lethal Hunter target outside of combat. This gives you advantage - on skill checks to track the target down.' + You can declare your Lethal Hunter target outside of combat. This gives you + advantage on skill checks to track the target down. feats: - tier: champion description: ' When your Lethal Hunter target is staggered, you deal half damage @@ -1012,10 +1040,10 @@ abilities: - name: Bladestorm _type: Talent source: DATP - description: ' + description: |2- When an enemy engages you, you can make a melee basic attack against that enemy - as an interrupt action.' + as an interrupt action. feats: - tier: epic description: ' Your Bladestorm attacks deal extra damage equal to your Wisdom @@ -1024,31 +1052,29 @@ abilities: - name: Hail of Arrows _type: Talent source: DATP - description: ' + description: |2- **Special:** This talent requires Double Ranged Attack. - If the second attack from Double Ranged Attack is a natural even roll, you can make another ranged attack against another enemy within range that you have not attacked yet this turn. Keep attacking as long as your attack roll is even and - there are viable targets.' + there are viable targets. feats: - tier: epic - description: ' Once per day, when you make at least 3 ranged attacks in one turn, - increase the escalation die by 1. - - ' + description: |2 + Once per day, when you make at least 3 ranged attacks in one turn, increase the + escalation die by 1. tier: epic - name: Pack Circles the Prey _type: Talent source: DATP - description: ' + description: |2- When you score a critical hit with a melee attack, the target is vulnerable to - all attacks until the end of your next turn.' + all attacks until the end of your next turn. feats: - tier: epic description: ' The vulnerability increases the critical threat range by 3.' @@ -1057,40 +1083,37 @@ abilities: _type: Talent source: DATP description: | - You gain a 5-point background that you can use to sense nearby portals and determine + You gain a 5-point background that you can use to sense nearby portals and + determine the keys that open them. You also gain _Defensive Jaunt_ as a bonus power. ___ ### Defensive Jaunt Close-quarter power; Once per battle; Interrupt action - + **Trigger:** You are hit by an attack - - + + **Effect:** Take half damage from the attack and teleport to a nearby location. feats: - tier: epic - description: '_Epic Feat_ You can use defensive jaunt twice per battle. - - ' + description: | + _Epic Feat_ You can use defensive jaunt twice per battle. tier: epic usage: per-battle - name: Reaper _type: Talent source: DATP - description: ' + description: |2 **Special:** This talent requires Double Melee Attack. - If your second attack from Double Melee Attack is a natural even roll, you can pop free from your current target and make a melee attack against a different nearby enemy that you have not attacked yet this turn. Keep making attacks as long as your attack roll is even and there are viable targets. - - ' feats: - tier: epic description: ' If the escalation die is 2+, you can now attack far away enemies diff --git a/content/1e/classes/rogue.mdx b/content/1e/classes/rogue.mdx index ee7e7d2..5312b36 100644 --- a/content/1e/classes/rogue.mdx +++ b/content/1e/classes/rogue.mdx @@ -585,61 +585,68 @@ abilities: - name: Arcane Trickster _type: Talent source: DATP - description: "You gain a bard, sorcerer, swordmage, or wizard spell as a bonus power.\ - \ If it\u2019s a melee attack spell, you can sneak attack with it. Starting from\ - \ 3rd level, you can replace a rogue power with a spell from the same class, at\ - \ two levels lower." + description: |- + You gain a bard, sorcerer, swordmage, or wizard spell as a bonus power. If it’s + a melee attack spell, you can sneak attack with it. Starting from 3rd level, you + can replace a rogue power with a spell from the same class, at two levels lower. feats: - tier: adventurer - description: ' You gain three cantrips from the wizard list, which you can cast - like a wizard. (Quick pick: Knock, Mage Hand, Prestidigitation)' + description: |2- + You gain three cantrips from the wizard list, which you can cast like a wizard. + (Quick pick: Knock, Mage Hand, Prestidigitation) - tier: champion - description: ' You can use a melee weapon as an arcane implement for the spell. - If you choose a ranged spell, you no longer provoke opportunity attacks with - it.' + description: |2- + You can use a melee weapon as an arcane implement for the spell. If you choose + a ranged spell, you no longer provoke opportunity attacks with it. - tier: epic - description: ' When you are missed by a spell or magical effect, make a hard save - (16+). If you succeed, you can use this spell yourself once during the same - scene or battle. Use your Charisma modifier for any attack rolls with it.' + description: |2- + When you are missed by a spell or magical effect, make a hard save (16+). If + you succeed, you can use this spell yourself once during the same scene or + battle. Use your Charisma modifier for any attack rolls with it. - name: Babyface _type: Talent source: DATP - description: "Whenever you try to play innocent or get away with something, you\ - \ can reroll a natural even failure on the skill check once. On the other hand,\ - \ if you try to appear dangerous or intimidate people, you have disadvantage,\ - \ as people just don\u2018t take you seriously enough (unless you do something\ - \ extremely drastic or violent)." + description: |- + Whenever you try to play innocent or get away with something, you can reroll a + natural even failure on the skill check once. On the other hand, if you try to + appear dangerous or intimidate people, you have disadvantage, as people just + don‘t take you seriously enough (unless you do something extremely drastic or + violent). feats: - tier: adventurer - description: ' Your knack with people borders on the supernatural. You gain the - Charm Person spell as a bonus power. (You can choose either the bard or the - wizard version)' + description: |2- + Your knack with people borders on the supernatural. You gain the Charm Person + spell as a bonus power. (You can choose either the bard or the wizard version) - tier: champion description: ' You no longer have disadvantage to intimidate.' - tier: epic - description: ' You have mastered the switch from innocent to scary. Once per day, - you can create a fear aura like a monster of your level, for a number of rounds - equal to your Charisma modifier.' + description: |2- + You have mastered the switch from innocent to scary. Once per day, you can + create a fear aura like a monster of your level, for a number of rounds equal to + your Charisma modifier. - name: Black Rose Agent _type: Talent source: DATP - description: You gain a spell from the necromancer list. You can use Charisma instead - of Intelligence for attack and damage with the spell, and you can use a melee + description: |- + You gain a spell from the necromancer list. You can use Charisma instead of + Intelligence for attack and damage with the spell, and you can use a melee weapon as an implement. feats: - tier: adventurer - description: " If an ally is engaged with the target, you can Sneak Attack with\ - \ the spell. If you choose a ranged spell, you no longer provoke opportunity\ - \ attacks with it.\_" + description: |2- + If an ally is engaged with the target, you can Sneak Attack with the spell. If + you choose a ranged spell, you no longer provoke opportunity attacks with it.  - tier: champion - description: ' You can switch out a rogue power to gain an additional necromancer - spell, at a -2 level penalty.' + description: |2- + You can switch out a rogue power to gain an additional necromancer spell, at a + -2 level penalty. - name: Catch Them Unprepared _type: Talent source: DATP - description: In the first round of a battle, your attacks have advantage against - any opponent that has not acted yet in the initiative order. If there is an ambush - or surprise, the surprise round is considered the first round of combat for this + description: |- + In the first round of a battle, your attacks have advantage against any opponent + that has not acted yet in the initiative order. If there is an ambush or + surprise, the surprise round is considered the first round of combat for this talent. feats: - tier: adventurer @@ -647,8 +654,9 @@ abilities: - tier: champion description: ' If both attack rolls hit, the attack is a critical hit.' - tier: epic - description: ' In the first round of combat, your attacks have advantage, even - if the target has acted already.' + description: |2- + In the first round of combat, your attacks have advantage, even if the target + has acted already. - name: Improved Evasion _type: Talent source: DATP @@ -656,89 +664,103 @@ abilities: PD. feats: - tier: adventurer - description: ' Enemies cannot gain advantage on attack rolls against you, or roll - more than one die and take the better result.' + description: |2- + Enemies cannot gain advantage on attack rolls against you, or roll more than + one die and take the better result. - tier: champion - description: ' Enemies cannot benefit from increased critical threat range against - you. They can only score a critical hit on a natural 20.' + description: |2- + Enemies cannot benefit from increased critical threat range against you. They + can only score a critical hit on a natural 20. - tier: epic - description: ' When you are hit by an attack against AC or PD that also targets - other creatures than you, you take half damage.' + description: |2- + When you are hit by an attack against AC or PD that also targets other + creatures than you, you take half damage. - name: Intrusion Expert _type: Talent source: DATP - description: "You have an uncanny ability to get where you are not supposed to be.\ - \ Once per day, you can slip, sneak, bumble, or bamboozle your way into a forbidden\ - \ place such as a treasure vault, a cloister or an invitation-only festival. (If\ - \ the GM decides that getting to the goal is especially difficult, they can rule\ - \ this will cost a recovery, to represent exhaustion or small injuries.) If you\ - \ used this talent to get into a place, you can generally also get out again,\ - \ but it doesn\u2019t help you get out of a place when you are confined. It\u2019\ - s for intrusion, not escape.\n\n(Note: This is the same as the rebel\u2019s Transgress\ - \ class feature in 13th Age Glorantha.)" + description: |- + You have an uncanny ability to get where you are not supposed to be. Once per + day, you can slip, sneak, bumble, or bamboozle your way into a forbidden place + such as a treasure vault, a cloister or an invitation-only festival. (If the GM + decides that getting to the goal is especially difficult, they can rule this + will cost a recovery, to represent exhaustion or small injuries.) If you used + this talent to get into a place, you can generally also get out again, but it + doesn’t help you get out of a place when you are confined. It’s for intrusion, + not escape. + + (Note: This is the same as the rebel’s Transgress class feature in 13th Age + Glorantha.) feats: - tier: adventurer - description: ' You can reroll a natural even failure on a skill check once, when - it involves unlocking doors, climbing walls of a built structure, or sneaking - around inside buildings.' + description: |2- + You can reroll a natural even failure on a skill check once, when it involves + unlocking doors, climbing walls of a built structure, or sneaking around inside + buildings. - tier: champion - description: ' Subconsciously, you are always looking for an entry and exit point. - If you have visited a place once, you can recall details such as guard placements, - unsecured doors, climbable walls, and so on. You can reroll a natural even failure - once on skill checks to remember such details about a location.' + description: |2- + Subconsciously, you are always looking for an entry and exit point. If you have + visited a place once, you can recall details such as guard placements, unsecured + doors, climbable walls, and so on. You can reroll a natural even failure once on + skill checks to remember such details about a location. - tier: epic - description: ' Your keen sense for architecture can tell you immediately where - to find what in a building, even if you enter it for the first time, and even - against attempts to hide or obfuscate features such as hidden stairs or wall - safes.' + description: |2- + Your keen sense for architecture can tell you immediately where to find what in + a building, even if you enter it for the first time, and even against attempts + to hide or obfuscate features such as hidden stairs or wall safes. - name: Knife Thrower _type: Talent source: DATP - description: 'Increase your damage dice with small thrown weapons to d8. You can - use your Sneak Attack class feature with thrown weapon attacks, as long as the - target is nearby and engaged with an ally. - + description: |- + Increase your damage dice with small thrown weapons to d8. You can use your + Sneak Attack class feature with thrown weapon attacks, as long as the target is + nearby and engaged with an ally. You also gain 3 points towards a background in knife-throwing and knife-juggling - performance arts.' + performance arts. feats: - tier: adventurer - description: " You can use any melee attack rogue power as a thrown weapon ranged\ - \ attack, as long as it could logically work. For example, you could use Thief\u2018\ - s Strike with a thrown dagger, but you wouldn\u2018t be able to grab an item\ - \ with it, when not engaged, only let if fall on the floor." + description: |2- + You can use any melee attack rogue power as a thrown weapon ranged attack, as + long as it could logically work. For example, you could use Thief‘s Strike with + a thrown dagger, but you wouldn‘t be able to grab an item with it, when not + engaged, only let if fall on the floor. - tier: champion - description: ' When using a small thrown weapon, you can reroll a natural 2 on - the attack roll.' + description: |2- + When using a small thrown weapon, you can reroll a natural 2 on the attack + roll. - tier: epic - description: ' Once per battle, when the escalation die is 3+, make a ranged basic - attack with a thrown weapon as a quick action. The attack uses a d4 as the damage - die.' + description: |2- + Once per battle, when the escalation die is 3+, make a ranged basic attack with + a thrown weapon as a quick action. The attack uses a d4 as the damage die. - name: Patient Assassin _type: Talent source: DATP - description: You can study a target over an extended period of time to spot its - weaknesses. Each hour you spend observing the target, you gain a +1 bonus to skill - checks against it, up to a maximum of +3. You can build up a bonus against one - target per level. If you study more targets than that, you lose the bonus against - the target where the longest time passed since you studied it. + description: |- + You can study a target over an extended period of time to spot its weaknesses. + Each hour you spend observing the target, you gain a +1 bonus to skill checks + against it, up to a maximum of +3. You can build up a bonus against one target + per level. If you study more targets than that, you lose the bonus against the + target where the longest time passed since you studied it. feats: - tier: adventurer - description: ' In a battle against a target you studied, you gain the bonus to - initiative and to the critical threat range of attacks against it.' + description: |2- + In a battle against a target you studied, you gain the bonus to initiative and + to the critical threat range of attacks against it. - tier: champion description: ' You now gain the bonus for each 10 minutes spent studying the target.' - tier: epic - description: ' If you manage to surprise the target at the start of a battle, - and you are the one chosen to start the ambush, set the escalation die to 1.' + description: |2- + If you manage to surprise the target at the start of a battle, and you are the + one chosen to start the ambush, set the escalation die to 1. - name: Ready to Roll _type: Talent source: DATP description: You start each battle with momentum. feats: - tier: adventurer - description: " When you are hit by an attack, you retain your momentum if the\ - \ enemy\u2018s attack roll was a natural 12 or less." + description: |2- + When you are hit by an attack, you retain your momentum if the enemy‘s attack + roll was a natural 12 or less. - tier: champion description: ' You no longer lose your momentum when you are hit by an attack.' - tier: epic @@ -746,74 +768,87 @@ abilities: - name: Scout Ahead _type: Talent source: DATP - description: When you move in front in the party marching order or start scouting - ahead, roll a d6 exploration die and keep the result. When making a skill check - to interact with the environment, such as when determining directions or searching - for traps, you may add the exploration die. You can also add the die to a defense + description: |- + When you move in front in the party marching order or start scouting ahead, roll + a d6 exploration die and keep the result. When making a skill check to interact + with the environment, such as when determining directions or searching for + traps, you may add the exploration die. You can also add the die to a defense against attacks outside of combat, such as a trap or a surprise attack. After you use the bonus, reduce it by one, until it reaches zero. You regain the die after the next quick rest. feats: - tier: adventurer - description: " When you add the die to a perception check (a Wisdom-based skill\ - \ check), don\u2019t reduce it." + description: |2- + When you add the die to a perception check (a Wisdom-based skill check), don’t + reduce it. - tier: champion description: ' Roll two d6 for your exploration die and keep the higher one.' - tier: epic - description: ' If you have an exploration die when combat starts, add it to your - first attack roll.' + description: |2- + If you have an exploration die when combat starts, add it to your first attack + roll. - name: Shadow Adept _type: Talent source: DATP - description: Once per battle or scene, you can use an expended power with the Shadow - keyword a second time. If you choose a daily Shadow power, you cannot use this - talent again until the next full heal-up. + description: |- + Once per battle or scene, you can use an expended power with the Shadow keyword + a second time. If you choose a daily Shadow power, you cannot use this talent + again until the next full heal-up. feats: - tier: adventurer - description: ' When you use a Shadow power, gain temporary hit points equal to - your level + Charisma modifier (x2 at 5th level; x3 at 8th). For powers with - an ongoing effect, you only gain the temporary hit points when you activate - it. (Shadow Walk is considered a Shadow power for this feat)' + description: |2- + When you use a Shadow power, gain temporary hit points equal to your level + + Charisma modifier (x2 at 5th level; x3 at 8th). For powers with an ongoing + effect, you only gain the temporary hit points when you activate it. (Shadow + Walk is considered a Shadow power for this feat) - tier: champion - description: " Once per battle, you can attack the target\u2019s PD instead of\ - \ AC with a Shadow power. This includes powers like Shadow Poison that give\ - \ a benefit to other attacks." + description: |2- + Once per battle, you can attack the target’s PD instead of AC with a Shadow + power. This includes powers like Shadow Poison that give a benefit to other + attacks. - tier: epic description: ' When you attack with a Shadow power, ignore any resistance the target may have.' - name: Skirmisher _type: Talent source: DATP - description: You can use your Sneak Attack class feature with a melee attack against - a target that you were not engaged with at the start of your turn, even if that - target is not engaged with an ally. + description: |- + You can use your Sneak Attack class feature with a melee attack against a target + that you were not engaged with at the start of your turn, even if that target is + not engaged with an ally. feats: - tier: adventurer description: ' Enemies must succeed on a save to intercept you.' - tier: champion - description: ' If you disengage or pop free from an enemy during your turn, you - gain a +1 bonus to AC until the start of your next turn.' + description: |2- + If you disengage or pop free from an enemy during your turn, you gain a +1 + bonus to AC until the start of your next turn. - tier: epic - description: ' When you are intercepted by an enemy while you move, make a Dexterity - + Level attack roll against their MD. If you succeed, the intercept fails.' + description: |2- + When you are intercepted by an enemy while you move, make a Dexterity + Level + attack roll against their MD. If you succeed, the intercept fails. - name: Sniper _type: Talent source: DATP - description: "You take no attack penalty with bows and crossbows. You can use your\ - \ Sneak Attack class feature with bow and crossbow attacks, as long as the target\ - \ is nearby and engaged with an ally.\_" + description: |- + You take no attack penalty with bows and crossbows. You can use your Sneak + Attack class feature with bow and crossbow attacks, as long as the target is + nearby and engaged with an ally.  feats: - tier: adventurer - description: " You can use any rogue power with ranged attacks, as long as you\ - \ can explain it logically. For example, you can shoot an arrow at a target\u2019\ - s pockets with Thief\u2019s Strike, but the contents would fall to the floor\ - \ if you\u2019re not engaged with it." + description: |2- + You can use any rogue power with ranged attacks, as long as you can explain it + logically. For example, you can shoot an arrow at a target’s pockets with + Thief’s Strike, but the contents would fall to the floor if you’re not engaged + with it. - tier: champion - description: ' If you spend a move action to aim, you can target PD instead of - AC with your next ranged attack that turn.' + description: |2- + If you spend a move action to aim, you can target PD instead of AC with your + next ranged attack that turn. - tier: epic - description: ' If you spend a move action to aim, you always get your Sneak Attack - with ranged attacks, even if there is no ally engaged with the target.' + description: |2- + If you spend a move action to aim, you always get your Sneak Attack with ranged + attacks, even if there is no ally engaged with the target. - name: Soulbound Assassin _type: Talent source: DPAS @@ -828,94 +863,112 @@ abilities: - name: Street Urchin _type: Talent source: DATP - description: "You gain a +1 bonus to saves against effects, and 3 points towards\ - \ a low-life background.\n\nThe icons don\u2019t care about a nobody like you,\ - \ so you don\u2019t start with any icon relationships. Instead of icon dice, you\ - \ roll \u201Cfriends in low places\u201D dice. Any 5 or 6 means you get support\ - \ from those who are just as destitute as you. Your friends can provide a reliable\ - \ source for the latest gossip and rumor, connections in the shady back alleys,\ - \ or a place to hunker down, away from the watchful eye of the authorities. They\ - \ won\u2019t provide much riches and treasure, although you never know what just\ - \ happened to go missing when the maid swept through the lord chancellor\u2019\ - s bedchamber.\n\nNote that as the story progresses and you become more powerful,\ - \ the icons are likely to start paying attention. When you feel that there is\ - \ enough story justification, you can swap one or more of your friends in low\ - \ places dice for normal icon relations. At 5th and 8th level, you gain icon relationship\ - \ dice as usual." + description: |- + You gain a +1 bonus to saves against effects, and 3 points towards a low-life + background. + + The icons don’t care about a nobody like you, so you don’t start with any icon + relationships. Instead of icon dice, you roll “friends in low places” dice. Any + 5 or 6 means you get support from those who are just as destitute as you. Your + friends can provide a reliable source for the latest gossip and rumor, + connections in the shady back alleys, or a place to hunker down, away from the + watchful eye of the authorities. They won’t provide much riches and treasure, + although you never know what just happened to go missing when the maid swept + through the lord chancellor’s bedchamber. + + Note that as the story progresses and you become more powerful, the icons are + likely to start paying attention. When you feel that there is enough story + justification, you can swap one or more of your friends in low places dice for + normal icon relations. At 5th and 8th level, you gain icon relationship dice as + usual. feats: - tier: adventurer - description: ' You can reroll a skill check once on an even failure to survive - in urban areas, i.e. finding directions in the back alleys, scrounging for food, - or finding shelter.' + description: |2- + You can reroll a skill check once on an even failure to survive in urban areas, + i.e. finding directions in the back alleys, scrounging for food, or finding + shelter. - tier: champion description: ' Increase your recovery dice to d10.' - tier: epic - description: " You\u2019ve developed an uncanny sense of what\u2019s really going\ - \ on in a city, just by keeping your eyes open. Once per full heal-up you spend\ - \ in a city, you can either ask the GM a question about \u201Cwhat\u2019s really\ - \ going on\u201D or establish that fact yourself (within reason)." + description: |2- + You’ve developed an uncanny sense of what’s really going on in a city, just by + keeping your eyes open. Once per full heal-up you spend in a city, you can + either ask the GM a question about “what’s really going on” or establish that + fact yourself (within reason). - name: Unstoppable Momentum _type: Talent source: DATP - description: "When you gain momentum and didn\u2019t have it already, you also gain\ - \ a +2 bonus to AC until the end of your next turn." + description: |- + When you gain momentum and didn’t have it already, you also gain a +2 bonus to + AC until the end of your next turn. feats: - tier: adventurer description: ' You gain the bonus to all defenses.' - tier: champion - description: ' You can use two interrupt actions between your turns, as long as - you use both for rogue momentum powers.' + description: |2- + You can use two interrupt actions between your turns, as long as you use both + for rogue momentum powers. - tier: epic description: ' While you have momentum, you can rally as a quick action.' - name: Vampiric Drain _type: Talent source: DATP - description: When you deal Sneak Attack damage to a living target, i.e. not a construct - or undead, you heal hit points equal to the Sneak Attack damage. + description: |- + When you deal Sneak Attack damage to a living target, i.e. not a construct or + undead, you heal hit points equal to the Sneak Attack damage. feats: - tier: adventurer - description: ' When you score a critical hit against a living target with a Sneak - Attack, that target is also dazed (save ends).' + description: |2- + When you score a critical hit against a living target with a Sneak Attack, that + target is also dazed (save ends). - tier: champion description: ' The target is now weakened instead.' - name: Dark Shroud _type: Power 1 source: DATP - description: "Close-quarters attack; Once per battle; Quick action; Shadow\n\n---\n\ - \n\nTarget: One nearby enemy\n\nAttack: Charisma + Level vs. MD\n\nHit: The target\ - \ has disadvantage on their next attack roll. If you make a melee or ranged weapon\ - \ attack against the target this turn, you can use your Sneak Attack, even if\ - \ it is not engaged with an ally.\n\nMiss: \u2014" + description: |- + Close-quarters attack; Once per battle; Quick action; Shadow + + --- + + + Target: One nearby enemy + + Attack: Charisma + Level vs. MD + + Hit: The target has disadvantage on their next attack roll. If you make a melee + or ranged weapon attack against the target this turn, you can use your Sneak + Attack, even if it is not engaged with an ally. + + Miss: — feats: - tier: adventurer - description: ' When you deal Sneak Attack damage to the target on the same turn, - reroll natural 1s and 2s on the Sneak Attack damage dice.' + description: |2- + When you deal Sneak Attack damage to the target on the same turn, reroll + natural 1s and 2s on the Sneak Attack damage dice. - tier: champion - description: ' If the target rolls a natural 1 on their next attack, the shroud - persists for another turn.' + description: |2- + If the target rolls a natural 1 on their next attack, the shroud persists for + another turn. level: 1 category: Rogue Powers usage: per-battle - name: Feint Throw _type: Power 1 source: DATP - description: 'Ranged attack; At-will - + description: |- + Ranged attack; At-will --- - Special: You must use a small thrown weapon for this attack. - Attack: Dexterity + Level vs. MD - Hit: WEAPON + Dexterity damage - - Miss: The next attack by the target against you attacks your lowest defense.' + Miss: The next attack by the target against you attacks your lowest defense. feats: - tier: adventurer description: ' The target is vulnerable to the attack.' @@ -925,21 +978,18 @@ abilities: - name: Humiliate _type: Power 1 source: DATP - description: 'Melee attack; Once per battle - + description: |- + Melee attack; Once per battle --- - Attack: Charisma + Level vs. MD - Hit: 1d8 per level + Charisma psychic damage. The target cannot benefit from the escalation die (hard save 16+ ends). - - Miss: You pop free from the target.' + Miss: You pop free from the target. feats: - tier: champion description: ' The target is also vulnerable to your attacks (save ends both).' @@ -951,52 +1001,57 @@ abilities: - name: Shadow Stalker _type: Power 1 source: DATP - description: 'Close-quarters power; Daily; Shadow - + description: |- + Close-quarters power; Daily; Shadow --- - - Effect: Your shadow detaches from your body and starts following a person or creature - you designate for 5 minutes per level of the power. While the shadow is following - the target, you have a sense of the direction they are in.' + Effect: Your shadow detaches from your body and starts following a person or + creature you designate for 5 minutes per level of the power. While the shadow is + following the target, you have a sense of the direction they are in. feats: - tier: champion - description: ' You can hear what the shadow hears, and you can close your eyes - to see what it sees.' + description: |2- + You can hear what the shadow hears, and you can close your eyes to see what it + sees. level: 1 category: Rogue Powers usage: per-day - name: Stay Sharp _type: Power 1 source: DATP - description: "Momentum power\n\nAt-will (once per round); Interrupt action; requires\ - \ momentum\n\n---\n\n\nTrigger: You are hit by an attack that imposes a \u201C\ - save ends\u201D condition.\n\nEffect: Immediately roll a save against the condition." + description: |- + Momentum power + + At-will (once per round); Interrupt action; requires momentum + + --- + + + Trigger: You are hit by an attack that imposes a “save ends” condition. + + Effect: Immediately roll a save against the condition. feats: - tier: adventurer description: ' Add your Charisma modifier to the save roll.' level: 1 category: Rogue Powers usage: at-will - - name: "Trickster\u2019s Cut" + - name: Trickster’s Cut _type: Power 1 source: DATP - description: 'Melee attack; At-will - + description: |- + Melee attack; At-will --- - Attack: Charisma + Level vs. MD - Hit: WEAPON + Dexterity damage - - Miss: Damage equal to your level' + Miss: Damage equal to your level feats: - tier: adventurer description: ' Add your Charisma modifier to miss damage.' @@ -1008,43 +1063,51 @@ abilities: level: 1 category: Rogue Powers usage: at-will - - name: "Assassin\u2019s Shot" + - name: Assassin’s Shot _type: Power 3 source: DATP - description: 'Ranged attack; Once per battle; Shadow - + description: |- + Ranged attack; Once per battle; Shadow --- - Target: One nearby enemy - Attack: Dexterity + Level + 2 vs. AC - Hit: WEAPON + Dexterity damage. You can use your Sneak Attack even if the target is not engaged to an ally. - - Miss: Damage equal to your level' + Miss: Damage equal to your level feats: - tier: adventurer - description: ' If you spend a quick action to survey the target before using this - power, increase the attack bonus to +4.' + description: |2- + If you spend a quick action to survey the target before using this power, + increase the attack bonus to +4. level: 3 category: Rogue Powers usage: per-battle - name: Black Veil _type: Power 3 source: DATP - description: "Momentum power\n\nOnce per battle; Interrupt action; Shadow; requires\ - \ momentum\n\n---\n\n\nTrigger: An enemy hits you with an attack.\n\nEffect: You\ - \ take half damage from the attack, and make the following attack against the\ - \ target.\n\nAttack: Charisma + Level vs. PD\n\nHit: Negative energy damage equal\ - \ to the damage of the target\u2019s attack, plus your Charisma modifier (x2 at\ - \ 5th level; x3 at 8th)." + description: |- + Momentum power + + Once per battle; Interrupt action; Shadow; requires momentum + + --- + + + Trigger: An enemy hits you with an attack. + + Effect: You take half damage from the attack, and make the following attack + against the target. + + Attack: Charisma + Level vs. PD + + Hit: Negative energy damage equal to the damage of the target’s attack, plus + your Charisma modifier (x2 at 5th level; x3 at 8th). feats: - tier: adventurer description: ' If the attack had more than one target, halve the damage to all @@ -1055,11 +1118,23 @@ abilities: - name: Cheeky Distraction _type: Power 3 source: DATP - description: "Momentum power\n\nAt-will; Interrupt action; requires momentum\n\n\ - ---\n\n\nTrigger: An enemy you are engaged with makes an attack against you or\ - \ an ally.\n\nAttack: Charisma + Level vs. MD\n\nHit: The enemy has disadvantage\ - \ on the attack roll.\n\nCritical hit: The attack fails and has no effect.\n\n\ - Miss: \u2014" + description: |- + Momentum power + + At-will; Interrupt action; requires momentum + + --- + + + Trigger: An enemy you are engaged with makes an attack against you or an ally. + + Attack: Charisma + Level vs. MD + + Hit: The enemy has disadvantage on the attack roll. + + Critical hit: The attack fails and has no effect. + + Miss: — feats: - tier: champion description: ' If you hit, you can pop free from the target after it made the @@ -1070,44 +1145,54 @@ abilities: - name: Gloomy Ricochet _type: Power 3 source: DATP - description: "Ranged attack; Once per battle; Shadow\n\n---\n\n\nTarget: Two nearby\ - \ enemies\n\nAttack: Dexterity + Level vs. AC\n\nFirst Hit: WEAPON + Dexterity\ - \ damage\n\nSecond Hit: Half damage of the first hit\n\nMiss: \u2014" + description: |- + Ranged attack; Once per battle; Shadow + + --- + + + Target: Two nearby enemies + + Attack: Dexterity + Level vs. AC + + First Hit: WEAPON + Dexterity damage + + Second Hit: Half damage of the first hit + + Miss: — feats: - tier: adventurer description: ' Deal extra damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th).' - tier: champion - description: ' If you miss one or both of the targets, make a third attack against - a different nearby enemy.' + description: |2- + If you miss one or both of the targets, make a third attack against a different + nearby enemy. - tier: epic - description: ' Keep attacking until you either score two hits, or you have attacked - every nearby enemy once.' + description: |2- + Keep attacking until you either score two hits, or you have attacked every + nearby enemy once. level: 3 category: Rogue Powers usage: per-battle - name: Kick in the Nuts _type: Power 3 source: DATP - description: 'Melee Attack; Once per battle - + description: |- + Melee Attack; Once per battle --- - - Special: For the purpose of this attack, magic item boots provide a bonus to attack - and damage like a weapon of the same tier would. - + Special: For the purpose of this attack, magic item boots provide a bonus to + attack and damage like a weapon of the same tier would. Attack: Dexterity + Level vs. AC - Hit: 1d6 per level + Dexterity damage, and the target is hampered until the end of your next turn. - - Miss: Damage equal to your level' + Miss: Damage equal to your level feats: - tier: adventurer description: ' You can expend your momentum to impose the hampered condition (save @@ -1123,19 +1208,17 @@ abilities: - name: Mask of the Masses _type: Power 3 source: DATP - description: 'Close-quarters power; Daily; Shadow - + description: |- + Close-quarters power; Daily; Shadow --- - Effect: For the next 5 minutes per level of this power, your face is so generic that any eye witness will be unable to remember any details of it later. - 5th level power: You can grant the effect to yourself and one nearby ally per - Charisma modifier.' + Charisma modifier. feats: [] level: 3 category: Rogue Powers @@ -1143,10 +1226,19 @@ abilities: - name: Skill Shot _type: Power 3 source: DATP - description: "Momentum power\n\nRanged attack; Once per battle; you must spend your\ - \ momentum\n\n---\n\n\nAttack: Dexterity + Level vs. AC. You have advantage on\ - \ the attack roll.\n\nHit: WEAPON + Dexterity damage. You don\u2019t regain momentum.\n\ - \nMiss: Damage equal to your level" + description: |- + Momentum power + + Ranged attack; Once per battle; you must spend your momentum + + --- + + + Attack: Dexterity + Level vs. AC. You have advantage on the attack roll. + + Hit: WEAPON + Dexterity damage. You don’t regain momentum. + + Miss: Damage equal to your level feats: - tier: champion description: ' On a natural 18+, the target is hampered until the end of your @@ -1157,10 +1249,19 @@ abilities: - name: Skill Shot _type: Power 3 source: DATP - description: "Momentum power\n\nRanged attack; Once per battle; you must spend your\ - \ momentum\n\n---\n\n\nAttack: Dexterity + Level vs. AC. You have advantage on\ - \ the attack roll.\n\nHit: WEAPON + Dexterity damage. You don\u2019t regain momentum.\n\ - \nMiss: Damage equal to your level" + description: |- + Momentum power + + Ranged attack; Once per battle; you must spend your momentum + + --- + + + Attack: Dexterity + Level vs. AC. You have advantage on the attack roll. + + Hit: WEAPON + Dexterity damage. You don’t regain momentum. + + Miss: Damage equal to your level feats: - tier: champion description: ' On a natural 18+, the target is hampered until the end of your @@ -1171,29 +1272,23 @@ abilities: - name: Bullseye _type: Power 5 source: DATP - description: 'Melee OR ranged attack; Daily - + description: |- + Melee OR ranged attack; Daily --- - Target: One nearby enemy - Attack: Dexterity + Level vs. PD - Hit: WEAPON + Dexterity + 5 x escalation die damage - Miss: You regain this power. - 7th level power: 10 x escalation die - - 9th level power: 20 x escalation die' + 9th level power: 20 x escalation die feats: - tier: epic description: ' Increase your critical threat range with this power by +2.' @@ -1203,23 +1298,19 @@ abilities: - name: Charging Shadow _type: Power 5 source: DATP - description: 'Melee attack; Once per battle; Shadow - + description: |- + Melee attack; Once per battle; Shadow --- - Target: One nearby or far away enemy - Attack: Dexterity + Level vs. AC - Hit: WEAPON + Dexterity + Charisma damage - - Miss: Damage equal to your level' + Miss: Damage equal to your level feats: - tier: champion description: ' After the attack, you can teleport to engage the enemy.' @@ -1229,30 +1320,26 @@ abilities: - name: Death Strike _type: Power 5 source: DATP - description: 'Melee attack; Once per battle; Shadow - + description: |- + Melee attack; Once per battle; Shadow --- - Attack: Dexterity + Level vs. AC - Hit: WEAPON + Dexterity damage and 10 ongoing negative energy damage - Miss: Half damage - 7th level power: 15 ongoing damage - - 9th level power: 25 ongoing damage' + 9th level power: 25 ongoing damage feats: - tier: champion - description: ' When the target fails a save against the ongoing damage, increase - it by the initial amount (10 / 15 /25).' + description: |2- + When the target fails a save against the ongoing damage, increase it by the + initial amount (10 / 15 /25). - tier: epic description: ' The first save is a hard save (16+).' level: 5 @@ -1261,10 +1348,21 @@ abilities: - name: Fan of Knives _type: Power 5 source: DATP - description: "Ranged attack; Once per battle\n\n---\n\n\nSpecial: You must use a\ - \ small thrown weapon with this attack.\n\nTarget: One nearby enemy per point\ - \ of Dexterity modifier\n\nAttack: Dexterity + Level vs. AC\n\nHit: WEAPON damage\n\ - \nMiss: \u2014" + description: |- + Ranged attack; Once per battle + + --- + + + Special: You must use a small thrown weapon with this attack. + + Target: One nearby enemy per point of Dexterity modifier + + Attack: Dexterity + Level vs. AC + + Hit: WEAPON damage + + Miss: — feats: - tier: adventurer description: ' Gain a +4 bonus to your critical threat range against mooks with @@ -1275,27 +1373,49 @@ abilities: - name: Hip Shot _type: Power 5 source: DATP - description: "Momentum power\n\nRanged attack; Once per battle; Quick action; you\ - \ must spend your momentum\n\n---\n\n\nSpecial: You must be using a hand crossbow\ - \ or other small ranged weapon.\n\nAttack: Dexterity + Level vs. AC\n\nHit: WEAPON\ - \ + Dexterity damage. You don\u2019t gain momentum.\n\nMiss: Damage equal to your\ - \ level" + description: |- + Momentum power + + Ranged attack; Once per battle; Quick action; you must spend your momentum + + --- + + + Special: You must be using a hand crossbow or other small ranged weapon. + + Attack: Dexterity + Level vs. AC + + Hit: WEAPON + Dexterity damage. You don’t gain momentum. + + Miss: Damage equal to your level feats: - tier: champion - description: ' You can deal Sneak Attack damage with this power, even if the target - is not engaged with an ally.' + description: |2- + You can deal Sneak Attack damage with this power, even if the target is not + engaged with an ally. level: 5 category: Rogue Powers usage: per-battle - name: Really Sneaky Attack _type: Power 5 source: DATP - description: "Momentum power\n\nMelee attack; Daily; Interrupt action; you must\ - \ spend your momentum\n\n---\n\n\nTrigger: Any\n\nAttack: Dexterity + Level vs.\ - \ AC\n\nHit: WEAPON + Dexterity damage. You don\u2019t regain momentum. You can\ - \ use your Sneak attack with this power even if no ally is engaged with the target.\ - \ This does not count against your limit of one sneak attack per round.\n\nMiss:\ - \ Damage equal to your level" + description: |- + Momentum power + + Melee attack; Daily; Interrupt action; you must spend your momentum + + --- + + + Trigger: Any + + Attack: Dexterity + Level vs. AC + + Hit: WEAPON + Dexterity damage. You don’t regain momentum. You can use your + Sneak attack with this power even if no ally is engaged with the target. This + does not count against your limit of one sneak attack per round. + + Miss: Damage equal to your level feats: - tier: epic description: ' This power is now Recharge 11+.' @@ -1305,15 +1425,28 @@ abilities: - name: Shadow Trap _type: Power 5 source: DATP - description: "Ranged power; Daily; Shadow\n\n---\n\n\nTarget: An object, a doorway,\ - \ or a section of the floor or wall\n\nEffect: You enchant the target area, so\ - \ that the next person or creature to touch it springs the trap and is targeted\ - \ by the following attack. You can set a condition to include or exclude targets,\ - \ such as \u201Canyone but me,\u201D \u201Canything larger than a cat,\u201D or\ - \ \u201Cany orc.\u201D The trap lasts for up to one day.\n\nAttack: Dexterity\ - \ + Level vs. PD\n\nHit: 15 ongoing negative energy damage and the target is stuck\ - \ (save ends both).\n\nMiss: \u2014\n\n7th level power: 25 ongoing damage\n\n\ - 9th level power: 40 ongoing damage" + description: |- + Ranged power; Daily; Shadow + + --- + + + Target: An object, a doorway, or a section of the floor or wall + + Effect: You enchant the target area, so that the next person or creature to + touch it springs the trap and is targeted by the following attack. You can set a + condition to include or exclude targets, such as “anyone but me,” “anything + larger than a cat,” or “any orc.” The trap lasts for up to one day. + + Attack: Dexterity + Level vs. PD + + Hit: 15 ongoing negative energy damage and the target is stuck (save ends both). + + Miss: — + + 7th level power: 25 ongoing damage + + 9th level power: 40 ongoing damage feats: - tier: champion description: ' The trap has a number of charges equal to your Charisma modifier.' @@ -1325,35 +1458,43 @@ abilities: - name: Sneaky Setup _type: Power 5 source: DATP - description: 'Momentum power - + description: |- + Momentum power At-will; Interrupt action; you must spend your momentum - --- - Trigger: An ally makes an attack against an enemy you are engaged with. - - Effect: The ally gains advantage on the attack.' + Effect: The ally gains advantage on the attack. feats: - tier: champion description: ' The ally also gains a +2 bonus to their critical threat range.' - tier: epic - description: " If the ally\u2019s attack is a critical hit, you regain your momentum." + description: ' If the ally’s attack is a critical hit, you regain your momentum.' level: 5 category: Rogue Powers usage: at-will - name: Thoughtsteal _type: Power 5 source: DATP - description: "Close-quarters power; Daily; Shadow\n\n---\n\n\nTarget: A person you\ - \ have eye contact with\n\nAttack: Charisma + Level vs. MD\n\nHit: You can read\ - \ the target\u2019s surface thoughts for about a minute.\n\nMiss: \u2014\n\nNatural\ - \ odd miss: The target notices your intrusion into their mind." + description: |- + Close-quarters power; Daily; Shadow + + --- + + + Target: A person you have eye contact with + + Attack: Charisma + Level vs. MD + + Hit: You can read the target’s surface thoughts for about a minute. + + Miss: — + + Natural odd miss: The target notices your intrusion into their mind. feats: [] level: 5 category: Rogue Powers @@ -1361,23 +1502,19 @@ abilities: - name: Avalanche of Daggers _type: Power 7 source: DATP - description: 'Ranged attack; Daily - + description: |- + Ranged attack; Daily --- - Target: A group of mooks - Attack: Dexterity + Level vs. the highest AC in the group - Hit: You kill 1d6 mooks of the group. - - Miss: The group of mooks cannot attack until the end of your next turn.' + Miss: The group of mooks cannot attack until the end of your next turn. feats: - tier: champion description: ' Kill 2d4 mooks.' @@ -1387,91 +1524,83 @@ abilities: - name: Backhand Spin _type: Power 7 source: DATP - description: 'Momentum power - + description: |- + Momentum power At-will; Free; you must spend your momentum - --- - Trigger: You miss with a Rogue melee attack. - - Effect: Reroll the attack.' + Effect: Reroll the attack. feats: - tier: champion - description: ' If the reroll is also a miss, you gain a +4 bonus to AC until the - end of your next turn.' + description: |2- + If the reroll is also a miss, you gain a +4 bonus to AC until the end of your + next turn. level: 7 category: Rogue Powers usage: at-will - name: Meat Shield _type: Power 7 source: DATP - description: 'Momentum power - + description: |- + Momentum power At-will; Interrupt action; you must spend your momentum - --- - Trigger: An enemy targets you with a close-quarters or ranged attack. - Effect: Make a Dexterity-based skill check with the attack roll as the DC. If - you equal or beat the DC, that attack targets a nearby enemy instead.' + you equal or beat the DC, that attack targets a nearby enemy instead. feats: - tier: champion - description: ' If your skill roll is a natural 16+, you deal Sneak Attack damage - to the new target.' + description: |2- + If your skill roll is a natural 16+, you deal Sneak Attack damage to the new + target. level: 7 category: Rogue Powers usage: at-will - name: Shadow Fusion _type: Power 7 source: DATP - description: 'Close-quarters power; Once per battle; Free action; Shadow - + description: |- + Close-quarters power; Once per battle; Free action; Shadow --- - Trigger: You hit a target with a melee attack. - Effect: Until the end of your next turn, whenever you take damage, the target - takes half of that damage instead of you, and vice versa.' + takes half of that damage instead of you, and vice versa. feats: - tier: champion - description: ' Reduce the damage you take from attacks against the target by twice - your Charisma modifier (x3 at 8th level).' + description: |2- + Reduce the damage you take from attacks against the target by twice your + Charisma modifier (x3 at 8th level). level: 7 category: Rogue Powers usage: per-battle - name: Perfect Execution _type: Power 7 source: DATP - description: 'Momentum power - + description: |- + Momentum power Melee attack; Daily; requires momentum - --- - Effect: 50 damage - - 9th level power: 75 damage' + 9th level power: 75 damage feats: - tier: champion description: ' You can use your Sneak Attack with this power.' @@ -1483,9 +1612,14 @@ abilities: - name: Shadow Rift _type: Power 7 source: DATP - description: "Close-quarters power; Daily; Quick action; Shadow\n\n---\n\n\nEffect:\ - \ Until the end of the battle, your melee attacks that target AC target the enemy\u2019\ - s PD instead." + description: |- + Close-quarters power; Daily; Quick action; Shadow + + --- + + + Effect: Until the end of the battle, your melee attacks that target AC target + the enemy’s PD instead. feats: - tier: epic description: ' Enemy attacks that target your PD target your AC instead.' @@ -1495,23 +1629,19 @@ abilities: - name: Well-Timed Strike _type: Power 7 source: DATP - description: 'Melee attack; Once per battle - + description: |- + Melee attack; Once per battle --- - Special: The target is vulnerable to the attack. - Attack: Dexterity + Level vs. the lowest defense of the target - Hit: WEAPON + Dexterity damage - - Miss: Half damage' + Miss: Half damage feats: - tier: epic description: ' Deal triple damage on a critical hit.' @@ -1521,9 +1651,20 @@ abilities: - name: Flickering Shadows _type: Power 9 source: DATP - description: "Melee attack; Daily; Shadow\n\n---\n\n\nTarget: One nearby enemy per\ - \ point of Charisma modifier or escalation die (whichever is higher)\n\nAttack:\ - \ Dexterity + Level vs. PD\n\nHit: WEAPON + Dexterity damage\n\nMiss: \u2014" + description: |- + Melee attack; Daily; Shadow + + --- + + + Target: One nearby enemy per point of Charisma modifier or escalation die + (whichever is higher) + + Attack: Dexterity + Level vs. PD + + Hit: WEAPON + Dexterity damage + + Miss: — feats: - tier: epic description: ' You can use your Sneak Attack against any target that is staggered.' @@ -1533,27 +1674,23 @@ abilities: - name: Killing Blow _type: Power 9 source: DATP - description: 'Melee attack; Daily - + description: |- + Melee attack; Daily --- - Target: One enemy - Attack: Dexterity + Level vs. AC - Hit: WEAPON + Dexterity damage. If the target has 250 hit points or less left after the attack, it starts making last gasp saves (16+; see Core Book p. 200). - After the fourth failed save, it dies. If the target has more than 250 hit points, - you can choose to either deal 100 extra damage or cause the target to lose its - next standard action. - + After the fourth failed save, it dies. If the target has more than 250 hit + points, you can choose to either deal 100 extra damage or cause the target to + lose its next standard action. - Miss: You have advantage on your next attack against the target.' + Miss: You have advantage on your next attack against the target. feats: - tier: epic description: ' You now force enemies with 400 hit points or less to make last @@ -1564,21 +1701,18 @@ abilities: - name: Not Today, Death _type: Power 9 source: DATP - description: 'Momentum power; Shadow - + description: |- + Momentum power; Shadow Daily; Interrupt action; requires momentum - --- - Trigger: An attack reduces you to zero hit points or below. - Effect: You take no damage or other effects from the attack. You can spend your - momentum to disappear and reappear anywhere nearby.' + momentum to disappear and reappear anywhere nearby. feats: - tier: epic description: ' The power is now Recharge 16+ after battle.' @@ -1588,26 +1722,21 @@ abilities: - name: Shadow Garrotte _type: Power 9 source: DATP - description: 'Close-quarters power; Daily; Free Action; Shadow - + description: |- + Close-quarters power; Daily; Free Action; Shadow --- - Trigger: You deal Sneak Attack damage to an enemy with a melee attack. - Target: The same enemy - Attack: Dexterity OR Charisma + Level vs. PD - Hit: 50 ongoing negative energy damage, and the target is hampered (save ends). - - Miss: You regain this power at the end of your next turn.' + Miss: You regain this power at the end of your next turn. feats: [] level: 9 category: Rogue Powers @@ -1615,17 +1744,16 @@ abilities: - name: Surprise, B*** _type: Power 9 source: DATP - description: 'Close-quarters power; Once per battle; Free action - + description: |- + Close-quarters power; Once per battle; Free action --- - Trigger: You successfully save against a condition imposed by an enemy attack. - - Effect: Make a melee or ranged basic attack against an enemy in range with advantage.' + Effect: Make a melee or ranged basic attack against an enemy in range with + advantage. feats: - tier: epic description: ' Add your Sneak Attack damage even if the target is not engaged From 95796ffc5cf1d58015d0ed99c73324fdc38b2493 Mon Sep 17 00:00:00 2001 From: rsh Date: Sat, 25 Nov 2023 17:25:31 +0100 Subject: [PATCH 19/34] variants & versions schema + class version UI --- components/book-selector.tsx | 2 +- components/compendium-header.tsx | 42 ++++++++++++++++++++++++++++--- components/content-layer-page.tsx | 2 ++ content/1e/classes/ranger.mdx | 5 ++++ contentlayer.config.js | 17 +++++++++++++ 5 files changed, 63 insertions(+), 5 deletions(-) diff --git a/components/book-selector.tsx b/components/book-selector.tsx index cc81a41..be4f9b8 100644 --- a/components/book-selector.tsx +++ b/components/book-selector.tsx @@ -39,7 +39,7 @@ export function BookSelector() { toggleEnabledBook(index) } - className={(book[2] ? 'bg-amber-500' : 'bg-gray-200') + + className={(book[2] ? 'bg-amber-500' : 'bg-amber-900') + " relative inline-flex h-4 w-8 items-center rounded-full"}> {({checked}) => ( <> diff --git a/components/compendium-header.tsx b/components/compendium-header.tsx index f626219..cc787d1 100644 --- a/components/compendium-header.tsx +++ b/components/compendium-header.tsx @@ -1,18 +1,52 @@ import CompendiumTitle from "./compendium-title"; +import { RadioGroup } from '@headlessui/react' +import { useBookStore, isSourceEnabled } from "@/lib/books"; export default function VaultHeader({ primaryLabel, secondaryLabel, + versions = null, + variants = null }: { primaryLabel: string; secondaryLabel: string; + versions: any; + variants: any; }) { + + const bookStore = useBookStore(); return (
- {primaryLabel} -

- {secondaryLabel} -

+
+
+ {primaryLabel} +

+ {secondaryLabel} +

+
+ +
+ {versions && versions.map((version) => { + if(version.source && !isSourceEnabled(bookStore, version.source)) + { + return null; + } + return ( + + {({active, checked}) => ( +
+ {version.name} +
+ )} +
+ )} + )} +
+
+
); } diff --git a/components/content-layer-page.tsx b/components/content-layer-page.tsx index 1151acd..e1951b6 100644 --- a/components/content-layer-page.tsx +++ b/components/content-layer-page.tsx @@ -92,6 +92,8 @@ export default function ContentLayerPage({ {quote ? (
diff --git a/content/1e/classes/ranger.mdx b/content/1e/classes/ranger.mdx index 249df22..c13bcb3 100644 --- a/content/1e/classes/ranger.mdx +++ b/content/1e/classes/ranger.mdx @@ -1,6 +1,11 @@ --- name: Ranger source: 13th Age, p.116 +versions: + - name: Core Book + - name: 13 True Ways + - name: Dark Alleys & Twisted Paths + source: DATP page_dress: quote: text: |- diff --git a/contentlayer.config.js b/contentlayer.config.js index 9764342..a4aa8f7 100644 --- a/contentlayer.config.js +++ b/contentlayer.config.js @@ -60,6 +60,21 @@ const Feat = defineNestedType(() => ({ }, })); +const ClassVersion = defineNestedType(() => ({ + name: "ClassVersion", + fields: { + name: { type: "string", required:true }, + source: { type:"string", required:false } + }, +})); +const ClassVariant = defineNestedType(() => ({ + name: "ClassVariant", + fields: { + name: { type: "string", required:true }, + source: { type:"string", required:false } + }, +})); + const Ability = defineNestedType(() => ({ name: "Ability", fields: { @@ -188,6 +203,8 @@ const ClassItem = defineDocumentType(() => ({ fields: { name: { type: "string", required: true }, source: { type: "string", required: true }, + versions: { type: "list", of: ClassVersion, required:false }, + variants: { type: "list", of: ClassVariant, required:false }, page_dress: { type: "nested", of: PageDress, required: false }, abilities: { type: "list", of: Ability, required: false }, ability_scores: { From 2b91d08f47d1bbb051dd750c13a2f91fa3d29a2f Mon Sep 17 00:00:00 2001 From: rsh Date: Thu, 30 Nov 2023 12:50:44 +0100 Subject: [PATCH 20/34] Animal Companion talent versions + selector fixes --- components/ability-item.tsx | 2 ++ components/compendium-ability.tsx | 17 ++++++---- components/compendium-header.tsx | 31 ++++++++++++++---- content/1e/classes/ranger.mdx | 36 +++++++++++++++++++++ contentlayer.config.js | 2 ++ lib/books.ts | 53 ++++++++++++++++++++++++++++++- 6 files changed, 127 insertions(+), 14 deletions(-) diff --git a/components/ability-item.tsx b/components/ability-item.tsx index 8d73cbb..ee6ada3 100644 --- a/components/ability-item.tsx +++ b/components/ability-item.tsx @@ -18,6 +18,8 @@ interface AbilityItemP { description: Ability["description"]; feats: Ability["feats"] | PartialFeat[]; usage: Ability["usage"]; + version: Ability["version"]; + variant: Ability["variant"]; tier: Ability["tier"]; source: Ability["source"]; replaced_by: Ability["replaced_by"]; diff --git a/components/compendium-ability.tsx b/components/compendium-ability.tsx index ca34fb9..d6426a0 100644 --- a/components/compendium-ability.tsx +++ b/components/compendium-ability.tsx @@ -2,7 +2,7 @@ import { Ability } from "@/.contentlayer/generated"; import clsx from "clsx"; import { map, size } from "lodash-es"; import AbilityItem from "./ability-item"; -import { useBookStore, isSourceEnabled } from "@/lib/books"; +import { useBookStore, isSourceEnabled, isVVEnabled } from "@/lib/books"; interface AbilityListP { abilities?: Ability[]; @@ -22,6 +22,13 @@ export default function AbilityList({ }; const bookstore = useBookStore(); + const isAbilityHidden = (ability) => { + return (ability.source && !isSourceEnabled(bookstore,ability.source)) || + (ability.version && !isVVEnabled(bookstore,"version",ability.version)) || + (ability.variant && !isVVEnabled(bookstore,"variant",ability.version)) || + (ability.replaced_by && isSourceEnabled(bookstore,ability.replaced_by)) + }; + return (
- {map(abilities, (ability) => { - if((ability.source && !isSourceEnabled(bookstore,ability.source)) || - ability.replaced_by && isSourceEnabled(bookstore,ability.replaced_by)) return null; - return ( + {map(abilities, (ability) => isAbilityHidden(ability) || (
- ); - })} + ))}
); } diff --git a/components/compendium-header.tsx b/components/compendium-header.tsx index cc787d1..7dd97b0 100644 --- a/components/compendium-header.tsx +++ b/components/compendium-header.tsx @@ -1,6 +1,6 @@ import CompendiumTitle from "./compendium-title"; import { RadioGroup } from '@headlessui/react' -import { useBookStore, isSourceEnabled } from "@/lib/books"; +import { useBookStore, isSourceEnabled, getVV } from "@/lib/books"; export default function VaultHeader({ primaryLabel, @@ -14,18 +14,36 @@ export default function VaultHeader({ variants: any; }) { - const bookStore = useBookStore(); + const bookStore = useBookStore((state) => state); // everything in the store can affect the render! + const getVersion = () => { + // this is not a pure getter - it also makes sure the store has an entry for the current page + let currentVersion = getVV(bookStore,"version"); + if(currentVersion) // it's possible the sourcebook containing the version is no longer enabled + { + const matchingVersionObj = versions.filter((version) => version.name == currentVersion); + if (matchingVersionObj && matchingVersionObj[0].source && !isSourceEnabled(bookStore, matchingVersionObj[0].source)) + currentVersion = null; + } + if(!currentVersion) + { + bookStore.setDocumentVV(primaryLabel,"version",versions[0].name); + return versions[0].name; + } + return currentVersion; + }; + bookStore.setCurrentDocument(primaryLabel); return (
-
+
{primaryLabel}

{secondaryLabel}

- -
+ {versions && ( + bookStore.setDocumentVV(primaryLabel,"version",value)}> +
{versions && versions.map((version) => { if(version.source && !isSourceEnabled(bookStore, version.source)) { @@ -36,7 +54,7 @@ export default function VaultHeader({ {({active, checked}) => (
{version.name}
@@ -46,6 +64,7 @@ export default function VaultHeader({ )}
+ )}
); diff --git a/content/1e/classes/ranger.mdx b/content/1e/classes/ranger.mdx index c13bcb3..f76b932 100644 --- a/content/1e/classes/ranger.mdx +++ b/content/1e/classes/ranger.mdx @@ -56,12 +56,27 @@ abilities: - name: Animal Companion _type: Talent tier: adventurer + version: Core Book description: |- **Special:** Unlike most class talents, this talent takes up two ranger class talent slots. You have a normal-sized animal companion that fights alongside you in battle. See Animal Companion Rules. If you would rather have a smaller beast as a pet, see the Ranger’s Pet talent. + - name: Animal Companion + _type: Talent + tier: adventurer + version: 13 True Ways + description: |- + **This talent is reworked in _13 True Ways_ and shared with the Druid.** + + You have a normal-sized animal companion that fights alongside you in battle. See Animal Companion Rules. + If you would rather have a smaller beast as a pet, see the Ranger’s Pet talent. + + As a ranger, you may take one, two or three ranks in this talent. + With two or three ranks, you also gain daily spells that help your companion. + If you aren’t comfortable with your ranger casting spells, + go ahead and reinterpret the spells as the results of training or inspiration rather than magic. - name: Archery _type: Talent usage: per-battle @@ -329,6 +344,26 @@ abilities: - tier: epic description: Increase your animal companion's AC by +1. # BEGIN DATP ABILITIES + - name: Animal Companion + _type: Talent Group + tier: adventurer + version: Dark Alleys & Twisted Paths + description: |- + **This talent has been reworked in _13 True Ways_, + then further reworked in _Dark Alleys & Twisted Paths_ into an entire talent group. + It is shared with the Druid as the Circle of the Fang.** + + You have a normal-sized animal companion that fights alongside you in battle. + If you would rather have a smaller beast as a pet, see the Ranger’s Pet talent. + + As a ranger, you may take one, two or three talents in this group, + gaining daily spells that help your companion. + If you aren’t comfortable with your ranger casting spells, + go ahead and reinterpret the spells as the results of training or inspiration rather than magic. + + See [Animal Companion Rules] for the available talents, spells and companion species. + + - name: Arcane Archer _type: Talent source: DATP @@ -1213,6 +1248,7 @@ Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are l ### Adventurer Talents + diff --git a/contentlayer.config.js b/contentlayer.config.js index a4aa8f7..d5c2305 100644 --- a/contentlayer.config.js +++ b/contentlayer.config.js @@ -89,6 +89,8 @@ const Ability = defineNestedType(() => ({ description: { type: "markdown", required: false }, tier: {type: "string", required: false}, source: {type: "string", required: false}, + version: {type:"string", required: false}, + variant: {type:"string", required: false}, replaced_by: {type: "string", required: false}, feats: { type: "list", of: Feat, required: false }, }, diff --git a/lib/books.ts b/lib/books.ts index 022c7d7..5d19bc7 100644 --- a/lib/books.ts +++ b/lib/books.ts @@ -1,9 +1,17 @@ import { create } from "zustand"; import { immer } from "zustand/middleware/immer"; + +// NOTE: VV = versions & variants +// sources affect visibility of versions, versions affect visibility of variants + interface BookState { enabledBooks: any; toggleEnabledBook: (index: number) => void; + selectedDocumentVVs: any; + setDocumentVV: (docName:string, type:string, vv:string) => void; + currentDocument: string; + setCurrentDocument: (docName:string) => void; } export const useBookStore = create( @@ -13,6 +21,7 @@ export const useBookStore = create( ["DATP","Dark Alleys & Twisted Paths",true], ["DPAS","Dark Pacts & Ancient Secrets",true], ]; + // TODO: read flags from local storage, overriding defaults on known books // TODO: switch to object literal? maybe if (typeof localStorage !== "undefined") { @@ -26,7 +35,30 @@ export const useBookStore = create( state.enabledBooks[indexToChange][2] = !state.enabledBooks[indexToChange][2]; localStorage.setItem("books", JSON.stringify(state.enabledBooks)); }) - } + }, + selectedDocumentVVs: [], + setDocumentVV: (docName:string, type:string, vv:string) => { + set((state) => { + let found = false; + state.selectedDocumentVVs = state.selectedDocumentVVs.map((elem) => { + if(elem[0] == docName && elem[1] == type) { + found = true; + return [elem[0],elem[1],vv]; + } + return elem; + }) + if(!found) + { + state.selectedDocumentVVs = [ + ...state.selectedDocumentVVs, + [docName,type,vv] + ] + } + }) + }, + currentDocument: null, + setCurrentDocument: (docName) => set((state) => {state.currentDocument = docName;}), + // TODO: update localstorage }; }) ); @@ -36,3 +68,22 @@ export const isSourceEnabled = (state:BookState,source:string) => { if(elem) return elem[2]; return false; } + +export const isVVEnabled = (state:BookState, type:string, vv:string, doc?:string) => { + if(doc === undefined) + { + doc = state.currentDocument; + } + const elem = state.selectedDocumentVVs.find((elem) => elem[0]==doc && elem[1]==type && elem[2]==vv) + if(elem) return true; + return false; +} +export const getVV = (state:BookState, type:string, doc?:string) => { + if(doc === undefined) + { + doc = state.currentDocument; + } + console.log(state.selectedDocumentVVs) + const elem = state.selectedDocumentVVs.find((elem) => elem[0]==doc && elem[1]==type); + return elem ? elem[2] : null; +} \ No newline at end of file From 90429e44aa38c0ab8044fafb7c120a92560a2f8d Mon Sep 17 00:00:00 2001 From: rsh Date: Thu, 30 Nov 2023 13:20:26 +0100 Subject: [PATCH 21/34] reworked paladin talent display --- content/1e/classes/paladin.mdx | 154 +++++++++++++++++++++++++++++---- 1 file changed, 135 insertions(+), 19 deletions(-) diff --git a/content/1e/classes/paladin.mdx b/content/1e/classes/paladin.mdx index 9e6a5ae..0cda34f 100644 --- a/content/1e/classes/paladin.mdx +++ b/content/1e/classes/paladin.mdx @@ -51,6 +51,7 @@ abilities: **Miss:** — - name: Smite Evil _type: Class Feature + replaced_by: DATP usage: per-battle description: |- You can use this ability once per battle, plus an additional number of times per day equal to your Charisma modifier. @@ -67,6 +68,7 @@ abilities: - name: Bastion _type: Talent tier: adventurer + replaced_by: DATP description: |- You gain +1 AC. @@ -82,6 +84,7 @@ abilities: - name: Cleric Training _type: Talent tier: adventurer + replaced_by: DATP description: Choose one cleric spell of your level or lower. That spell is now part of your powers. (You can change out the spell normally.) feats: - tier: adventurer @@ -93,6 +96,7 @@ abilities: - name: Divine Domain _type: Talent tier: adventurer + replaced_by: DATP description: |- **Special:** You can choose Divine Domain a second time, if you wish, at 5th level or at 8th level. @@ -104,6 +108,7 @@ abilities: - name: Fearless _type: Talent tier: adventurer + replaced_by: DATP description: |- You are immune to fear abilities and to any non-damage effects of attacks named or described as fear attacks. @@ -119,6 +124,7 @@ abilities: - name: Implacable _type: Talent tier: adventurer + replaced_by: DATP description: |- You can roll saves at the start of your turn instead of at the end of your turn. A successful save against ongoing damage, for example, means that you will not take the ongoing damage that turn. @@ -133,6 +139,7 @@ abilities: _type: Talent usage: per-day tier: adventurer + replaced_by: DATP description: |- Twice per day as a quick action, you can heal yourself or an ally next to you with a touch. You spend the recovery while the recipient heals as if they had spent the recovery. @@ -146,6 +153,7 @@ abilities: - name: Paladin's Challenge _type: Talent tier: adventurer + replaced_by: DATP description: |- When you hit an enemy with a melee attack, you can choose to challenge that enemy as a free action. Until the end of the battle, provided that both you and the enemy you’ve challenged are conscious and capable of making an attack, @@ -176,6 +184,7 @@ abilities: - name: Path of Righteous Endeavour _type: Talent tier: adventurer + replaced_by: DATP description: |- **Special:** You can’t take this talent if you take the Way of Evil Bastards talent. @@ -190,6 +199,7 @@ abilities: - name: Way of Evil Bastards _type: Talent tier: adventurer + replaced_by: DATP description: |- **Special:** You can’t take this talent if you take the Path of Universal Righteous Endeavor talent. @@ -202,15 +212,7 @@ abilities: - tier: epic description: You gain an additional relationship point with a villainous or ambiguous icon. # BEGIN DATP ABILITIES - - name: Smite Powers - _type: Class Feature - source: DATP - description: |- - When you activate your Smite Evil, choose one of your Smite powers and gain its - effect. You must choose the smite power before making the attack roll, and - before you know whether your smite hits or misses. - feats: [] - - name: Smite Evil (DATP) + - name: Smite Evil _type: Class Feature source: DATP usage: per-battle @@ -242,34 +244,69 @@ abilities: actions against your smite attacks. - tier: adventurer description: ' Gain a +4 bonus to the attack roll with True Smite.' + - name: Smite Powers + _type: Class Feature + source: DATP + description: |- + When you activate your Smite Evil, choose one of your Smite powers and gain its + effect. You must choose the smite power before making the attack roll, and + before you know whether your smite hits or misses. + feats: [] - name: Bastion _type: Talent tier: adventurer source: DATP description: |- + You gain +1 AC. + + In addition, once per battle when a nearby ally is hit by an attack, you can choose to lose hit points equal to half of that damage, and have your ally take only half of the damage instead. + The damage you lose can come from temporary hit points, but isn’t affected by damage resistance and other tricks to avoid the damage. + **Bastion Smite (Smite Power):** On a hit, gain temporary hit points equal to the smite’s bonus damage roll. feats: - tier: adventurer - description: ' Gain twice your level in temporary hit points on a miss.' + description: Increase your total number of recoveries by 1. + - tier: champion + description: Once per day, you can use Bastion twice in the same battle. + - tier: epic + description: When you use Bastion now, your ally takes no damage. You still lose hit points equal to half the damage. + - tier: adventurer + description: '**Bastion Smite:** Gain twice your level in temporary hit points on a miss.' - name: Cleric Training _type: Talent tier: adventurer source: DATP description: |- + Choose one cleric spell of your level or lower. That spell is now part of your powers. (You can change out the spell normally.) + **Blessed Smite (Smite Power):** On a hit, choose a nearby ally. That ally gains a bonus to their next attack roll equal to your Wisdom or Charisma modifier (whichever is higher). feats: + - tier: adventurer + description: You can use your Charisma as the attack ability for cleric spells you can cast. + - tier: champion + description: You can now cast the cleric class feature heal spell twice per day. + - tier: epic + description: Choose two cleric spells instead of one. - tier: adventurer description: |2- - Gain a bonus equal to your Wisdom or Charisma modifier to the Smite attack + **Blessed Smite:** Gain a bonus equal to your Wisdom or Charisma modifier to the Smite attack roll. - name: Divine Domain _type: Talent tier: adventurer source: DATP description: |- + **Special:** You can choose Divine Domain a second time, if you wish, at 5th level or at 8th level. + + Choose one of the domains listed in the cleric’s class talent list. + You gain all the domain’s advantages, including the ability to use the domain’s invocation once per day. + + If the domain you choose is designed to help cleric spells and attacks, reinterpret the talent to help your paladin powers. + You can use the domain’s feats if you wish; reinterpret them similarly if necessary. + **Divine Smite (Smite Power):** Hit or miss, you can use the at-will attack spell associated with your domain as a quick action this turn. If it is a ranged spell, you don’t provoke opportunity attacks with it. This replaces the smite @@ -284,9 +321,20 @@ abilities: tier: adventurer source: DATP description: |- + You are immune to fear abilities and to any non-damage effects of attacks named or described as fear attacks. + + In addition, you gain a +1 melee attack bonus against enemies that are not engaged by any of your allies. + The bonus increases to +2 against enemies with fear abilities. + **Courageous Smite (Smite Power):** If you hit an enemy who has a fear aura or a fear-based attack, the target can‘t use that ability (save ends). feats: + - tier: adventurer + description: You gain a +1 bonus to death saves. + - tier: champion + description: You gain a +1 bonus to all saves except death saves. + - tier: epic + description: Your nearby allies gain a +1 bonus to death saves. - tier: adventurer description: ' Deal extra damage equal to the enemy‘s level.' - name: Implacable @@ -294,62 +342,126 @@ abilities: tier: adventurer source: DATP description: |- + You can roll saves at the start of your turn instead of at the end of your turn. + A successful save against ongoing damage, for example, means that you will not take the ongoing damage that turn. + **Conduit Smite (Smite Power):** Choose an effect that you have successfully saved against at the start of your turn (if any). On a hit, impose that effect on the target. feats: - tier: adventurer - description: ' Also gain the effect on a natural even miss.' + description: You gain a +1 bonus to saves. + - tier: champion + description: Once during your turn as a free action, you can choose to lose hit points equal to your level to reroll a save. + - tier: epic + description: You gain a +1 bonus to Physical Defense and Mental Defense. + - tier: adventurer + description: '**conduit Smite:** Also gain the effect on a natural even miss.' - name: Lay on Hands _type: Talent tier: adventurer source: DATP description: |- + Twice per day as a quick action, you can heal yourself or an ally next to you with a touch. + You spend the recovery while the recipient heals as if they had spent the recovery. + **Healing Smite (Smite Power):** Spend a recovery to heal, but grant the healing to a nearby ally. feats: + - tier: adventurer + description: Add twice your Charisma modifier to the healing provided by Lay on Hands. + - tier: champion + description: Lay on Hands healing uses a free recovery instead of one of your own. + - tier: epic + description: You can now use Lay on Hands four times per day instead of two. - tier: adventurer description: |2- - If the ally is staggered, they heal additional hit points equal to the smite’s + **Healing Smite:** If the ally is staggered, they heal additional hit points equal to the smite’s extra damage. - tier: champion - description: ' On a natural 16+ on the attack roll, the recovery is free.' + description: '**Healing Smite:** On a natural 16+ on the attack roll, the recovery is free.' - tier: epic - description: ' Both you and the ally gain the healing.' + description: '**Healing Smite:** Both you and the ally gain the healing.' - name: Paladin’s Challenge _type: Talent tier: adventurer source: DATP description: |- + When you hit an enemy with a melee attack, you can choose to challenge that enemy as a free action. + Until the end of the battle, provided that both you and the enemy you’ve challenged are conscious and capable of making an attack, + you each take a –4 attack penalty against all other creatures and a –4 penalty to disengage checks from each other. + + The attack penalty temporarily deactivates for the attacker when they make an attack roll against their rival, but only until the end of the attacker’s turn. + For example, if a creature with more than one attack attacks you first, its subsequent attacks against your allies are without the challenge penalty. + However, the attack penalty resets at the end of its turn, so it does not help with opportunity attacks against your allies later in the round. + + You can only have one enemy challenged at a time. + + Your Paladin’s Challenge ends when + + - you or the creature you are challenging falls unconscious or drops to 0 hp. + - you hit a different enemy with an attack (assuming you hit with the –4 penalty). + - the creature flees far away and you choose to end the challenge. + + An enemy can only be the subject of one Paladin’s Challenge at a time; a new challenge overrides the previous one. + + In the unlikely case in which two paladins fight each other, any use of Paladin’s Challenge locks them into a challenge that only ends when one of them drops. + **Exalted Challenge (Smite Power):** If you use the talent to challenge the target with your Smite Evil attack, the target takes holy damage equal to your Smite Evil bonus damage whenever it attacks one of your allies. feats: + - tier: adventurer + description: The attack and disengage penalty for challenged enemies (but not for you) is equal to –4 or to the escalation die, whichever is higher. + - tier: champion + description: You can have two challenges active at the same time against different enemies. + - tier: epic + description: Enemies you challenge are vulnerable to your attacks. - tier: adventurer description: |2- - The target also takes the Smite Evil bonus damage if it uses any method to no + **Exalted Challenge:** The target also takes the Smite Evil bonus damage if it uses any method to no longer be engaged with you, such as disengage, pop free, or teleporting. - name: Path of Universal Righteous Endeavor _type: Talent tier: adventurer source: DATP description: |- + **Special:** You can’t take this talent if you take the Way of Evil Bastards talent. + + Your nearby allies gain a +1 bonus to all saves. + **Absolving Smite (Smite Power):** On a hit, a nearby ally can save against a “save ends” effect. feats: - tier: adventurer - description: ' The save has a bonus to the roll equal to your Charisma modifier.' + description: Once per day, you can reroll your relationship dice with a heroic or ambiguous icon. + - tier: champion + description: All of your melee and ranged attacks deal holy damage. + - tier: epic + description: You gain an additional relationship point with a heroic or ambiguous icon. + - tier: adventurer + description: '**Absolving Smite:** The save has a bonus to the roll equal to your Charisma modifier.' - name: Way of Evil Bastards _type: Talent tier: adventurer source: DATP description: |- + **Special:** You can’t take this talent if you take the Path of Universal Righteous Endeavor talent. + + When one of your Smite Evil attacks drops a non-mook enemy to 0 hp, that use of Smite Evil is not expended. + **Sickening Smite (Smite Power):** On a hit, the target has disadvantage on their next attack roll against you. feats: + - tier: adventurer + description: Once per day, you can reroll your relationship dice with a villainous or ambiguous icon. + - tier: champion + description: When one of your Smite Evil attacks drops three or more mooks, it is not expended. + - tier: epic + description: You gain an additional relationship point with a villainous or ambiguous icon. - tier: adventurer description: |2- - If the target misses with its next attack, it takes ongoing negative energy + **Sickening Smite:** If the target misses with its next attack, it takes ongoing negative energy damage equal to three times your level. - name: Conviction _type: Talent @@ -1141,14 +1253,18 @@ Paladins may start with either 25 gp or 1d6 × 10 gp. ## Class Talents + ### Adventurer Tier Talents + + ### Champion Tier Talents ### Epic Tier Talents - \ No newline at end of file + + \ No newline at end of file From 158d059b51db436e669e44568440ea10062265e7 Mon Sep 17 00:00:00 2001 From: rsh Date: Thu, 30 Nov 2023 13:44:59 +0100 Subject: [PATCH 22/34] add spell school/bloodline display for DATP --- components/ability-item.tsx | 1 - components/compendium-ability.tsx | 10 +++++--- content/1e/classes/wizard.mdx | 41 ++++++++++++++++++++++++++++++- contentlayer.config.js | 1 + 4 files changed, 48 insertions(+), 5 deletions(-) diff --git a/components/ability-item.tsx b/components/ability-item.tsx index ee6ada3..b537cbd 100644 --- a/components/ability-item.tsx +++ b/components/ability-item.tsx @@ -31,7 +31,6 @@ export default function AbilityItem({ description, feats, usage, - tier }: AbilityItemP): JSX.Element { const headerBgMap: Record, string> = { "at-will": diff --git a/components/compendium-ability.tsx b/components/compendium-ability.tsx index d6426a0..f06bb6f 100644 --- a/components/compendium-ability.tsx +++ b/components/compendium-ability.tsx @@ -20,8 +20,7 @@ export default function AbilityList({ 2: "lg:grid-cols-2", 3: "lg:grid-cols-3", }; - const bookstore = useBookStore(); - + const bookstore = useBookStore( (state) => state); const isAbilityHidden = (ability) => { return (ability.source && !isSourceEnabled(bookstore,ability.source)) || (ability.version && !isVVEnabled(bookstore,"version",ability.version)) || @@ -29,6 +28,9 @@ export default function AbilityList({ (ability.replaced_by && isSourceEnabled(bookstore,ability.replaced_by)) }; + // so far this is the only sourcebook that uses spell schools/bloodlines + const displaySchools = isSourceEnabled(bookstore,"DATP"); + return (
isAbilityHidden(ability) || (
({ source: {type: "string", required: false}, version: {type:"string", required: false}, variant: {type:"string", required: false}, + school: {type:"string", required: false}, replaced_by: {type: "string", required: false}, feats: { type: "list", of: Feat, required: false }, }, From d3553e2ad04eacec9a070d21e5eb81c3c9bbbab7 Mon Sep 17 00:00:00 2001 From: rsh Date: Thu, 30 Nov 2023 15:18:51 +0100 Subject: [PATCH 23/34] add wizard abilities --- components/content-layer-page.tsx | 5 +- content/1e/classes/wizard.mdx | 4576 +++++++++++++++++++++++++++-- 2 files changed, 4415 insertions(+), 166 deletions(-) diff --git a/components/content-layer-page.tsx b/components/content-layer-page.tsx index e1951b6..f57a471 100644 --- a/components/content-layer-page.tsx +++ b/components/content-layer-page.tsx @@ -10,7 +10,7 @@ import { SectionProvider } from "./section-provider"; import CompendiumSideNav from "./compendium-side-nav"; import ContentLink from "./content-link"; import { defaultLocale } from "@/lib/locales"; -import { useBookStore, isSourceEnabled } from "@/lib/books"; +import { useBookStore, isSourceEnabled, isVVEnabled } from "@/lib/books"; interface ContentLayerRendererP { data: any; @@ -37,7 +37,8 @@ export default function ContentLayerPage({ const sections = get(data, "sections", []); const bookstore = useBookStore(); const lead = get(pageDress, "lead"); - const If = (props) => props.source && isSourceEnabled(bookstore, props.source) ? + const If = (props) => (props.source && isSourceEnabled(bookstore, props.source)) || + (props.version && isVVEnabled(bookstore,"version", props.version)) ? props.children : null return ( <> diff --git a/content/1e/classes/wizard.mdx b/content/1e/classes/wizard.mdx index 1b2524c..c2f2025 100644 --- a/content/1e/classes/wizard.mdx +++ b/content/1e/classes/wizard.mdx @@ -1,6 +1,10 @@ --- name: Wizard source: 13th Age, p.144 +versions: + - name: Core Book + - name: Specialist (DATP) + source: DATP page_dress: quote: text: |- @@ -71,9 +75,12 @@ abilities: In other words, if you cast a cyclic spell like color spray or rebuke when the escalation die is even, the spell is not expended and can still be cast later in the battle. - name: Overworld Advantage _type: Class Feature + version: Core Book description: |- Wizardly magic taps into the power of the overworld. While a wizard is in the overworld, their daily spells become recharge 16+ after battle. + + _(Overworld refers to places floating in the sky, not just anything outdoors.)_ - name: Ritual Magic _type: Class Feature description: |- @@ -214,7 +221,7 @@ abilities: description: Once per level, if your familiar is close to you, it can cast one of your spells as a free action on your initiative count, even if you have already expended the spell. The spell functions as if you had cast it. - tier: epic description: Your familiar gains another ability. - - name: Feat Tiers + - name: Utility Spell Feats feats: - tier: adventurer description: Each _utility spell_ you take lets you cast two spells from the available options instead of one. @@ -1079,172 +1086,4413 @@ abilities: - tier: epic description: Your allies don’t need to be next to you before you cast the spell, just nearby. Alternately, if they are all next to you when you cast the spell, you can teleport to a location known to one of your allies. # BEGIN DATP ABILITIES -# END DATP ABILITIES ---- - -## Ability Scores - -Wizards gain a +2 class bonus to Intelligence or Wisdom, as long as it isn't the same ability you increase with your +2 racial bonus. - -## Backgrounds - -Possible backgrounds include: magical prodigy, spell thief, hedge wizard, transformed familiar, ship's wizard, royal poisoner. - -## Gear - -At 1st level, a wizard usually has a dagger, a robe or two, a wand, ritual components in pouches, and other minor accouterments suggested by their backgrounds. - -### Gold Pieces - -Wizards may start with either 25 gp or 1d6 x 10 gp. - -### Armor - -| Armor Type | Base AC | Atk Penalty | -| ---------- | ------- | ----------- | -| None | 10 | — | -| Light | 10 | — | -| Heavy | 11 | –2 | -| Shield | +1 | -2 | - -### Melee Weapons - -| | One-Handed | Two-Handed | -| ---------------- | ----------------------- | -------------------------- | -| Small | 1d4 dagger | 1d6 staff | -| Light or Simple | 1d6 (-2 atk) shortsword | 1d8 (-2 atk) spear\* | -| Heavy or Martial | 1d8 (-5 atk) longsword | 1d10 (-5 atk) greatsword\* | - -### Ranged Weapons - -| | Thrown | Crossbow | Bow | -| ---------------- | ---------------- | ----------------------------- | ----------------------- | -| Small | 1d4 dagger | 1d4 hand crossbow | — | -| Light or Simple | 1d6 (-2) javelin | 1d6 (–1 atk) light crossbow\* | 1d6 (-2 atk) shortbow\* | -| Heavy or Martial | — | 1d8 (–4 atk) heavy crossbow\* | 1d8 (-5 atk) longbow\* | - -\* A wizard needs one free hand on a spellcasting implement to cast spells. -As such, they suffer a penalty for using a two-handed weapon. -(The penalty applies to spells also.) - -## Level Progression - -| Wizard Level | Total Hit Points | Total Feats | 1st level spell | 3rd level spell | 5th level spell | 7th level spell | 9th level spell | Level-up Ability Bonuses | -| ------------ | ------------------ | -------------------------------- | --------------- | --------------- | --------------- | --------------- | --------------- | ------------------------ | -| Level 1 | (6 + CON mod) x 3 | 1 adventurer | 5 | — | — | — | — | — | -| Level 2 | (6 + CON mod) x 4 | 2 adventurer | 6 | — | — | — | — | — | -| Level 3 | (6 + CON mod) x 5 | 3 adventurer | 3 | 4 | — | — | — | — | -| Level 4 | (6 + CON mod) x 6 | 4 adventurer | 2 | 6 | — | — | — | +1 to 3 abilities | -| Level 5 | (6 + CON mod) x 8 | 4 adventurer; 1 champion | 1 | 4 | 4 | — | — | — | -| Level 6 | (6 + CON mod) x 10 | 4 adventurer; 2 champion | — | 2 | 8 | — | — | — | -| Level 7 | (6 + CON mod) x 12 | 4 adventurer; 3 champion | — | 1 | 4 | 5 | — | +1 to 3 abilities | -| Level 8 | (6 + CON mod) x 16 | 4 adventurer; 3 champion; 1 epic | — | — | 3 | 8 | — | — | -| Level 9 | (6 + CON mod) x 20 | 4 adventurer; 3 champion; 2 epic | — | — | 1 | 5 | 6 | — | -| Level 10 | (6 + CON mod) x 24 | 4 adventurer; 3 champion; 3 epic | — | — | — | 3 | 9 | +1 to 3 abilities | - -Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels. - -## Stats - -Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. - -| Stat | Value | -| ------------------------- | ------------------------------------------------------------ | -| Ability Bonus | +2 Intelligence or Wisdom (different from racial bonus) | -| Initiative | Dex mod + Level | -| Armor Class (light armor) | 10 + middle mod of Con/Dex/Wis + Level | -| Physical Defense | 10 + middle mod of Str/Con/Dex + Level | -| Mental Defense | 12 + middle mod of Int/Wis/Cha + Level | -| Hit Points | (6 + Con mod) x Level modifier (see level progression chart) | -| Recoveries | 8 | -| Recovery Dice | (1d6 x Level) + Con mod | -| Backgrounds | 8 points, max 5 in any one background | -| Icon Relationships | 3 points | -| Talents | 3 | -| Feats | 1 per Level | - -## Basic Attacks - - - -## Class Features - -Wizards have four class features: Cantrips, Cyclic Spells, Overworld Advantage, and Ritual Magic. - - - -## Class Talents - - - -## Cantrips - -### Alarm (standard duration) - -The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes through an area or touches an object. -Watch-sprites are notoriously stupid and sleepy, but with the right talking-to they might stay focused for the duration of the spell. -At higher levels, the spell might summon little fanged spirits buzzing back and forth serving as both visual and actual deterrents. - -### Arcane Mark (standard duration) - -The cantrip creates a magical sigil on an object or person. -These sigils are usually plain to see, though a deliberately invisible mark can be made. -It takes a difficult perception or magic check to notice. - -### Ghost Sound - -This spell creates false noises emanating from somewhere nearby. -The effect is like an exceptionally good version of throwing your voice, if your voice could create a wide variety of sounds. -Attempted distractions with the cantrip are DC 15 challenges in adventurer environments, higher as you move into champion and epic environments. -If someone is using ghost sound against the PCs, a Wisdom-based skill check can identify the sound as a magical fake. - -### Knock - -This cantrip summons a magical servitor three to four times as big as your closed fist that swarms around the door and attempts to punch or push it open (depending on whether you want to be quiet or announce your presence). -Success is determined with an Intelligence check against the environment's DC using an appropriate magical background. -This cantrip does nothing to avoid any traps that might exist. - -### Light (standard duration) - -This cantrip creates a fairly wide and consistent field of light, up to 30 feet in diameter, though it isn't bright enough to dazzle. - -### Mage Hand - -This cantrip creates a small telekinetic effect that lasts a round at most. -At best it's about half as strong as the wizard's own strongest hand. -At worst it's half as strong as the wizard when they're weak from a bad fever. - -### Mending - -This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). -Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds. -More elaborate repairs to complicated objects might require an Intelligence check, or at the GM's discretion could only be possible if the wizard has taken the Cantrip Mastery talent. - -### Prestidigitation - -This cantrip produces magic tricks and small illusions. -One casting usually gives you a minute of fun. -The magic has nowhere near as much real world force as mage hand. - -### Spark - -This is a minor fire creation spell, enough to light a pipe, or a campfire, or even a page or two of an unprotected spellbook. -It doesn't work against living beings or against things that couldn't easily be set on fire with a few seconds of steady application of a candle. -The target of the spark has to be nearby and in sight. - -## Utility Spell + - name: Cloud Spells + _type: Class Feature + source: DATP + description: |- + Cloud spells create a fog in the nearby area. These spells usually attack a + number of nearby enemies and have some effect on allies engaged with these + targets. + + After the fog is created, non-engaged creatures can move out of it as a move + action. Engaged creatures must succeed at a disengage check to do so. + + At the start of your next turn after casting the spell, make a normal save (11+) + to check whether the cloud persists. This is not an action. If it persists, any + target that was hit and is still in the cloud suffers the effect again, and you + make another save at the start of the following turn. If the save fails, the + spell ends. + + At the GM’s discretion, clouds move naturally with the terrain. They will roll + down slopes and disperse in strong winds. + feats: [] + - name: Abjuration + _type: Wizard School + source: DATP + description: |- + This school covers mainly defense and protection spells. + + | | Core Book | Dark Alleys | + |---------|-----------|-------------| + | Utility | 1: Hold Portal | 5: Magical Disjunction | + | Level 1 | Shield | Mage Armor, Resist Magic | + | Level 3 | Teleport Shield | Break Enchantment, Circle of Warding, Elemental Absorption, Explosive Runes, Protection from Arrows | + | Level 5 | — | Protection from Normal Weapons, Sanctum | + | Level 7 | Invisibility Purge | Anti-Magic Shell, Elemental Parry, Mind Blank, Symbol | + | Level 9 | — | Imprisonment, Suppress Magic | -When you choose spells during a full heal-up, instead of taking a standard spell, you can choose to give up a spell slot to memorize the _utility spell_ at the same level. -When you take the utility spell, you gain access to a range of useful non-combat spells of the level you memorized it or below. -You cast each _utility spell_ at the level of the spell slot you gave up for it. -You can give up multiple spell slots to take _utility spell_ multiple times. + feats: + - tier: champion + description: |2- + Once per day, when casting an Abjuration spell on yourself, also grant the + benefit to a nearby ally. + - name: Conjuration + _type: Wizard School + source: DATP + description: |- + Spells of this school summon things, usually from other planes. + + | | Core Book | Dark Alleys | + |---------|-----------|-------------| + | Utility | | 1: Summon Small Animal, Unseen Servant, 3: Leisurely Tiny Hut, 9: Magnificent Mansion + | Level 1 | Acid Arrow, Summon Wizard's Earth Elemental (M) | Acid Splash, Ice Knife, Summon Mana Spirit | + | Level 3 | Crescendo, Summon Imp (M) | Clay Golem, Flame Arrow, Flaming Sphere, Reanimate Golem, Web | + | Level 5 | Diension Door, Summon Frenzy Demon (M) | Acid Trap, Big Purple Hand, Rock Golem | + | Level 7 | Summon Laughing Demon (M) | Arcane Sword, Gem Golem | + | Level 9 | Teleport | Magma Golem, Maze, Wish | + feats: + - tier: adventurer + description: |2- + You gain a +1 bonus to attack rolls with your spells against enemies engaged + with a creature you summoned. + - name: Divination + _type: Wizard School + source: DATP + description: |- + Spells of this school help you perceive things, both mundane and magical, and at + higher levels also throughthough time and space. + + | | Core Book | Dark Alleys | + |---------|-----------|-------------| + | Utility 1 | | 1: Darkvision, Familiar's Eyes, Identify, Recall Memory, Talking Pages, Tongues | + | Utility 3+ | 3: Speak with Item, 7: Scrying | 3: Clairaudience/Clairvoyance, See Invisible, 5: Arcane Eye, Legend Lore, 7: True Seeing | + | Level 1 | — | Hostile Probe, Painful Memory, Threat Assessment, True Strike | + | Level 3 | — | Critical Scope, Foresee Peril | + | Level 5 | — | Precognitive Ward, Telepathic Bond | + | Level 7 | — | Flashback | + | Level 9 | — | Foresight | + feats: + - tier: adventurer + description: |2- + When you perform an arcane ritual to gain information or predict the future, + you have advantage on the ritual check. + - name: Enchantment + _type: Wizard School + source: DATP + description: |- + There are two types of Enchantment spells, those that mess with the mind and + those that give objects magical properties. + + | | Core Book | Dark Alleys | + |---------|-----------|-------------| + | Utility | — | 1: Scribe Scroll | + | Level 1 | Charm Person | Animate Armor, Eldritch Incantation, Hideous Laughter, Magic Weapon | + | Level 3 | Confusion, Hold Monster, Rebuke, Sleep | Flame Arrow, Enchanted Conduit, Luck, Suggestion | + | Level 5 | Denial | Crushing Despair, Heroism | + | Level 7 | — | Outrageous Irresistible Dance, Power Word: Stun | + | Level 9 | — | Doinate Monster, Feeblemind, Power Word: Kill | + feats: + - tier: adventurer + description: |2- + Increase the difficulty of saves against spells of the Enchantment school by 1. + (A natural 18+ on a save always succeeds.) + - name: Evocation + _type: Wizard School + source: DATP + description: |- + Evocation spells summon raw magical force and the elements. Besides spells that + throw raw elements at your enemies, the school also offers spells that create + walls and spheres. + + | | Core Book | Dark Alleys | + |---------|-----------|-------------| + | Utility | — | 1: Continual Light, Treasure-Bearing Disc | + | Level 1 | Magic Missile, Ray of Frost, Shocking Grasp | Chromatic Orb, Elemental Triad, Firebolt, Fog Cloud | + | Level 3 | Force Salvo, Lightning Bolt | Fire / Ice Shield, Stinking Cloud | + | Level 5 | Fireball | Cone of Cold, Contingency, Incendiary Cloud, Resilient Sphere | + | Level 7 | — | Cloudkill, Delayed Blast Fireball, Opaque Freezing Sphere, Wall of Force | + | Level 9 | Meteor Swarm | Prismatic Spray | + feats: + - tier: champion + description: |2- + Once per battle, when casting an Evocation spell on more than one target, add + an additional target. + - name: Illusion + _type: Wizard School + source: DATP + description: |- + Illusion spells create figments of imagination, either in the target’s mind or + for all to see. + + | | Core Book | Dark Alleys | + |---------|-----------|-------------| + | Utility | 1: Disguise Self | 1: Animated Image, 3: Magic Mouth, 7: Mirage Arcana, Scrying Screen | + | Level 1 | Blur, Color Spray | Mirror Image, Phantasmal Force, Phantom Lance | + | Level 3 | — | Phantom Soldiers, Shadow Evocation | + | Level 5 | Invisibility | Fantastic Beast, Hypnotic Pattern, Phantasmal Killer | + | Level 7 | — | Mislead, Simulacrum | + | Level 9 | — | Twisted Nightmare | + feats: + - tier: adventurer + description: ' Double the duration of all illusion spells you cast that have a + fixed duration.' + - name: Transmutation + _type: Wizard School + source: DATP + description: |- + Transmutation manipulates the properties of a physical object, or changes it + entirely. + + | | Core Book | Dark Alleys | + |---------|-----------|-------------| + | Utility 1-3 | 1: Feather Fall, 3: Levitate, Message | 1: Permanent Cantrip, 3: Arcane Cypher | + | Utility 5+ | 5: Water Breathing | 5: Passwall, Stone to Flesh, 7: Dungeon Engineering | + | Level 1 | — | Enlarge Person, Expeditious Retreat, Ray of Contortion, Reduce Person | + | Level 3 | — | Harden Metal, Slow | + | Level 5 | — | Baleful Polymorph, Tenacious Transformation | + | Level 7 | Blink, Flight, Haste, Overcome Resistance, Transfer Enchantment | Flesh to Stone | + | Level 9 | Disintegrate | Time Stop | + feats: + - tier: adventurer + description: |2- + Double the duration of any spell that targets physical objects, including + cantrips. + - name: Specialist Advantage + _type: Class Feature + version: Specialist + source: DATP + description: |- + Choose one of seven wizard schools: Abjuration, Conjuration, Divination, + Enchantment, Evocation, Illusion, or Transmutation as your specialist school. -Choose from among the following utility spells: + Daily spells of your chosen school become recharge 16+ after battle. They still + count as daily spells for abilities that trigger off daily spells. + feats: + - tier: champion + description: ' Gain a +1 bonus to recharge rolls for spells of your school.' + - tier: epic + description: ' The bonus to recharge rolls is now equal to your Intelligence modifier.' + - name: Specialist Spell Slot + _type: Class Feature + version: Specialist + source: DATP + description: |- + When you choose spells during a full heal-up, you can declare one (and only one) + of your spell slots as your specialist school slot. You don’t choose a spell for + that slot after the full heal-up, but at the time of casting the spell. You can + choose any normal spell or utility spell that belongs to your specialist school. + + If the spell you cast is a recharge spell, make a recharge roll at the end of + the battle to regain the spell slot, not the particular spell. If the spell you + cast is once per battle, cyclic, or at-will, you cast the spell normally during + the battle, then regain the spell slot at the end of the battle. + + **This replaces access to the Core Book wizard’s utility spell slot. + You can still cast utility spells, but you prepare them individually like your + other spells.** + feats: [] + - name: Barred School + _type: Class Feature + version: Specialist + source: DATP + description: |- + As a specialist wizard, choose one of the seven wizard schools Abjuration, + Conjuration, Divination, Enchantment, Evocation, Illusion, or Transmutation as + your barred school. You cannot cast spells from that school. + feats: [] + - name: Arcane Archaeologist + _type: Talent + source: DATP + description: |- + You gain 5 points in a background that covers knowledge of ancient + civilizations, locating treasure sites, and identifying what you find. You are + familiar enough with ancient writing systems that you can decipher most writings + you find on maps, dungeon walls, and item inscriptions. + + Once per battle or scene, as a move action, you can pull off a stunt that you + have learned when exploring dangerous ruins, things like climbing slippery + surfaces, jumping narrow ledges, and avoiding massive rolling boulders. Describe + how you are using a mixture of athletic training and arcane tricks to avoid the + danger. Usually, you can pull off the stunt without any skill check, but the GM + can require a roll for absolutely outlandish tricks. + feats: + - tier: adventurer + description: ' You gain the rogue’s Trap Sense class feature.' + - tier: champion + description: |2- + Add your Intelligence modifier to magic item power recharge rolls for items you + wield. This represents your familiarity with ancient artifacts. + - tier: epic + description: |2- + You have advantage on saves against effects that were caused by magic items and + traps. + - name: Battle Mage + _type: Talent + source: DPAS + description: |- + You can use light and heavy one-handed melee weapons without attack penalty, and + your base AC in light armor is increased to 12. + + Starting from 3rd level, you can replace a wizard spell with a + swordmage spell two levels lower. + feats: + - tier: adventurer + description: ' Increase your recovery dice to d8.' + - tier: champion + description: |2- + When you wield a sword (or other one-handed melee weapon) in one hand and a + wand in the other, you gain the benefit of two-weapon fighting. Reroll any + natural 2s on the attack roll with both melee attacks and spells. + - tier: epic + description: |2- + After casting a Wizard spell, your next melee attack (hit or miss) deals extra + damage equal to the spell’s level, of an element related to the spell. + - name: Beguiler + _type: Talent + source: DATP + description: | + When you cast a spell that targets MD, choose one of the following benefits: + + - If the spell deals damage, deal extra damage equal to your Charisma modifier + (x2 at 5th level; x3 at 8th) to each target you hit. + - Increase the difficulty for the target’s first save against the spell by your + Charisma modifier. (A natural roll of 18+ always saves, however.) + - Increase the hit point limit for the creatures you can affect by 5 times your + level if the spell has one target, and twice your level if it has multiple + targets. + feats: + - tier: adventurer + description: |2- + You gain 3 points toward a background that represents performance skills or + mental manipulation. + - tier: champion + description: |2- + Choose a class. You can switch out a wizard spell for a spell from the chosen + class at a -2 level penalty, as long as that spell targets MD. + - tier: epic + description: |2- + Once per battle, when the escalation die is 3+, you can gain all three of the + beguiler benefits with one spell. + - name: Bladesinger + _type: Talent + source: DATP + description: |- + You can use light and heavy one-handed melee weapons without attack penalty, and + if the weapon is a true magic item, you can use it as an implement for wizard + spells. If you are multiclassed, you are considered a “skillful warrior” for + these weapons and don’t suffer a reduced damage die with them. + + You are also trained in light armors, and increase your base AC with them to 12. + + However, the focus on martial training has reduced your time to study the arcane + arts, and you have one fewer wizard spell slots of your highest level available. + feats: + - tier: adventurer + description: |2- + When you wield a one-handed blade weapon, your ranged spells do not provoke + opportunity attacks. + - tier: champion + description: |2- + After casting an arcane spell, your next hit or miss with a melee weapon attack + deals extra damage equal to the spell level. This bonus is not cumulative, only + use the highest bonus. + - tier: epic + description: |2- + As a quick action, you can enter a defensive stance that gives you a +1 bonus + to AC until the end of your next turn, and a +1 bonus to the first melee attack + on your next turn. + - name: Deep Specialization + _type: Talent + source: DATP + version: Specialist (DATP) + description: |- + + **Special:** You must be a specialist wizard. You cannot take both this talent + and Dual Specialization. + + When you prepare your specialist spell slot, you can use it to cast two spells + instead of one. + feats: + - tier: adventurer + description: ' You have advantage on skill checks regarding spells of your specialist + school.' + - tier: champion + description: |2- + When you take a quick rest, and you don’t have any spells left except at-will + spells, you can regain your specialist school bonus spell slot. Take a + cumulative -1 penalty to PD and MD from exhaustion until your next full heal-up. + - tier: epic + description: ' Gain the lowest tier feat of all spells of your specialist school + for free.' + - name: Dual Specialization + _type: Talent + source: DATP + version: Specialist (DATP) + description: |- + **Special:** You must be a specialist wizard. You cannot take both this talent + and Deep Specialization. + + Choose two specialist schools instead of just one. You gain the specialist spell + slot and specialist recharge abilities for both schools. For the specialist + slot, you can prepare two slots, one for each of your two schools. + + You must also choose two barred schools. + feats: + - tier: adventurer + description: |2- + Before casting a spell of one specialist school, you can spend a quick action + to add a small effect from your other specialist school. For example, you could + use illusion to make an evocation spell seem scarier and more dangerous, or add + an abjuration effect to a summoned monster to shore up its defenses. + - tier: champion + description: |2- + Gain the adventurer tier feat of all spells from both of your specialist + schools. + - name: Hedge Wizard + _type: Talent + source: DATP + description: | + After each full heal-up, roll a d8. + + 1. A blood sacrifice strengthens your body over your mind. You gain one less + wizard spell this time. However, you gain a +2 bonus to PD and roll d8s for + recovery dice until the next full heal-up. + 2. You bond with a protective spirit. Gain a +1 bonus to saves until your next + full heal-up. + 3. You bond with an earth spirit. Gain a daily terrain caster spell from the + terrain you are currently in. + 4. You bond with a life spirit. The first time you are reduced below zero hit + points before your next full heal-up, immediately heal using a free recovery. + 5. You have an out-of-body experience. Immediately gain the incremental advance + you would gain at the end of the session. (This does not allow you to level up + yet). + 6. You have a prophetic dream about an upcoming conflict. For one battle before + the next full heal-up, set the escalation die to 1 at the start of your first + turn. + 7. You reach into the past. Choose one spell that you had not expended before + the heal-up and gain it as a bonus spell. If you have none, reroll. + 8. The stars are aligned for one spell of your choice. You can reroll one of + your attack rolls with that spell before your next full heal-up. + feats: + - tier: adventurer + description: |2- + When casting a spell as a ritual, you can expend a recovery without healing to + gain advantage on the check. Describe how your ritual is physically exhausting, + through dance, sweating, loss of blood, etc. + - tier: champion + description: ' Roll twice on the table and choose one of the results.' + - tier: epic + description: |2- + Get a spell from a different spellcasting class as a bonus spell, at your class + level minus 2. This represents your study of primal wizardry that does not + conform to modern limitations. + - name: Monster Ecologist + _type: Talent + source: DATP + description: | + You gain a 5-point background in the academic knowledge of fantastic creatures. + + Once per battle, as a free action on your turn, gain a flash of insight about a + creature. Choose from the list below: + + - Learn details of an attack, power, or nastier special (GM’s choice). + - Understand its true desires or motives for fighting. + - Find out the condition under which it would negotiate, surrender, or flee. + - Know about weaknesses or resistances. + feats: + - tier: adventurer + description: |2- + If the creature is an aberration, beast, dragon, elemental or ooze, you can + learn two facts about it. + - tier: champion + description: ' You can use this talent twice per battle.' + - tier: epic + description: ' After using this talent on a target, gain a +1 bonus to attacks + against it.' + - name: Muscle Wizard + _type: Talent + source: DATP + description: |- + + You can make unarmed attacks without penalty, and your unarmed damage dice are + d6s. Once per battle, when you hit with an unarmed attack, you can deal fire, + force, or lightning damage with the attack, increase the damage dice to d10s, + and force the target to pop free from you. + + When you cast a ranged spell, you don’t trigger attacks of opportunity from + engaged enemies that you target with the spell. + feats: + - tier: adventurer + description: |2- + When you miss a spell attack against a target you are engaged with, deal damage + equal to your Strength modifier (x2 at 5th level; x3 at 8th) to it. + - tier: champion + description: ' Increase your recovery dice to d8s.' + - tier: epic + description: ' Increase the damage dice of your once-per-battle unarmed attack + to d20s.' + - name: Necromancy + _type: Talent + source: DATP + description: |- + + You can switch one of your wizard spells for a spell of the same level from the + necromancer list. Starting at third level, you can switch out additional spells + at a -2 level penalty. + + You know how to unravel the magic that creates undead. You gain a +1 bonus to + attacks against them. + feats: + - tier: adventurer + description: |2- + Understanding the undead helps you ward them off. You gain a +1 bonus to + defenses against undead. + - tier: champion + description: |2- + Add your Intelligence modifier to the first death save you roll in a battle. If + you roll a natural 20 on any death save. you also regain an expended spell. + - tier: epic + description: |2- + When you kill an enemy with a spell, siphon off some of their life. Gain a +1 + bonus to your critical threat range until the end of the battle. This bonus + resets to zero when you score a critical hit. + - name: Pyromancer + _type: Talent + source: DATP + description: |- + + When you cast a wizard spell that deals damage, you can change the damage type + to fire. + + You gain a spell from any class as a bonus spell at the highest level you can + cast, as long as that spell deals fire damage or is otherwise connected to fire. + If the spell has an attack roll, you can use Intelligence as the ability score. + feats: + - tier: adventurer + description: ' You ignore fire resistance.' + - tier: champion + description: |2- + When you take fire damage from an enemy attack, heal hit points equal to your + level. + - tier: epic + description: |2- + When the escalation die is 1+ and you cast a spell that does fire damage, + increase its damage dice by one step. + - name: Scion of Horizon + _type: Talent + source: DATP + description: |- + + Your close ties in wizard society give you an extra icon relationship point with + a wizardly icon. + + Due to your pure wizard blood, combined with the excellent training you have + enjoyed, you gain a bonus spell slot at the highest level you can cast. However, + you also have one less recovery (usually 7). + feats: + - tier: adventurer + description: |2- + You have met many wizards, which gives you an easy read on them. When meeting + an arcane spellcaster for the first time, ask one question about them, which the + GM will answer truthfully. Typical questions are their school specialization, + their icon affiliation, or the spell signature that marks their spells. + - tier: champion + description: ' You gain a +1 bonus to all defenses against spells and magical + attacks.' + - name: Sheltered Apprentice + _type: Talent + source: DATP + description: |- + + Intelligence-based skill checks are one step easier (-5) for you. This includes + checks about niche academics and esoteric lore, but also arcane knowledge and + skill checks required for ritual casting. Once per day, you can perform a stunt + to remember an otherwise useless fact from an obscure tome you’ve read. This is + allows you to automatically succeed on what would otherwise be a ridiculously + hard task. The GM should encourage the player to make up pieces of lore for the + game world with this talent. + + However, you also choose one ability score where all skill checks are one step + more difficult. You’re either frail (Strength), clumsy (Dexterity), sickly + (Constitution), lacking in empathy (Wisdom) or socially awkward (Charisma). + feats: + - tier: adventurer + description: |2- + Choose a very narrowly defined scholarly background, and gain one point in it + per word in the name, ignoring trivial words like “the”, for up to 7 points. + Examples include the revised taxonomy of butterflies in the Eldeen Reaches, + cultural implications of the seasonal migration patterns of Koru Behemoths, or + tribal animism and worship among Iron Sea merfolk. + - tier: champion + description: |2- + When you spend a feat to improve a wizard spell, you also gain the benefits of + any other feat of that spell up to your current tier. + - tier: epic + description: ' Once per day, you can perform an arcane ritual without expending + a spell.' + - name: Spellslinger + _type: Talent + source: DATP + description: |- + + You gain a +2 bonus to your critical threat range with wizard at-will spells. + feats: + - tier: adventurer + description: |2- + Once per day per point of Dexterity modifier, you can reroll an attack roll + with an at-will spell. + - tier: champion + description: |2- + Once per battle, when the escalation die is 3+, you can cast an at-will spell + as a quick action. + - tier: epic + description: |2- + As per the champion tier feat, but you can cast the spell as an interrupt when + you are attacked. If you hit, your attacker has disadvantage on their attack + roll. + - name: Summoner + _type: Talent + source: DATP + description: |- + + When you spend a quick action to control a summoned creature (which allows it to + add the escalation die to attack rolls), it also deals extra damage equal to its + level, on both hit and miss. + + Creatures you summon have one recovery. When healed, they use your recovery roll + to determine how many hit points they regain. They can use the rally action to + heal, or be healed using healing spells and potions. + feats: + - tier: adventurer + description: ' Your summoned creatures gain a +1 bonus to all saves.' + - tier: champion + description: ' Your summoned creatures have a second recovery.' + - tier: epic + description: ' Your summoned creatures gain a +1 bonus to all defenses.' + - name: Thaumaturge + _type: Talent + source: DATP + description: | + + When you cast a spell that targets PD, choose one of the following benefits: + + - If the spell deals damage, deal extra damage equal to your Constitution + modifier (x2 at 5th level; x3 at 8th) to each target you hit. + - Increase the DC for the target’s first save against the spell by your + Constitution modifier. (A natural roll of 18+ always saves, however) + - Increase the hit point limit for the creatures you can affect by 5 times your + level if it is one target, or twice your level in case of multiple targets. + feats: + - tier: adventurer + description: |2- + You gain 3 points towards a background in alchemy and the manipulation of + forces and matter. + - tier: champion + description: |2- + Choose a class. You can switch out a wizard spell for a spell from that class + at a -2 level penalty, as long as that spell targets PD. + - tier: epic + description: |2- + Once per battle, when the escalation die is 3+, you can gain all three of the + thaumaturge benefits with one spell. + - name: Animated Image + _type: Utility Spell 1 + source: DATP + school: Illusion + description: |- + Close-quarters spell; Daily + + --- + + + **Effect:** Create a two-dimensional illusion, up to the size of a large + painting, with an animated effect such as eyes that follow the viewer, falling + snow or a change of seasons. Make a skill check to determine the artistic value + of the image. The image lasts about 10 minutes. + + 3rd level spell: The spell lasts for 1 hour. + + 5th level spell: The spell lasts for 1 day. + feats: + - tier: adventurer + description: |2- + You can program the image to appear and perform a predetermined movement when a + defined trigger occurs, such as when a person steps through a door. + level: 1 + category: Utility Spells + usage: per-day + - name: Continual Light + _type: Utility Spell 1 + school: Evocation + source: DATP + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** An object you touch starts emitting light as bright as a torch. The + light stays at this brightness for a day, then it slowly fades over the next few + days. + feats: [] + level: 1 + category: Utility Spells + usage: per-day + - name: Darkvision + _type: Utility Spell 1 + source: DATP + school: Divination + description: |- + + + Close-quarters spell; Daily + + --- + + + **Target:** One creature per spell level  + + **Effect:** The target can see perfectly in the dark for 10 minutes per spell + level. + feats: [] + level: 1 + category: Utility Spells + usage: per-day + - name: Familiar’s Eyes + _type: Utility Spell 1 + source: DATP + school: Divination + description: |- + + + Close-quarters spell; Daily + + --- + + + **Special:** This spell requires the Wizard’s Familiar talent. + + **Effect:** For the next 1d6 x 10 minutes, you can perceive the world through + your familiar’s eyes and senses. While using the spell, you are effectively + blind and deaf as it dulls your own senses. + feats: [] + level: 1 + category: Utility Spells + usage: per-day + - name: Identify + _type: Utility Spell 1 + source: DATP + school: Divination + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** Gain a +10 bonus to a skill check to identify the magic properties + of an item or a persistent magical effect. + feats: [] + level: 1 + category: Utility Spells + usage: per-day + - name: Permanent Cantrip + _type: Utility Spell 1 + source: DATP + school: Transmutation + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** This spell has the effect of any wizard cantrip of your choice, + except that the effect is ongoing for days, if not months, if you don’t dismiss + it. Since it’s a minor magical effect, other spellcasters can dispel it with a + normal-difficulty skill check. + feats: [] + level: 1 + category: Utility Spells + usage: per-day + - name: Recall Memory + _type: Utility Spell 1 + source: DATP + school: Divination + description: |- + + + Close quarters spell; Daily + + --- + + + **Target:** You or a nearby willing creature + + **Effect:** You help the target remember something. They can repeat a failed + knowledge check with a +5 bonus. + feats: [] + level: 1 + category: Utility Spells + usage: per-day + - name: Scribe Scroll + _type: Utility Spell 1 + source: DATP + school: Enchantment + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** Inscribe any spell you have prepared for the day onto a parchment. + You can cast the spell from the scroll once at a later date, which uses up the + scroll. + + Choose the level of the spell when you create the scroll, between the lowest + level it can be learned at and the highest you can cast. + + Creating a scroll takes roughly 10 minutes per spell level and expends your use + of that spell for the day, even for spells other than daily spells. It requires + material components that cost about 50 gp per level of the spell. + + The finished scroll can be used by others, but doing so requires an + Intelligence-based skill check with a DC of 15 + the spell’s level (10 + level + for other wizards). On a natural even failure, nothing happens, but on a natural + odd failure, the magic gets triggered in an unintended, possibly disastrous way, + and the scroll is destroyed. + feats: + - tier: adventurer + description: |2- + Your scrolls are easier to use by other people, and only require a DC of 10 + + level to cast (5 + level for other wizards). + level: 1 + category: Utility Spells + usage: per-day + - name: Summon Small Animals + _type: Utility Spell 1 + school: Conjuration + source: DATP + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You summon 1d6 small animals, such as cats, rabbits, or doves. The + animals are purely magical creations. They will act rather confused and + disappear after 1d6 minutes. + + 3rd level spell: You can control the animals with a quick action each turn, and + you can have them perform small tricks an animal of that type would be capable + of. + feats: [] + level: 1 + category: Utility Spells + usage: per-day + - name: Talking Pages + _type: Utility Spell 1 + source: DATP + school: Divination + description: |- + + + Close-quarters spell; Daily + + --- + + + **Target:** One book you touch + + **Effect:** You absorb the knowledge contained in a piece of writing up to the + size of a book. A short touch will teach you the gist of it, whereas a few + minutes of concentration are enough to gain an understanding of its contents. A + full day is required if you want to achieve a word-by-word memorization. You + don’t need to know the language of the writing. This spell can also decipher + non-magical code. + feats: [] + level: 1 + category: Utility Spells + usage: per-day + - name: Tongues + _type: Utility Spell 1 + source: DATP + school: Divination + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You gain the ability to speak and understand the language of any + intelligent creature. You can only speak one language at a time. Tongues does + not enable you to communicate with creatures that don’t have a language. You can + make yourself understood as far as your voice carries. The effect lasts for 1d6 + x 10 minutes. + + 5th level spell: The effect lasts for 1d6 hours. + feats: + - tier: adventurer + description: ' You can grant the ability to another creature by touch.' + level: 1 + category: Utility Spells + usage: per-day + - name: Treasure-bearing Disc + _type: Utility Spell 1 + source: DATP + school: Evocation + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You create a hovering disc of force energy, roughly the size of + your outstretched arms. It can carry two people, one person in heavy armor, or a + load of treasure. It follows you on command. It flies at walking speed, and it + can slowly move up or down. The disc is indestructible by non-magical means. It + persists for 1d6 x 10 minutes. + + 5th level spell: The disc lasts for 1d6 hours. + feats: [] + level: 1 + category: Utility Spells + usage: per-day + - name: Unseen Servant + _type: Utility Spell 1 + source: DATP + school: Conjuration + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You summon a shimmering, ghost-like valet to step and fetch, open + doors and hold chairs, as well as to clean and mend at your command. The servant + is about as strong as an average human. It does not fight, is hit by any attack + roll of natural 2+, and only has one hit point per level of the spell. The + servant persists for 1d6 x 10 minutes. + + 5th level spell: The servant persists for 1d6 hours. + feats: [] + level: 1 + category: Utility Spells + usage: per-day + - name: Arcane Cypher + _type: Utility Spell 3 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You scramble a text of up to one page per spell level into + unreadable gibberish, unless a condition set by you is met. This is usually a + certain person reading the text, a specific item touching the page, or a spoken + code word. + feats: [] + level: 3 + category: Utility Spells + usage: per-day + - name: Clairaudience / Clairvoyance + _type: Utility Spell 3 + source: DATP + school: Divination + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You concentrate upon a nearby locale and either see or hear inside + as if you were there (your choice). You must be able to pinpoint the location, + such as around a corner, behind a door etc. The spell lasts for up to one minute + per spell level. + + 5th level spell: You can both see and hear with the spell. + + 7th level spell: You can target far away locations. + feats: [] + level: 3 + category: Utility Spells + usage: per-day + - name: Leisurely Tiny Hut + _type: Utility Spell 3 + source: DATP + school: Conjuration + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You summon a small hut that is large enough for six people to find + shelter in. The hut is sturdy enough to survive most environmental effects, + although it can be damaged and ultimately destroyed by extreme conditions such + as lava or a direct lightning strike. The outer appearance of the hut is up to + you. On the inside, the hut provides a comfortable temperature and breathable + air. The effect lasts for up to 8 hours. + feats: [] + level: 3 + category: Utility Spells + usage: per-day + - name: Magic Mouth + _type: Utility Spell 3 + source: DATP + school: Illusion + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You place an enchanted mouth on an object which suddenly appears + when a specified event occurs. The mouth speaks a message of up to 25 words as + specified by you. The message is entirely mundane and cannot create spell + effects. The event that triggers the message can be as simple or as complicated + as you like, but the conditions are limited to what can be perceived by normal + means. No mind reading, detecting invisible creatures and the like. The spell + remains in effect for one day per spell level. + feats: [] + level: 3 + category: Utility Spells + usage: per-day + - name: See Invisible + _type: Utility Spell 3 + source: DATP + school: Divination + description: |- + + + Close-quarters spell; Daily; Quick action + + --- + + + **Effect:** You can see invisible creatures normally until the end of the + battle or scene. + + 5th level spell: The effect lasts for up to an hour. + + 7th level spell: The effect lasts for up to eight hours. + feats: [] + level: 3 + category: Utility Spells + usage: per-day + - name: Arcane Eye + _type: Utility Spell 5 + source: DATP + school: Divination + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You create an invisible floating eye that sends you visual + information. The eye floats at walking speed, and you can send it out of your + line of sight. Through the eye, you can see as if through your own eyes. It + cannot pass through walls, but it can pass through small holes and openings. The + eye persists for 1d6 x 10 minutes. + + During combat, it’s a quick action to direct the eye and receive visual imagery. + If you don’t use the quick action, the eye remains inert. + + 7th level spell: The effect lasts for 1d6 hours. + feats: + - tier: champion + description: ' You can cast spells through the eye at a -2 penalty to the attack.' + level: 5 + category: Utility Spells + usage: per-day + - name: Legend Lore + _type: Utility Spell 5 + source: DATP + school: Divination + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** This divination reveals some information about a legendary person, + place, or item. Examples include a current or former icon, their stronghold, or + a major artifact. The closer you are physically to the target, the more + information can be gained by the spell. If you are in the target location, or + have the object within reach, the spell is likely to provide vivid imagery of + key scenes in its history. If the target is far away, or just a myth that may + not be real at all, the spell will conjure just very hazy fragments of + information. + feats: [] + level: 5 + category: Utility Spells + usage: per-day + - name: Magical Disjunction + _type: Utility Spell 5 + source: DATP + school: Abjuration + description: |- + Ranged spell; Daily + + --- + + + **Effect:** You destroy a permanent magical effect. If you target a true magic + item, it is permanently returned into its mundane state. A magical trap is + permanently disarmed. Epic-level items are immune to this spell. + + 9th level spell: You can now destroy epic-level effects, but artifacts of iconic + power are still immune to the spell. + feats: [] + level: 5 + category: Utility Spells + usage: per-day + - name: Passwall + _type: Utility Spell 5 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You open a magical passage through a wall that allows you, and any + creature designated by you, to pass through. The passage is open for 1d6 + minutes, if you do not end the spell earlier. The passage opens straight on the + opposite side, so make sure there is safe terrain to step into. + feats: [] + level: 5 + category: Utility Spells + usage: per-day + - name: Stone to Flesh + _type: Utility Spell 5 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** This spell reverses a petrification effect, such as from a medusa’s + gaze. You can also use it to change a stone statue into an uncanny corpse (and + make the proud artist quite angry). + feats: [] + level: 5 + category: Utility Spells + usage: per-day + - name: Dungeon Engineering + _type: Utility Spell 7 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You magically perform major construction work for roughly an hour. + You can move large amounts of earth and stone, dig a hole or a tunnel, or erect + walls and pillars. The GM can require a skill check using an appropriate + background to determine the quality and sturdiness of the work. + feats: [] + level: 7 + category: Utility Spells + usage: per-day + - name: Mirage Arcana + _type: Utility Spell 7 + source: DATP + school: Illusion + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You cover an area the size of a castle or a small forest in an + extensive animated illusion that affects all senses. The illusion cannot create + solid objects, so if for example you create an illusory wall where there is + none, anyone can just walk through it. Make a Charisma-based skill check to + determine the quality of the illusion. Anyone with an MD higher than the check + will see through it immediately. Others can save against the effect if they have + a reason to disbelieve the illusion. + + The illusion lasts for a day but can be cast as a ritual for longer durations. + feats: [] + level: 7 + category: Utility Spells + usage: per-day + - name: Scrying Screen + _type: Utility Spell 7 + source: DATP + school: Illusion + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You create an illusion that fools magical divinations. Whoever uses + a spell such as Scrying on you or the surrounding area will perceive the image + or scene as set by you, not what is really there. The details of the illusory + images and sounds are entirely up to you. The screen stays up for 8 hours, but + paranoid mages tend to set this spell up as a ritual for longer durations. + feats: [] + level: 7 + category: Utility Spells + usage: per-day + - name: True Seeing + _type: Utility Spell 7 + source: DATP + school: Divination + description: |- + + + Close-quarters spell; Daily + + --- + + + **Target:** You or an ally you touch + + **Effect:** For the next hour, the target can see in normal and magical + darkness, see invisible creatures and objects, detect visual illusions, and + perceive the natural form of a shapechanger or a magically transformed creature. + For a creature that has more than one natural form, such as a werewolf, you see + both forms as a shadowy overlay. The target can also perceive things that are + hidden away on other planes where they overlap with their current location. + feats: [] + level: 7 + category: Utility Spells + usage: per-day + - name: Magnificent Mansion + _type: Utility Spell 9 + school: Conjuration + source: DATP + description: |- + Ranged spell; Daily + + --- + + + **Effect:** You create and furnish a stately home in an extradimensional space. + You can layout and decorate the place in any shape and form you like. The + typical manifestation of the spell is a large aristocratic manor with dozens of + luxurious rooms, a glistening banquet hall and lush gardens, populated with + liveried servants and skillful musicians. The entrance to the manor is a + dimensional portal that others can enter upon your invitation. + + The mansion lasts for one day. Anything brought into the mansion will drop out + of the portal when the spell ends. + feats: [] + level: 9 + category: Utility Spells + usage: per-day + - name: Acid Splash + _type: Spell 1 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; At-will + + --- + + + **Target:** 2 random nearby enemies + + **Attack:** Automatic hit + + **Effect:** 3 acid damage + + 3rd level spell: 5 damage + + 5th level spell: 8 damage + + 7th level spell: 12 damage + + 9th level spell: 20 damage + feats: + - tier: adventurer + description: ' When the escalation die is odd, target 3 random nearby enemies.' + - tier: champion + description: ' When the escalation die is even, increase the damage by the spell + level.' + - tier: epic + description: ' You can now cast this spell without provoking opportunity attacks.' + level: 1 + category: Spells + usage: at-will + - name: Animate Armor + _type: Spell 1 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily + + --- + + + **Special:** You can only cast this spell outside of battle; it requires 2d4 + minutes to cast. + + **Target:** A suit of heavy armor + + **Effect:** You animate a suit of heavy armor to fight for you as an armor + golem, following to the summoning rules. The armor stays animated until it is + reduced to zero hit points, or until your next full heal-up. The spell ends, but + the armor is not destroyed when it is reduced it to zero hp (unless it makes + sense story-wise, e.g. when falling into lava). + + By default, the armor uses its gauntlets to attack, and has a d4 damage die with + them. However, the armor can also wield melee weapons like a fighter (with the + same WEAPON damage dice) and use a shield for +1 AC. + + If you cast the spell on a true magic item suit of armor, or equip it with magic + items, it benefits from their bonuses and abilities. However, it can only + benefit from one item per spell level, and it suffers all item quirks. + + While the armor provides strong protection, it has one weakness — when it takes + damage, it needs a round to reassemble itself, and cannot attack that turn. + feats: [] + level: 1 + category: Spells + usage: per-day + - name: Chromatic Orb + _type: Spell 1 + school: Evocation + source: DATP + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 1d12 damage, plus damage type and effect depending on your choice for + the color of the orb. + + _Pearly:_ Light. Holy damage. The target is surrounded by bright light. It is + also weakened (-4 to attacks and defenses; save ends). + + _Ruby:_ Heat. Fire damage. The target’s attacks deal half damage (save ends). + + **Miss:** You regain the spell during your next quick rest. + + 3rd level spell: 3d12 damage, and you can create the following colors: + + _Opal:_ Fire. Fire damage. The target takes 5 points of ongoing fire damage per + spell level. + + _Amber:_ Blindness. Negative energy damage. When the target attacks, determine + the targets randomly among all nearby creatures (save ends). + + 5th level spell: 5d12 damage, and you can create the following colors: + + _Emerald:_ Stinking cloud. Poison damage. The target is dazed (save ends). Deal + half damage to 1d3 nearby enemies. + + _Turquoise:_ Magnetism. Metal objects start clinging to the target. It is + hampered (save ends). + + 7th level spell: 7d12 damage, and you can create the following colors: + + _Sapphire:_ Paralysis. Lightning damage. The target is stunned (save ends). If + the target has more than 150 hit points, it can save against the effect + immediately. + + _Amethyst:_ Petrification. Negative energy damage. The target is weakened (save + ends). If it fails its fourth save against the spell, it is permanently turned + into stone. + + 9th level spell: 9d12 damage, and you can create the following colors: + + _Ashen:_ Negative energy damage. If the target has 150 hit points or less, it + dies. Otherwise it takes 50 ongoing negative energy damage. + feats: + - tier: adventurer + description: ' The spell is now Recharge 16+ after battle.' + - tier: champion + description: |2- + All saves against this spell are hard saves (16+), including saves against + ongoing damage. + - tier: epic + description: ' You have advantage on the attack roll with this spell.' + level: 1 + category: Spells + usage: per-day + - name: Eldritch Incantation + _type: Spell 1 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; At-will + + --- + + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. MD + + **Hit:** 1d20 psychic damage + + **Miss:** — + + 3rd level spell: 2d20 damage + + 5th level spell: 3d20 damage + + 7th level spell: 4d20 damage + + 9th level spell: 6d20 damage + feats: + - tier: adventurer + description: ' You can cast this spell as a close-quarters spell.' + level: 1 + category: Spells + usage: at-will + - name: Elemental Triad + _type: Spell 1 + source: DATP + school: Evocation + description: |- + Ranged spell; Cyclic (once per battle OR at-will when the escalation die is + even) + + **Target:** Three nearby enemies + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 2d8 damage. Against the first target, deal fire damage, cold against + the second, and lightning against the third. + + **Miss:** Damage equal to your level + + 3rd level spell: 3d8 damage + + 5th level spell: 5d8 damage + + 7th level spell: 7d8 damage + + 9th level spell: 10d8 damage + feats: + - tier: adventurer + description: |2- + Choose the element of each attack. You can also deal acid or thunder damage + with this spell, but each attack must use a different element. + - tier: champion + description: |2- + If you miss a target with the first or second attack roll, you can target the + same enemy again with the next attack. + - tier: epic + description: ' On a miss, deal half damage instead.' + level: 1 + category: Spells + - name: Enlarge Person + _type: Spell 1 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby creature + + **Attack:** Intelligence + Level vs. PD (no attack roll required against + allies) + + **Hit:** The target’s size increases by one step (usually from normal to + large), and it has advantage on all Strength-based skill checks. In addition, it + increases all WEAPON damage dice by one step. The target also has a +2 bonus to + all defenses against attacks that attempt to grab or swallow it. Unwilling + targets can save against the effect normally, otherwise the effect ends at the + end of the battle or scene. + + **Miss:** — + + 5th level spell: You can now increase the target’s size to huge. It takes a -1 + penalty to attacks and defenses, but its WEAPON damage dice are increased by an + additional step. + feats: [] + level: 1 + category: Spells + usage: per-day + - name: Expeditious Retreat + _type: Spell 1 + source: DATP + school: Transmutation + description: |- + + + Close-quarters spell; Once per battle; Quick action + + --- + + + **Target:** You + + **Effect:** Move to a far away location that you can reach on foot. You do not + trigger opportunity attacks and you cannot be intercepted. + feats: + - tier: adventurer + description: |2- + Until the end of your next turn, you gain a bonus to all defenses equal to the + escalation die. + level: 1 + category: Spells + usage: per-battle + - name: Firebolt + _type: Spell 1 + school: Evocation + source: DATP + description: |- + Ranged spell; At-will + + --- + + + **Target:** One nearby enemy + + **Special:** You can increase the targets of the spell to 1d3 nearby enemies. + This expends the spell for the day. + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 2d6 fire damage + + **Miss:** Half damage + + 3rd level spell: 4d6 damage; 1d4 targets if expended + + 5th level spell: 5d8 damage + + 7th level spell: 6d10 damage; 1d6 targets if expended + + 9th level spell: 8d12 damage + feats: + - tier: adventurer + description: ' If you expend the spell, you can recharge it on a 16+ after the + battle.' + level: 1 + category: Spells + usage: at-will + - name: Fog Cloud + _type: Spell 1 + source: DATP + school: Evocation + description: |- + + + Ranged spell; Daily; Cloud + + --- + + + **Target:** 1d4 nearby enemies + + **Attack:** Intelligence + Level vs. PD + + **Hit:** While inside the cloud, any attack made by the target or against the + target has disadvantage, unless the attack is at engaged range. Any creature + engaged with the target is also under this effect, i.e. it attacks by it and + against it have disadvantage unless at engaged range. + + _Cloud:_ A creature that is not engaged can leave the cloud as a move action. At + the start of your next turn, make a normal save (11+) to check whether the cloud + persists. This is not an action. If it persists, the effect continues, and you + make another check at the start of the following turn. + feats: + - tier: adventurer + description: ' The save to see if the cloud persists is now an easy save (6+).' + - tier: champion + description: ' You can now target 1d4+2 enemies.' + level: 1 + category: Spells + usage: per-day + - name: Hideous Laughter + _type: Spell 1 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** A nearby enemy; constructs and similar mindless enemies are immune + to this spell. + + **Attack:** Intelligence + Level vs. MD; if the target is staggered, you have + disadvantage on the attack roll as the target is in too much pain + + **Hit:** The target starts laughing uncontrollably. It is unable to make + attacks, but it can take other actions normally (save ends; it also ends if the + target is hit by an attack). + + **Miss:** The target is dazed until the end of your next turn. + feats: [] + level: 1 + category: Spells + usage: per-day + - name: Hostile Probe + _type: Spell 1 + source: DATP + school: Divination + description: |- + + + Ranged spell; At-will + + --- + + + **Target:** A nearby enemy + + **Attack:** Intelligence + Level vs. MD + + **Hit:** The target must choose to either reveal its intentions or resist and + take damage. + + _Reveal:_ You learn what action the target intends to take next. Until the end + of your next turn, its attacks against you have disadvantage. + + _Resist:_ The target takes 2d10 psychic damage. + + **Miss:** — + + 3rd level spell: 4d10 damage + + 5th level spell: 6d10 damage + + 7th level spell: 8d10 damage + + 9th level spell: 12d10 damage + feats: + - tier: adventurer + description: |2- + You can share the reveal with your allies, which gives the target disadvantage + on attacks against them too. + level: 1 + category: Spells + usage: at-will + - name: Ice Knife + _type: Spell 1 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; Cyclic (once per battle OR at-will when the escalation die is + even) + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. AC + + **Hit:** 3d8 cold damage + + _Natural even hit:_ Deal 1d8 cold damage to the 1d3 enemies closest to the + target. + + **Miss:** Cold damage equal to your level + + 3rd level spell: 5d8 damage; 2d8 on even hit + + 5th level spell: 8d8 damage; 3d8 on even hit + + 7th level spell: 13d8 damage; 4d8 on even hit + + 9th level spell: 2d8 x 10 damage; 5d8 on even hit + feats: + - tier: adventurer + description: |2- + For the extra damage on even hit, increase the number of targets to 1d4 and the + damage dice to d10s. + level: 1 + category: Spells + - name: Mage Armor + _type: Spell 1 + source: DATP + school: Abjuration + description: |- + + + Close-quarters spell; Daily; Quick action + + --- + + + **Special:** You can spend 2d4 minutes to cast this spell out of battle to + protect yourself until the end of the next battle. + + **Target:** You + + **Effect:** Increase your unarmed base armor class to 12 (usually from 10) + until the end of the battle. + + 3rd level spell: Base armor 13 + + 5th level spell: Base armor 14 + feats: + - tier: adventurer + description: ' If you cast this spell out of battle, it lasts for two battles.' + - tier: champion + description: ' If you cast this spell out of battle, it lasts for three battles.' + level: 1 + category: Spells + usage: per-day + - name: Magic Weapon + _type: Spell 1 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily; Quick action + + --- + + + **Target:** A nearby weapon + + **Effect:** Until the end of the battle, the weapon gains a +1 bonus to attack + and damage, like a true magic item. Attacks with the weapon ignore any + resistances the target has against the attack. + + 5th level spell: Increase the bonus to +2 + + 9th level spell: Increase the bonus to +3 + feats: + - tier: adventurer + description: |2- + If you wield the weapon, you can use your Intelligence modifier for attack and + damage with it. + - tier: champion + description: ' The spell is now Recharge 16+ after battle.' + - tier: epic + description: |2- + The wielder can hurl the weapon to make a ranged attack against a nearby enemy + with it. It returns to their hand. + level: 1 + category: Spells + usage: per-day + - name: Mirror Image + _type: Spell 1 + source: DATP + school: Illusion + description: |- + + + Close-quarters spell; Daily; Quick action + + --- + + + **Target:** You + + **Effect:** You create 1d3 illusory duplicates of yourself. If an attack + against you is a natural odd roll, the attack strikes a duplicate instead of + you, and destroys it. + + 3rd level spell: 1d4 images + + 5th level spell: 1d4+1 images + + 7th level spell: 1d6+1 images + + 9th level spell: 2d4 images + feats: + - tier: adventurer + description: ' The spell is now Recharge 16+ after battle.' + - tier: champion + description: ' On a natural odd miss, the duplicate is no longer destroyed.' + level: 1 + category: Spells + usage: per-day + - name: Phantasmal Force + _type: Spell 1 + source: DATP + school: Illusion + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. MD + + **Hit:** You plant a phantasm in the target’s mind that it considers to be real + (save ends). Describe the phantasm to the GM, who will adjudicate the effect and + the target’s actions. Some outcomes the GM can choose are: + + - Silly distraction: The target is dazed. + - Overwhelming desire: The target will move toward a place, creature, or item, + and possibly try to grab or touch it. + - Stationary danger: The target will avoid a certain area. + - Looming threat: The target will try to move away from a place or a creature as + fast as it can. + - Frightening horror: The target curls up in a corner, unable to do anything but + shiver. + - Imaginary pain: The target takes 10 ongoing psychic damage per spell level. + + + The GM can set the save as hard (16+) or easy (6+) depending on how realistic + the phantasm is in the current situation. The spell ends immediately if the + target feels pain that is inconsistent with the phantasm (like touching a hot + coal that it thought was a diamond). The target can still perceive everything + outside of the phantasm normally. The phantasm cannot be seen by anyone else. + + **Miss:** You regain the spell at the end of the battle. + + 5th level spell: The phantasm can have up to two of the effects above. + + 9th level spell: You can target a second enemy. + feats: + - tier: adventurer + description: ' When you hit a mook with this spell, you affect the entire group.' + level: 1 + category: Spells + usage: per-day + - name: Phantom Lance + _type: Spell 1 + source: DATP + school: Illusion + description: |- + + + Ranged spell; At-will + + --- + + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. MD + + **Hit:** 2d10 psychic damage + + **Miss:** — + + 3rd level spell: 3d10 damage + + 5th level spell: 5d10 damage + + 7th level spell: 6d12 damage + + 9th level spell: 10d12 damage + feats: + - tier: adventurer + description: ' If the target is dazed or confused, you have advantage on the attack + roll.' + - tier: champion + description: |2- + On a natural even hit, also deal ongoing psychic damage equal to the spell + level. + - tier: epic + description: ' You can attack far away enemies at a -2 penalty to the attack roll.' + level: 1 + category: Spells + usage: at-will + - name: Ray of Contortion + _type: Spell 1 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; At-will + + --- + + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 2d8 damage + + _Natural 16+:_ The target has disadvantage on its next attack roll. + + **Miss:** Damage equal to your level + + 3rd level spell: 4d6 damage + + 5th level spell: 6d6 damage + + 7th level spell: 10d6 damage + + 9th level spell: 10d10 damage + feats: + - tier: adventurer + description: |2- + On a natural 12–15 on the attack roll, the target is vulnerable to the next + attack against it. + - tier: champion + description: ' Constructs and undead are vulnerable to this spell.' + level: 1 + category: Spells + usage: at-will + - name: Reduce Person + _type: Spell 1 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby creature + + **Attack:** Intelligence + Level vs. PD (no attack roll required against + allies) + + **Hit:** The target’s size is reduced by one step (usually from normal to + small), and it has a +4 bonus to AC against opportunity attacks. Its WEAPON + damage dice are reduced by 1 step. Targeted monsters reduce the damage of + physical attacks by their level. Unwilling targets can save against the effect + normally, otherwise the effect ends at the end of the battle or scene. + + 5th level spell: You can now reduce a target to tiny size. It deals half damage + with physical and weapon attacks. + feats: [] + level: 1 + category: Spells + usage: per-day + - name: Resist Magic + _type: Spell 1 + school: Abjuration + source: DATP + usage: recharge + description: |- + Ranged spell; Recharge 16+ after battle + + **Target:** You or one nearby ally + + **Effect:** Until the end of the battle, the target gains _resist magic_ 12+. + This resistance covers any monster attacks that have names like spells, any + attack by a monster with the caster type, and obviously magic abilities like + dragon breath. + + 5th level spell: Resistance is now 16+. + + 7th level spell: The spell now affects two targets. + + 9th level spell: Recharge roll is now 11+. + feats: + - tier: adventurer + description: ' You can target an additional creature with the spell.' + level: 1 + category: Spells + - name: Summon Mana Spirit + _type: Spell 1 + source: DATP + school: Conjuration + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** This spell summons a Mana Spirit as a superior summoned creature. + The level of the spirit is the same as the spell’s level. This spell follows the + summoning rules. + feats: + - tier: adventurer + description: ' The mana spirit can teleport to a nearby location once per battle.' + - tier: champion + description: |2- + When the escalation die is even, the Mana Spirit can attack two nearby enemies + with its magic missile attack. + - tier: epic + description: |2- + The mana spirit can use Magic Missile as an interrupt action after it isits + attacked. + level: 1 + category: Spells + usage: per-day + - name: Threat Assessment + _type: Spell 1 + source: DATP + school: Divination + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** A larger area, such as one level of a dungeon + + **Effect:** You gain a visual image and the rough location of the strongest + creature in the target area (GM’s choice; usually the creature with the most hit + points). + feats: [] + level: 1 + category: Spells + usage: per-day + - name: True Strike + _type: Spell 1 + source: DATP + school: Divination + description: |- + + + Close-quarters spell; Cyclic (once per battle OR at-will when the escalation die + is even) + + **Target:** You or a nearby ally + + **Effect:** The target has advantage on their next weapon attack roll, and a + bonus to their critical threat range equal to the escalation die. + feats: [] + level: 1 + category: Spells + - name: Break Enchantment + _type: Spell 3 + school: Abjuration + source: DATP + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby creature or object + + **Attack:** Charisma + Level vs. MD; you can hit willing targets without an + attack roll + + **Hit:** End all effects on the target. If you target a magic item, its effects + are temporarily negated (save ends). + + **Miss:** — + feats: + - tier: champion + description: ' You can target one specific effect, rather than all of them.' + level: 3 + category: Spells + usage: per-day + - name: Circle of Warding + _type: Spell 3 + school: Abjuration + source: DATP + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You create a circle on the ground that is large enough for you and + one ally per spell level to stand in. Choose one type of creature (aberration, + beast, construct, demon, dragon, elemental, fey, giant, humanoid, plant, ooze, + or undead). Creatures of the chosen type have disadvantage on all attacks + against those within the circle. Anyone inside the circle has to step across it + to engage anyone outside of it, and vice versa. + + If a creature of your chosen type tries to enter the circle, make the following + attack against it as a free action. + + **Attack:** Intelligence + Level vs. MD + + **Hit:** 1d6 per spell level psychic damage. The target fails to enter the + circle and can’t engage anyone within it. + + At the start of each of your turns, roll 1d20. If the roll is equal to the + escalation die or lower, the spell ends. + feats: [] + level: 3 + category: Spells + usage: per-day + - name: Clay Golem + _type: Spell 3 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Special:** You can only cast this spell outside of battle; it requires 2d4 + minutes to cast. + + **Effect:** You summon a clay golem to fight as your ally in the upcoming + battles, according to the summoning rules. The golem stays animated until it is + reduced to zero hit points, or until your next full heal-up. + feats: + - tier: adventurer + description: |2- + Your clay golem regenerates a number of hit points equal to its level at the + start of its turn. + level: 3 + category: Spells + usage: per-day + - name: Critical Scope + _type: Spell 3 + source: DATP + school: Divination + description: |- + + + Ranged spell; Daily; Quick action + + --- + + + **Target:** You or a nearby ally + + **Effect:** The target gains a +2 bonus to their critical threat range until + the end of the battle. + + 7th level spell: You can now cast this spell on two targets. + feats: [] + level: 3 + category: Spells + usage: per-day + - name: Elemental Absorption + _type: Spell 3 + source: DATP + school: Abjuration + description: |- + + + Close-quarters spell; Daily + + --- + + + **Target:** You or a nearby ally + + **Effect:** Choose one element (acid, cold, fire, force, lightning, poison, or + thunder). You create a shield around the target that absorbs damage of that + element. The shield dissipates after it has absorbed 30 points of damage, or at + the end of the battle. + + 5th level spell: 50 points of damage + + 7th level spell: 80 points of damage + + 9th level spell: 140 points of damage + feats: + - tier: adventurer + description: |2- + You can choose to create two shields for two different elements; each absorbs + half the amount. + level: 3 + category: Spells + usage: per-day + - name: Enchanted Conduit + _type: Spell 3 + source: DATP + school: Enchantment + description: |- + + + Close-quarters spell; Daily; Quick action + + --- + + + **Target:** A staff (simple two-handed melee weapon) + + **Effect:** You enchant the staff as both an adventurer-level true magic + weapon, and an arcane implement (+1 bonus to attack and damage). In melee, you + can use Intelligence for attack and damage with it, and it deals acid, cold, + fire, force, or lightning damage (your choice). Deal 1d6 extra damage with melee + attacks and spells that deal damage of the chosen element. + + 5th level spell: Increase the enchantment bonus to champion tier (+2), and the + extra damage to 2d6. + + 7th level: Increase the extra damage to 3d6. + + 9th level spell: Increase the enchantment bonus to epic tier (+3), and the extra + damage to 5d6. + feats: + - tier: adventurer + description: ' You can switch the damage type as a quick action.' + - tier: champion + description: ' The spell is now Recharge 16+ after battle.' + level: 3 + category: Spells + usage: per-day + - name: Explosive Runes + _type: Spell 3 + source: DATP + school: Abjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You inscribe mystic runes on a book, scroll, map or similar item + that last for a day. Specify a safe way to read the runes without triggering + them. If those instructions aren’t followed, the runes explode, targeting the + reader with the attack below. + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 6d6 fire damage + + **Miss:** Half damage against the target and another random nearby creature + + 5th level spell: 10d6 damage + + 7th level spell: 2d6 x 10 damage + + 9th level spell: 3d6 x 10 damage + feats: + - tier: adventurer + description: ' The runes have 1d4+1 charges, and they last for up to a month.' + level: 3 + category: Spells + usage: per-day + - name: Fire / Ice Shield + _type: Spell 3 + source: DATP + usage: recharge + schoool: Evocation + description: |- + Close-quarters spell; Recharge 16+ after battle; Quick action + + ___ + + **Special:** Choose whether you want to create a fire shield or an ice shield + when you cast the spell. + + **Effect (Fire Shield):** You create a burning barrier that you can wield like + a shield (AC +1, no attack penalty). The shields grants _resist fire_ 12+. When + an enemy makes a melee attack against you, deal fire damage equal to your + Intelligence modifier (x2 at 5th level; x3 at 8th) + Level to it. + + **Effect (Ice Shield):** As above, but the shield deals cold damage and grants + resistance to cold damage. + + 5th level spell: The resistance is now 16+. + feats: + - tier: champion + description: ' Increase the AC bonus to +2.' + - tier: epic + description: ' The spell is now Recharge 11+.' + level: 3 + category: Spells + - name: Flame Arrow + _type: Spell 3 + source: DATP + school: Enchantment + description: |- + + + Close-quarters spell; Daily + + --- + + + **Special:** When you cast the spell, choose whether you want to cast it as (A) + a direct damage spell or (B) an item enchantment effect. + + **Effect A:** You create one flaming arrow and make the following attack with + it. + + **Target:** One nearby or far away enemy. If you have more than one arrow, you + choose a different target for each arrow, or the same target again. + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 7d10 fire damage + + **Miss:** Half damage + + 5th level spell: Create 2 arrows. + + 7th level spell: Create 3 arrows. + + 9th level spell: Create 5 arrows. + + **Effect B:** Summon flaming arrows into someone’s quiver. Until the end of the + battle, they deal 2 extra WEAPON dice of fire damage with bow attacks on a hit + until the end of the battle. + + 5th level spell: 3 WEAPON dice + + 7th level spell: 5 WEAPON dice + + 9th level spell: 7 WEAPON dice + feats: + - tier: adventurer + description: ' The spell is now Recharge 16+ after battle.' + - tier: champion + description: ' (B) The enchanted bow deals half extra fire damage on a miss.' + level: 3 + category: Spells + usage: per-day + - name: Flaming Sphere + _type: Spell 3 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You summon a flaming sphere that you can direct to singe your + enemies. Until the end of the battle, you can make the following attack as a + quick action once on each of your turns. + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 3d12 fire damage + + **Miss:** Half damage to a different nearby enemy + + 5th level spell: 6d12 damage + + 7th level spell: 1d12 x 10 damage + + 9th level spell: 3d6 x 10 damage + feats: + - tier: adventurer + description: ' On a miss, deal damage equal to your level to the initial target.' + - tier: champion + description: |2- + You can attack recklessly with this spell. Attack 1d3 enemies with one quick + action, but on a miss, deal half damage to each ally engaged with the targets. + level: 3 + category: Spells + usage: per-day + - name: Foresee Peril + _type: Spell 3 + source: DATP + school: Divination + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** You or a nearby ally + + **Effect:** The target has advantage on initiative checks and cannot be + surprised. It can always act in a surprise round. It also has advantage on skill + checks to notice dangers such as traps. This effect lasts for one hour per spell + level. + feats: [] + level: 3 + category: Spells + usage: per-day + - name: Harden Metal + _type: Spell 3 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; Daily; Quick action + + --- + + + **Target:** A nearby set of heavy armor + + **Effect:** If cast on a set of armor, the armor grants +1 AC and converts + critical hits into normal hits until the end of the battle. + feats: [] + level: 3 + category: Spells + usage: per-day + - name: Luck + _type: Spell 3 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily; Quick action + + --- + + + **Target:** You or one nearby ally + + **Effect:** The target gains a +1 bonus to d20 rolls (attacks, saves, skill + checks) until the end of the battle or scene. + + 5th level spell: The target also gains the bonus to defenses. + + 9th level spell: Increase the bonus to +2. + feats: + - tier: adventurer + description: |2- + When you cast the spell, roll 1d6. If the result is equal to the escalation die + or lower, you can add a second target. + level: 3 + category: Spells + usage: per-day + - name: Painful Memory + _type: Spell 3 + source: DATP + school: Divination + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. MD + + **Hit:** 10 psychic damage, 10 ongoing psychic damage and the target is dazed + (save ends). + + _Natural 18+:_ The target is also stunned until the end of your next turn. + + **Miss:** The target is dazed until the end of your next turn, and you regain + the spell during your next quick rest. + + 5th level spell: 15 damage, and 15 ongoing damage + + 7th level spell: 25 damage, and 25 ongoing damage + + 9th level spell: 40 damage, and 40 ongoing damage + feats: + - tier: champion + description: ' Stun the target on a natural 16+.' + level: 3 + category: Spells + usage: per-day + - name: Phantom Soldiers + _type: Spell 3 + source: DATP + school: Illusion + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You summon a mob of three phantom soldiers (below), as per the + summoning rules. These soldiers fight for you until the end of the battle, or + until they drop to 0 hp, whichever comes first. + feats: [] + level: 3 + category: Spells + usage: per-day + - name: Protection from Arrows + _type: Spell 3 + source: DATP + school: Abjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** You or one nearby ally + + **Effect:** Until the end of the battle, the target gains _resist missile + attacks_ 18+. This reduces the damage from weapon-based ranged attacks, such as + arrows or sling stones, but not spells and attacks that deal elemental damage. + The spell does not protect from attacks that aren’t targeted, such as an + avalanche. + feats: + - tier: adventurer + description: ' The spell is now Recharge 16+ after battle.' + - tier: champion + description: ' If the natural attack roll is 12 or lower, the resisted attack + deals no damage.' + - tier: epic + description: ' You can target yourself and 1d3 nearby allies with this spell.' + level: 3 + category: Spells + usage: per-day + - name: Reanimate Golem + _type: Spell 3 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Special:** When you cast this spell during a quick rest, you can expend a + recovery without healing to regain this spell after the quick rest. + + **Target:** One destroyed golem you have created earlier that day + + **Effect:** You reanimate the golem at full hit points. + feats: [] + level: 3 + category: Spells + usage: per-day + - name: Shadow Evocation + _type: Spell 3 + source: DATP + school: Illusion + description: | + + + Ranged spell; Daily + + --- + + + **Effect:** Choose a spell of the Evocation school of the same level as this + spell or lower. You cast that spell, with the following changes: + + - It’s a daily spell. + - The spell targets the enemy’s MD. + - All damage dice are reduced by one step (d6 to d4 and so on). + - All damage is psychic damage. + feats: [] + level: 3 + category: Spells + usage: per-day + - name: Slow + _type: Spell 3 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy with 120 hp or fewer + + **Attack:** Intelligence + Level vs. PD + + **Hit:** The target is slowed (save ends). + + _Slowed:_ The target is limited to one attack per turn and takes a -5 penalty to + disengage checks. It can’t take actions outside of its turn. + + **Miss:** — + + 5th level spell: 180 hp or fewer + + 7th level spell: 300 hp or fewer + + 9th level spell: 480 hp or fewer + feats: + - tier: adventurer + description: |2- + On a miss, the target takes a -5 penalty to disengage checks until the end of + its next turn. + - tier: champion + description: ' Target 1d3 nearby enemies.' + - tier: epic + description: ' The target is also weakened.' + level: 3 + category: Spells + usage: per-day + - name: Stinking Cloud + _type: Spell 3 + source: DATP + school: Evocation + description: |- + + + _You create a cloud of pungent odor._ + + Ranged spell; Daily; Cloud + + --- + + + **Target:** 1d4 nearby enemies + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 4d6 poison damage, and the target is dazed until the start of your + next turn. + + **Miss:** Half damage against each ally engaged with the target. + + _Cloud:_ A creature that is not engaged can leave the cloud as a move action. At + the start of your next turn, make a normal save (11+) to check whether the cloud + persists. This is not an action. If it persists, any target that was hit and is + still in the cloud suffers the hit effect again, and you make another save at + the start of the following turn. + + 5th level spell: 6d6 damage + + 7th level spell: 10d6 damage + + 9th level spell: 14d6 damage + feats: + - tier: adventurer + description: |2- + A target that suffers the hit effect a second time is now weakened instead. A + target that suffers the hit effect a third time is now stunned instead. + level: 3 + category: Spells + usage: per-day + - name: Suggestion + _type: Spell 3 + source: DATP + usage: recharge + school: Enchantment + description: |- + + + Ranged spell; Recharge 11+ + + ___ + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. MD + + **Hit:** You plant a suggested course of action into the target’s mind. The + suggestion must be short and easy to understand. The subject will only follow + reasonable courses of action. It won’t do anything to harm themselves or people + they care about. The effect ends when the target fulfills the suggestion. If + this requires a longer time than one round, the target can save against the + effect. + + **Miss:** The target hears the suggestion but is in no way compelled to follow + it. + feats: [] + level: 3 + category: Spells + - name: Web + _type: Spell 3 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** 1d3 nearby enemies in a group with 30 hp or fewer each. If you + choose to cast the spell recklessly, you can target enemies with any number of + hp. + + **Attack:** Intelligence + Level vs. PD + + **Hit:** The target is stuck and hampered (save ends both). + + **Miss:** — + + _Reckless Miss:_ Make an attack roll for this spell against each of your allies + engaged with a target. + + **Effect:** The spell creates a webbed area until the end of the battle. If a + combatant with hit points equal to limit or less is pushed into the webbed area + by a stunt or similar, it must immediately make a save. If the save fails, it is + also stuck and hampered (save ends both). The web can be set on fire by a torch + or a fire spell. In that case, the spell ends, and all stuck creatures take fire + damage equal to twice the spell level. + + 5th level spell: Targets with 50 hp or fewer + + 7th level spell: Targets with 80 hp or fewer + + 9th level spell: Targets with 125 hit points or fewer + feats: + - tier: adventurer + description: ' Your allies can save against the spell with an easy save (6+).' + - tier: champion + description: ' Target 1d4 enemies.' + - tier: epic + description: |2- + The web is now populated by spiders that deal 10 poison damage to any enemy + caught in the web at the start of your turn. + level: 3 + category: Spells + usage: per-day + - name: Acid Trap + _type: Spell 5 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Special:** You can use this spell to create a trap. Cast the spell as a + standard action on a designated spot. You can then trigger the spell as an + interrupt action. If you don’t trigger the spell before your next full heal-up, + it fades. You can set the spell to trigger on a set condition, such as a certain + type of creature going near the location. + + **Target:** 1d4 nearby enemies in a group + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 8d8 acid damage + + **Miss:** Half damage + + 7th level spell: 2d4 x 10 damage + + 9th level spell: 2d8 x 10 damage + feats: + - tier: champion + description: ' The trap resets to trigger a second time after 1d4 turns.' + level: 5 + category: Spells + usage: per-day + - name: Baleful Polymorph + _type: Spell 5 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy with 160 hp or fewer + + **Attack:** Intelligence + Level vs. PD + + **Hit:** The target is polymorphed into a harmless creature, like a mouse or a + frog (save ends). While polymorphed, the target retains its defenses, but it + cannot make attacks. The spell ends if the target takes damage equal to its + level. + + **Miss:** — + + 7th level spell: Target with 250 hp or fewer, or two targets each with 125 hp or + fewer + + 9th level spell: Target with 500 hp or fewer, or two targets each with 250 hp or + fewer + feats: + - tier: champion + description: |2- + After the target successfully saves against the spell, it is dazed until the + end of its next turn. + - tier: epic + description: ' You can target three instead of two creatures with the lower hit + point total.' + level: 5 + category: Spells + usage: per-day + - name: Big Purple Hand + _type: Spell 5 + source: DATP + school: Conjuration + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You summon a hand of shimmering, translucent force, as per the + summoning rules. The hand lasts until the end of the battle, or until destroyed. + It moves at your command, mimicking the movements of your own hand. + feats: + - tier: champion + description: ' Attacks by the hand deal +1d8 damage; +2d8 at 8th level.' + level: 5 + category: Spells + usage: per-day + - name: Cone of Cold + _type: Spell 5 + school: Evocation + source: DATP + description: |- + + + Close-quarters spell; Daily + + --- + + + **Target:** 1d3 nearby enemies in a group. If you cast recklessly, you can + target 1d4 + 1 enemies, but your allies engaged with the targets may also take + damage. + + **Attack:** Intelligence + Level vs. PD; you gain a +2 bonus to the attack roll + against enemies engaged with you + + **Hit:** 10d8 cold damage + + _Natural even hit:_ The target is dazed until the end of your next turn. + + **Miss:** Half damage + + _Reckless miss:_ Your allies engaged with the target take damage equal to twice + the spell level. + + 7th level spell: 15d8 damage + + 9th level spell: 2d8 x 10 damage + feats: + - tier: champion + description: ' The spell is now Recharge 16+ after battle.' + level: 5 + category: Spells + usage: per-day + - name: Contingency + _type: Spell 5 + school: Evocation + source: DATP + description: |- + Close-quarters spell; Daily + + --- + + + **Target:** You + + **Effect:** Choose a spell of 5th level or lower that you can cast, and that + can target you. You cast that spell—called the contingent spell—as part of + casting contingency, expending spell slots for both, but the contingent spell + doesn’t come into effect. Instead, it takes effect when a certain circumstance + occurs. You describe that circumstance when you cast the two spells. For + example, you could set a contingency to trigger water breathing when you are + drowning. + + Triggering the contingent spell does not take an action from you. It takes + effect immediately after the circumstance is met for the first time, whether or + not you want it to, and then contingency ends. + + The contingent spell takes effect only on you, even if it can normally target + others. + + If the contingency was not triggered, it ends at your next full heal-up. + feats: + - tier: adventurer + description: |2- + You can now set a target other than you for the contingency, such as “the enemy + who attacked me last” or “a nearby orc.” + level: 5 + category: Spells + usage: per-day + - name: Crushing Despair + _type: Spell 5 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** 1d3 nearby enemies + + **Attack:** Intelligence + Level vs. MD + + **Hit:** The target has disadvantage on attack rolls and skill checks (save + ends). + + **Miss:** The target has disadvantage on its next attack roll. + feats: [] + level: 5 + category: Spells + usage: per-day + - name: Fantastic Beast + _type: Spell 5 + source: DATP + school: Illusion + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You summon a fantastic beast (below), as per the summoning rules. + The beast fights for you until the end of the battle, or until it drops to 0 hp, + whichever comes first. Choose one special ability for the beast from the list + below. + + _Memory Jumble:_ When the beast’s attack roll is a natural 20, the target is + confused until the end of their next turn. + + _Oscillating Skin Pattern:_ Enemies engaged with the beast have disadvantage on + attacks against targets other than the beast. + + _Phasing:_ If the escalation die is even, the beast can teleport to a nearby + location you can see as a quick action. + + _Psychic Strike:_ When a nearby enemy attacks the beast’s MD, it can make a + phantom claw attack against it as an interrupt action. + feats: + - tier: champion + description: ' Choose two abilities instead.' + - tier: epic + description: ' Choose three abilities instead.' + level: 5 + category: Spells + usage: per-day + - name: Heroism + _type: Spell 5 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby ally + + **Effect:**  Until the end of the battle, the target is immune to fear. In + addition, once per round, the target can reroll a d20 roll that is a natural + 1–5. + feats: [] + level: 5 + category: Spells + usage: per-day + - name: Hypnotic Pattern + _type: Spell 5 + source: DATP + school: Illusion + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** 1d4 nearby enemies in a group + + **Attack:** Intelligence + Level vs. MD + + **Hit:** If the target has 80 hit points or fewer, it is stunned (can’t take + actions and -4 to defenses; easy save 6+ ends). Otherwise it is dazed (save + ends). + + **Miss:** The target is dazed until the end of your next turn. + + 7th level spell: 120 hit points or fewer + + 9th level spell: 180 hit points or fewer + feats: + - tier: champion + description: |2- + Enemies who successfully save against this spell are still dazed until the end + of their next turn. + level: 5 + category: Spells + usage: per-day + - name: Incendiary Cloud + _type: Spell 5 + school: Evocation + source: DATP + description: |- + Ranged spell; Daily; Cloud + + --- + + + **Target:** 1d3 nearby enemies + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 6d8 fire damage + + **Miss:** For each damage die coming up as maximum, deal that much damage to + each ally engaged with the target. + + _Cloud:_ A creature that is not engaged can leave the cloud as a move action. At + the start of your next turn, make a normal save (11+) to check whether the cloud + persists. This is not an action. If it persists, any target that was hit and is + still in the cloud suffers the hit effect again, and you make another save at + the start of the following turn. + + 7th level spell: 8d10 damage + + 9th level spell: 10d12 damage + feats: + - tier: champion + description: ' The check to sustain the cloud is now an easy save (6+).' + level: 5 + category: Spells + usage: per-day + - name: Phantasmal Killer + _type: Spell 5 + source: DATP + school: Illusion + description: |- + + + _You create the vision of a shadowy attacker in the target’s head._ + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. MD + + **Hit:** 1d12 x 10 psychic damage + + _Natural odd hit:_ The target makes a basic attack against one of its allies. + + **Miss:** Half damage + + 7th level spell: 2d8 x 10 damage + + 9th level spell: 4d6 x 10 damage + feats: + - tier: champion + description: |2- + On an odd hit, the target will use its most damaging attack power available + instead of a basic attack, possibly targeting more than one ally. + - tier: epic + description: ' The target adds the escalation die to its attack roll.' + level: 5 + category: Spells + usage: per-day + - name: Precognitive Ward + _type: Spell 5 + source: DATP + school: Divination + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** You or a nearby ally + + **Effect:** Until the end of the battle, whenever the target is attacked, they + can use an interrupt action to roll a d20. If that roll is higher than the + natural roll of the attacker, the attack is a miss. (Note that you are limited + to one interrupt action between your turns.) + feats: + - tier: champion + description: ' Add the escalation die to the d20 roll.' + level: 5 + category: Spells + usage: per-day + - name: Protection from Normal Weapons + _type: Spell 5 + source: DATP + school: Abjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** You or one nearby ally + + **Effect:** Until the end of the battle, the target gains _resist weapon + attacks_ 18+. This reduces the damage from weapon-based melee attacks, such as + swords and axes. It does not protect from attacks that don’t use weapons, + including the claws, teeth, and other natural weapons of monsters. True magic + item weapons also ignore the resistance. + feats: + - tier: champion + description: ' If the natural attack roll is 12 or lower, the resisted attack + deals no damage.' + - tier: epic + description: ' You can target yourself and 1d3 nearby allies with this spell.' + level: 5 + category: Spells + usage: per-day + - name: Rock Golem + _type: Spell 5 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Special:** You can only cast this spell outside of battle; it requires 2d4 + minutes to cast. + + **Effect:** You summon a rock golem to fight as your ally in upcoming battles, + according to the summoning rules. The golem stays animated until it is reduced + to zero hit points, or until your next full heal-up. + feats: + - tier: champion + description: |2- + Enemies engaged with the stone golem take a -2 penalty to any attack that does + not target the stone golem. + - tier: epic + description: ' The stone golem cannot be intercepted by creatures that aren’t + large or bigger.' + level: 5 + category: Spells + usage: per-day + - name: Resilient Sphere + _type: Spell 5 + school: Evocation + source: DATP + description: |- + + Ranged Spell; Daily + + --- + + + **Target:** A nearby normal-sized creature + + **Attack:** Intelligence + Level vs. PD + + **Hit:** A sphere of shimmering force encloses the target (hard save 16+ ends). + Nothing—not physical objects, energy, or other spell effects—can pass through + the barrier, in or out. The sphere is immune to all damage, and a creature or + object inside can’t be damaged by attacks or effects originating from outside, + nor can a creature inside the sphere damage anything outside it. The enclosed + creature can push against the sphere’s walls and roll around with it. + + **Miss:** — + + 7th level spell: You can now target a large creature. + + 9th level spell: You can now target a huge creature. + feats: [] + level: 5 + category: Spells + usage: per-day + - name: Sanctum + _type: Spell 5 + school: Abjuration + source: DATP + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You ward the nearby area against magical intrusion. The area cannot + be scried on with divination spells, and it’s not possible to teleport into it. + + Wizards often use a ritual of this spell to protect their studies and towers + against other wizards. + feats: [] + level: 5 + category: Spells + usage: per-day + - name: Telepathic Bond + _type: Spell 5 + source: DATP + school: Divination + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** You and one nearby creature per spell level + + **Effect:** All targets of the spell can communicate with each other + telepathically for the next hour. + feats: + - tier: champion + description: |2- + If two targets of the spell are engaged with the same enemy, they gain a +2 + bonus to attacks against that enemy. + level: 5 + category: Spells + usage: per-day + - name: Tenacious Transformation + _type: Spell 5 + source: DATP + school: Transmutation + description: |- + + + Close-quarters spell; Daily + + --- + + + **Target:** You + + **Effect:** You become a fighting machine—stronger, tougher, faster. You can + wield all weapons without attack penalty, your Strength is increased to be equal + to your Intelligence score, your base armor class increases to 14 (from usually + 10), your recovery dice increase to d10s, and you gain 5 temporary hit points + per level. + + However, you cannot cast any spells while transformed. You can end the spell at + the start of your turn as a free action. + feats: + - tier: champion + description: ' You can cast spells while transformed, but at a -2 penalty to the + attack roll.' + level: 5 + category: Spells + usage: per-day + - name: Anti-Magic Shell + _type: Spell 7 + source: DATP + school: Abjuration + description: |- + + + Close-quarters spell; Daily + + --- + + + **Target:** You or a nearby ally + + **Effect:** You create a shimmering zone around the target that suppresses all + magic within it. The zone protects the target and any creature next to it. + Creatures within the zone can’t cast spells or use magic items, and any ongoing + magical effects end. Magical attacks, including supernatural effects like gaze + or breath weapons, don’t affect targets within the zone. + + The spell lasts until the end of the battle, or until you end it as a free + action. + feats: + - tier: champion + description: |2- + You can target enemies with the spell. To attach the zone to an unwilling + target, you need an attack roll vs. MD, and the target can save against the + effect. + level: 7 + category: Spells + usage: per-day + - name: Arcane Sword + _type: Spell 7 + source: DATP + school: Conjuration + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You summon a hovering sword of pure magical force. Until the end of + the battle, you can make the following attack with it as a quick action. + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. AC + + **Hit:** 1d8 x 10 force damage + + **Miss:** — + + 9th level spell: 1d12 x 10 damage + feats: + - tier: champion + description: |2- + You can take a few minutes before a battle to prepare the spell, which allows + you to summon the sword as a free action. + level: 7 + category: Spells + usage: per-day + - name: Cloudkill + _type: Spell 7 + source: DATP + school: Evocation + description: |- + + + Ranged spell; Daily; Cloud + + --- + + + **Target:** 1d4 nearby enemies OR 3d4 nearby mooks + + **Attack:** Intelligence + Level vs. PD + + **Hit:** If the target is a mook, it is killed. Otherwise, it takes 30 poison + damage. + + **Miss:** Allies engaged with the target take 15 poison damage. + + _Cloud:_ A creature that is not engaged can leave the cloud as a move action. At + the start of your next turn, make a normal save (11+) to check whether the cloud + persists. This is not an action. If it persists, any target that was hit and is + still in the cloud suffers the hit effect again, and you make another save at + the start of the following turn. + + 9th level spell: 50 damage to non-mooks; 25 damage to allies on miss + feats: + - tier: epic + description: ' You can now target far away enemies.' + level: 7 + category: Spells + usage: per-day + - name: Delayed Blast Fireball + _type: Spell 7 + school: Evocation + source: DATP + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** Before the end of the battle, you can make the following attack + once as a free action. + + **Target:** 1d3 nearby enemies; or 2d3 if cast recklessly + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 12d10 fire damage + + **Miss:** Half damage + + _Reckless miss:_ Allies engaged with the target take one quarter of the damage. + + 9th level spell: 20d10 damage + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Elemental Parry + _type: Spell 7 + source: DATP + school: Abjuration + description: |- + + + Close-quarters spell; Cyclic (once per battle OR at-will when the escalation die + is even); Interrupt action + + **Trigger:** You are targeted by an attack that deals acid, fire, cold, + lightning, or thunder damage, with a natural attack roll of 14 or less. + + **Effect:** Take half damage from the attack. The next time you cast a spell + that deals damage of that element before the end of the battle, deal extra + damage equal to the level of this spell. + + 9th level spell: Trigger on 18 or less. + feats: + - tier: champion + description: ' Increase the extra damage to 1d4 per spell level.' + level: 7 + category: Spells + - name: Flashback + _type: Spell 7 + source: DATP + school: Divination + description: |- + + + Ranged spell; Daily; Quick action + + --- + + + **Target:** You or a nearby ally + + **Effect:** The target regains a spell or power they have expended this day or + this battle. + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Flesh to Stone + _type: Spell 7 + source: DATP + school: Transmutation + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy with 500 hp or fewer + + **Attack:** Intelligence + Level vs. MD + + **Hit:** 25 ongoing damage, and the target has disadvantage on disengage checks + (save ends both). After the first failed save, the target is also hampered (save + ends all). After the fourth failed save, the target is permanently turned to + stone. + + **Miss:** 20 damage + + 9th level spell: target with 750 hp; 40 ongoing damage; 30 miss damage + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Gem Golem + _type: Spell 7 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Special:** You can only cast this spell outside of battle; it requires 2d4 + minutes to cast. + + **Effect:** You summon a gem golem to fight as your ally in upcoming battles, + according to the summoning rules. The golem stays animated until it is reduced + to zero hit points, or until your next full heal-up. When you create the golem, + embed three gems worth at least 300 gp each in its forehead, which you can + retrieve when the golem is destroyed. For each gem, choose a 3rd-level wizard + spell you can cast. The golem is able to cast these spells as if you would cast + them, at their normal frequency. This does not expend any of your spells. + + 9th level spell: You can now embed three gems worth at least 500 gp each to + embed 5th level spells. + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Mind Blank + _type: Spell 7 + source: DATP + school: Abjuration + description: |- + + + Close-quarters spell; Daily + + --- + + + **Target:** You or one nearby ally + + **Effect:** Until the end of the battle, the target gains _resist psychic_ 16+ + and it is immune to all non-damage effects of attacks against MD. + + 9th level spell: _Resist psychic_ 18+ + feats: + - tier: epic + description: ' You can target yourself and 1d3 allies with the spell.' + level: 7 + category: Spells + usage: per-day + - name: Mislead + _type: Spell 7 + source: DATP + school: Illusion + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** You + + **Effect:** Until the end of the battle (or for five minutes out of combat), + you become invisible until you attack or use some ridiculously flashy action. In + addition, you create an illusory double of yourself that you can move freely in + a nearby location. The double does not interact with physical objects; + everything passes through it. + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Opaque Freezing Sphere + _type: Spell 7 + school: Evocation + source: DATP + description: |- + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. PD + + **Hit:** 3d6 x 10 cold damage + + **Miss:** Half damage + + **Special:** You can choose to cast this spell recklessly. In this case, add + 1d3 enemies in the same group as secondary targets. + + **Secondary Attack:** Intelligence + Level vs. PD + + **Secondary Hit:** 1d10 x 10 cold damage + + **Secondary Miss:** 1d4 x 10 cold damage to allies engaged with the targets + + 9th level spell: Increase all damage multipliers to x 15. + feats: + - tier: epic + description: |2- + On a natural 16+ attack roll, the primary target is weakened until the end of + your next turn. + level: 7 + category: Spells + usage: per-day + - name: Outrageous Irresistible Dance + _type: Spell 7 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy with 320 hp or fewer + + **Special:** If the target has 160 hp or fewer, you gain a +4 bonus to the + attack roll and the save is a hard save (16+). + + **Attack:** Intelligence + Level vs. MD + + **Hit:** The target is hampered and takes a -4 penalty to defenses (save ends + both). + + **Miss:** — + + 9th level spell: Targets with 500 / 250 hp or fewer + feats: + - tier: epic + description: ' On a miss, the next attack against the target has advantage.' + level: 7 + category: Spells + usage: per-day + - name: Power Word, Stun + _type: Spell 7 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy with 300 hp or fewer + + **Attack:** Intelligence + Level vs. MD + + **Hit:** The target is stunned (-4 to defenses and can’t take actions; save + ends). + + **Miss:** The target is weakened until the end of its next turn. + + 9th level spell: Targets with 600 hp or fewer + feats: + - tier: epic + description: ' If the target has 300 hp or fewer, the save is a hard save (16+).' + level: 7 + category: Spells + usage: per-day + - name: None + _type: Spell 7 + source: DATP + description: |- + Ranged spell + + Daily + + --- + + + **Special** : When you cast this spell, you can choose to cast it recklessly. + + **Target** : 1d3 + 1 nearby enemies in a group. If you cast recklessly, you can + target 1d2 additional enemies, but then your allies engaged with any of the + targets may also take damage (see below). + + **Attack** : Intelligence + Level vs. PD + + **Hit** : 2d4 x 10 damage. + + **Miss** : Half damage. + + **Reckless miss** : Your allies engaged with the target take one-fourth damage. + + 9th level spell: 2d8 x 10 damage, and gravity remains reversed for any hit + targets (as well as any damaged allies on a reckless miss) for a number of + rounds equal to the current escalation die value when you cast the spell. If + there’s no ceiling in the place where you cast this, multiply the base damage by + the number f rounds the effect lasts—that’s how much they’ll take when they + finally land. + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Simulacrum + _type: Spell 7 + source: DATP + school: Illusion + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby creature + + **Effect:** You create an illusory double of the creature that fights for you + until the end of the battle, according to the summoning rules. The simulacrum + has the stats of the target, with the following changes: + + - It only has 45 hit points. + - It ignores any attack against it with a natural odd attack roll. + - If the target was double-strength, the simulacrum deals half damage. If it was + triple-strength or a PC, the simulacrum deals one third of the damage. You + cannot create a simulacrum of creatures stronger than triple-strength. + - It can’t be healed. + + + 9th level spell: The simulacrum has 70 hp. + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Symbol + _type: Spell 7 + source: DATP + school: Abjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** You create a glowing symbol on a nearby object that you imbue with + a variable effect from the list below. You can choose between a lesser symbol, + which has a weaker effect but affects more targets, or a greater symbol, which + has a stronger effect but only affects one target. + + **Lesser Symbols** + + _Fear:_ The targets are struck by fear (-4 to attacks and can’t use the + escalation die; save ends). + + _Hopelessness:_ The targets are struck by hopelessness (-5 to MD and -5 + difficulty to skill checks to give suggestions or commands to the target; save + ends). + + _Pain:_ The target has disadvantage on attacks (save ends). + + _Discord:_ The targets are confused until the end of their next turn. + + _Persuasion:_ The targets are subject to a suggestion by the caster (save ends). + The effect also ends if the target takes damage. + + **Greater Symbols** + + _Insanity:_ The target is confused (save ends). + + _Sleep:_ The target falls unconscious (save ends). The effect also ends if the + target takes damage. + + _Stun:_ The target is stunned (save ends). + + _Death:_ The target starts making last gasp saves (16+). If it fails the fourth + save, it dies. + + The symbol lasts until it is activated, or until 24 hours have passed. You also + set an activation trigger, for example when the object is touched, when an + undead creature comes near it, or when someone passes through the doorway under + it. + + When the symbol is triggered, it makes the following attack: + + **Target (lesser symbol):** the 1d4 closest creatures with 120 hp or fewer + + **Target (greater symbol):** the closest creature with 180 hp or fewer + + **Attack:** Intelligence + Level vs. MD + + **Hit:** As per the chosen symbol + + 9th level spell: Increase the hp threshold to 180 / 270 hp. + feats: + - tier: champion + description: |2- + You can hide the symbol, so that it only becomes visible on a certain condition + (for example, when an orc approaches within 30 feet, or when someone is touching + the object). The symbol must become visible before it can trigger. + - tier: epic + description: |2- + The effect skips nearby enemies with more hit points than the hp threshold if + eligible targets are within range. + level: 7 + category: Spells + usage: per-day + - name: Wall of Force + _type: Spell 7 + source: DATP + school: Evocation + description: |- + Ranged spell; Daily + + --- + + + **Effect:** You create a transparent wall in a straight line across the + battlefield. The wall can be a few hundred feet across. The wall blocks + creatures, attacks, and spells. + + When damage is dealt directly to the wall, divide the damage of that attack by + 10 and roll a d20. If the die roll is lower, the wall dissipates. + + 9th level spell: The wall now only dissipates on the third failed roll. + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Dominate Monster + _type: Spell 9 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby creature + + **Attack:** Intelligence + Level vs. MD + + **Hit:** You take complete control over the target (normal save 11+ ends; + double-strength and stronger monsters make an easy save 6+). The target acts on + its normal turn, but you determine its actions. If you order the target to do + something that goes against its very nature, it can immediately save against the + effect. + feats: + - tier: epic + description: ' You can target a group of mooks as a single target.' + level: 9 + category: Spells + usage: per-day + - name: Feeblemind + _type: Spell 9 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby creature + + **Attack:** Intelligence + Level vs. MD + + **Hit:** The target is reduced to minimal intelligence and instinctual behavior + (hard save 16+ ends). The target can still physically defend itself and fight, + and it recognizes friend from foe, but it can’t speak, cast spells, or use any + advanced tactics. This is effectively a stronger version of the hampered + condition. + + **Miss:** The target is dazed until the end of your next turn. + feats: + - tier: epic + description: |2- + The target can only save against the spell effect when the escalation die is + even. + level: 9 + category: Spells + usage: per-day + - name: Foresight + _type: Spell 9 + source: DATP + school: Divination + description: |- + + + _You bestow sudden flashes of insight about the immediate future to the target._ + + Ranged spell; Daily + + --- + + + **Target:** You or a nearby ally + + **Effect:** The target rolls two d12s and keeps the higher result. As a free + action, it can reduce the die by one to gain a sudden insight about an upcoming + task, which grants advantage to a skill check, attack, or save. The target can + also reduce the die by one to avoid being surprised, or impose disadvantage on + an attack against it. The spell ends when the die is reduced to zero, or at the + next full heal-up. + feats: [] + level: 9 + category: Spells + usage: per-day + - name: Imprisonment + _type: Spell 9 + source: DATP + school: Abjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby creature + + **Attack:** Intelligence + Level vs. PD + + **Hit:** You shrink the target and teleport it into a gem, necklace or similar + object. The target is fully conscious, but can’t escape the gemstone unless it + succeeds at a hard save (16+), the gem is smashed, or it has a way to teleport + out of there. + + **Miss:** The target is teleported to a random nearby location. + feats: [] + level: 9 + category: Spells + usage: per-day + - name: Magma Golem + _type: Spell 9 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Special:** You can only cast this spell outside of battle; it requires 2d4 + minutes to cast. + + **Effect:** You summon a magma golem to fight as your ally in upcoming battles, + according to the summoning rules. The golem stays animated until it is reduced + to zero hit points, or until your next full heal-up. + feats: + - tier: epic + description: ' When the magma golem engages an enemy, it deals 25 fire damage + to them.' + level: 9 + category: Spells + usage: per-day + - name: Maze + _type: Spell 9 + source: DATP + school: Conjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby creature + + **Attack:** Intelligence + Level vs. MD + + **Hit:** The target is removed from the battlefield and teleported to a + labyrinth-like demiplane, where it has to search for the exit. At the end of + each turn, it makes a normal save (11+). If it succeeds, it immediately rolls + another save that turn, otherwise it starts saving again at the end of its next + turn. It needs three successes to escape from the maze. Enemies whose MD is + higher than yours only need two successes. Minotaurs always succeed at their + save against this spell. + + **Miss:** — + feats: + - tier: epic + description: |2- + Enemies now need four successes to escape the maze (three if their MD is higher + than yours). + level: 9 + category: Spells + usage: per-day + - name: Power Word, Kill + _type: Spell 9 + source: DATP + school: Enchantment + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy + + **Attack:** Intelligence + Level vs. PD + + **Hit:** The target takes 100 ongoing negative energy damage. If it rolls a + natural 5 or less on its save, increase the ongoing damage by 50. + + **Miss:** 50 ongoing damage + feats: + - tier: epic + description: ' On a natural 5 or less on the save, increase the ongoing damage + by 100.' + level: 9 + category: Spells + usage: per-day + - name: Prismatic Spray + _type: Spell 9 + school: Evocation + source: DATP + description: |- + Ranged spell; Daily + + --- + + + **Target:** One random nearby enemy per point of Intelligence modifier + + **Attack:** Intelligence + Level vs. PD + + **Hit:** Roll 1d8 to determine which color ray affects the target. + + 1. Red. The target takes 2d8 x 10 ongoing fire damage.  + 2. Orange. The target takes 3d8 x 10 acid damage. + 3. Yellow. The target takes 3d8 x 10 lightning damage. + 4. Green. The target takes 2d8 x 10 ongoing poison damage. If it fails a save + while it has 150 hp or fewer, it dies. + 5. Blue. The target takes 3d8 x 10 cold damage. + 6. Indigo. The target is hampered (save ends). After the third failed save, it + is permanently turned into stone. + 7. Violet. The target is blinded (treat as weakened, -4 to attacks and + defenses). If it fails its save three times, it is transported to another plane + of existence of the GM’s choosing. (Typically, a creature that is on a plane + that isn’t its home plane is banished home, while other creatures are usually + cast into the Astral or Ethereal planes.)  + 8. The target is struck by two rays. Roll twice more, rerolling any 8s. + + + **Miss:** Roll 1d8 to determine the ray color, but the target takes half damage + and ignores any non-damage effect. + feats: [] + level: 9 + category: Spells + usage: per-day + - name: Suppress Magic + _type: Spell 9 + source: DATP + school: Abjuration + description: |- + + + Ranged spell; Daily + + --- + + + **Effect:** Nearby enemies have disadvantage on magic and spell attacks + (anything that can be targeted by Counterspell). If they try to cast a spell + that does not involve an attack roll, roll a d20; if the roll is a natural 1–5, + the spell fails. The effect lasts until the end of the battle, until you fall + unconscious, or until an enemy rolls a natural 20 on a spell attack roll or + spell failure check. + feats: [] + level: 9 + category: Spells + usage: per-day + - name: Time Stop + _type: Spell 9 + source: DATP + school: Transmutation + description: |- + + + Close-quarters spell; Daily + + --- + + + **Target:** You + + **Effect:** Time seems to cease flowing for everyone but you. You speed up so + greatly that all other creatures seem frozen to you, although they are still + moving at their normal speeds. You can take 1d4+1 full turns (standard action, + move action, quick action) as a free action. You suffer effects like ongoing + damage normally while taking these turns. While the time stop is in effect, + other creatures are invulnerable to your attacks and spells. You cannot move or + harm items held, carried, or worn by a creature stuck in normal time, but you + can affect any item that is not in another creature’s possession. Any spell with + a duration longer than the remaining duration of the time stop has its normal + effects on other creatures once the time stop ends. + feats: [] + level: 9 + category: Spells + usage: per-day + - name: Twisted Nightmare + _type: Spell 9 + source: DATP + school: Illusion + description: |- + + + Ranged spell; Daily + + --- + + + **Target:** One nearby enemy with 750 hp or fewer + + **Attack:** Intelligence + Level vs. MD + + **Hit:** The target is confused (save ends). It takes a penalty to the save + equal to the escalation die. Whenever the target hits its own ally, it takes + psychic damage equal to half the damage it dealt. Whenever the target takes + damage, increase the damage of its attacks by its level until the end of the + battle (even after the spell ends). + + **Miss:** You can repeat the attack against the target once during your next + turn as a quick action. + feats: + - tier: epic + description: |2- + If you hit the target with this spell, you gain a +2 bonus to attacks against + it until the end of the battle. + level: 9 + category: Spells + usage: per-day + - name: Wish + _type: Spell 9 + source: DATP + school: Conjuration + description: |- + + + Close-quarters spell; Daily + + --- + + + **Effect:** You utter the words “I wish …”, and the literal wording of that + Wish becomes reality. Wish is the ultimate freeform spell, as it can make + anything happen. It can heal wounds, transport you anywhere, summon items, and + make bad things happen to your enemies. However, the universe has a way to + reflect overly ambitious Wishes back at the caster, by giving them exactly what + they wanted. + + **Special:** You cannot, or rather should not attempt to cast this spell more + than three times in a lifetime. Stories are vague as to the reason, but the most + common legend is that the genie who fulfills your wishes is freed after the + third casting, and a fourth attempt will force the caster to take their place. + + _GM Note:_ If you are looking for a literary inspiration for this spell, think + about Cinderella’s transformation to join the ball. Think about who fulfills + wishes in your campaign — Faerie godmothers? Genies? The Diabolist? + + All in all, treat this spell as a plot device. Fulfill the Wish in a way that + moves the story forward, with an epic effect that is worthy of a 9th level + spell, just like you would handle a 5 or 6 on an icon relationship roll. This is + the most powerful spell in the game, cast by one of the most powerful casters in + the game world, at the peak of the campaign. The results can and should feel + amazing. There is always room to introduce unintended negative consequences + later. + feats: [] + level: 9 + category: Spells + usage: per-day + # END DATP ABILITIES +--- + +## Ability Scores + +Wizards gain a +2 class bonus to Intelligence or Wisdom, as long as it isn't the same ability you increase with your +2 racial bonus. + +## Backgrounds + +Possible backgrounds include: magical prodigy, spell thief, hedge wizard, transformed familiar, ship's wizard, royal poisoner. + +## Gear + +At 1st level, a wizard usually has a dagger, a robe or two, a wand, ritual components in pouches, and other minor accouterments suggested by their backgrounds. + +### Gold Pieces + +Wizards may start with either 25 gp or 1d6 x 10 gp. + +### Armor + +| Armor Type | Base AC | Atk Penalty | +| ---------- | ------- | ----------- | +| None | 10 | — | +| Light | 10 | — | +| Heavy | 11 | –2 | +| Shield | +1 | -2 | + +### Melee Weapons + +| | One-Handed | Two-Handed | +| ---------------- | ----------------------- | -------------------------- | +| Small | 1d4 dagger | 1d6 staff | +| Light or Simple | 1d6 (-2 atk) shortsword | 1d8 (-2 atk) spear\* | +| Heavy or Martial | 1d8 (-5 atk) longsword | 1d10 (-5 atk) greatsword\* | + +### Ranged Weapons + +| | Thrown | Crossbow | Bow | +| ---------------- | ---------------- | ----------------------------- | ----------------------- | +| Small | 1d4 dagger | 1d4 hand crossbow | — | +| Light or Simple | 1d6 (-2) javelin | 1d6 (–1 atk) light crossbow\* | 1d6 (-2 atk) shortbow\* | +| Heavy or Martial | — | 1d8 (–4 atk) heavy crossbow\* | 1d8 (-5 atk) longbow\* | + +\* A wizard needs one free hand on a spellcasting implement to cast spells. +As such, they suffer a penalty for using a two-handed weapon. +(The penalty applies to spells also.) + +## Level Progression + +| Wizard Level | Total Hit Points | Total Feats | 1st level spell | 3rd level spell | 5th level spell | 7th level spell | 9th level spell | Level-up Ability Bonuses | +| ------------ | ------------------ | -------------------------------- | --------------- | --------------- | --------------- | --------------- | --------------- | ------------------------ | +| Level 1 | (6 + CON mod) x 3 | 1 adventurer | 5 | — | — | — | — | — | +| Level 2 | (6 + CON mod) x 4 | 2 adventurer | 6 | — | — | — | — | — | +| Level 3 | (6 + CON mod) x 5 | 3 adventurer | 3 | 4 | — | — | — | — | +| Level 4 | (6 + CON mod) x 6 | 4 adventurer | 2 | 6 | — | — | — | +1 to 3 abilities | +| Level 5 | (6 + CON mod) x 8 | 4 adventurer; 1 champion | 1 | 4 | 4 | — | — | — | +| Level 6 | (6 + CON mod) x 10 | 4 adventurer; 2 champion | — | 2 | 8 | — | — | — | +| Level 7 | (6 + CON mod) x 12 | 4 adventurer; 3 champion | — | 1 | 4 | 5 | — | +1 to 3 abilities | +| Level 8 | (6 + CON mod) x 16 | 4 adventurer; 3 champion; 1 epic | — | — | 3 | 8 | — | — | +| Level 9 | (6 + CON mod) x 20 | 4 adventurer; 3 champion; 2 epic | — | — | 1 | 5 | 6 | — | +| Level 10 | (6 + CON mod) x 24 | 4 adventurer; 3 champion; 3 epic | — | — | — | 3 | 9 | +1 to 3 abilities | + +Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels. + +## Stats + +Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. + +| Stat | Value | +| ------------------------- | ------------------------------------------------------------ | +| Ability Bonus | +2 Intelligence or Wisdom (different from racial bonus) | +| Initiative | Dex mod + Level | +| Armor Class (light armor) | 10 + middle mod of Con/Dex/Wis + Level | +| Physical Defense | 10 + middle mod of Str/Con/Dex + Level | +| Mental Defense | 12 + middle mod of Int/Wis/Cha + Level | +| Hit Points | (6 + Con mod) x Level modifier (see level progression chart) | +| Recoveries | 8 | +| Recovery Dice | (1d6 x Level) + Con mod | +| Backgrounds | 8 points, max 5 in any one background | +| Icon Relationships | 3 points | +| Talents | 3 | +| Feats | 1 per Level | + +## Basic Attacks + + + +## Class Features + + + +## Class Talents + + + + +## Wizard Schools +The seven schools of magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion and Transmutation. + +See the necromancer class for Necromancy. + + + +## Cantrips + +### Alarm (standard duration) + +The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes through an area or touches an object. +Watch-sprites are notoriously stupid and sleepy, but with the right talking-to they might stay focused for the duration of the spell. +At higher levels, the spell might summon little fanged spirits buzzing back and forth serving as both visual and actual deterrents. + +### Arcane Mark (standard duration) + +The cantrip creates a magical sigil on an object or person. +These sigils are usually plain to see, though a deliberately invisible mark can be made. +It takes a difficult perception or magic check to notice. + +### Ghost Sound + +This spell creates false noises emanating from somewhere nearby. +The effect is like an exceptionally good version of throwing your voice, if your voice could create a wide variety of sounds. +Attempted distractions with the cantrip are DC 15 challenges in adventurer environments, higher as you move into champion and epic environments. +If someone is using ghost sound against the PCs, a Wisdom-based skill check can identify the sound as a magical fake. + +### Knock + +This cantrip summons a magical servitor three to four times as big as your closed fist that swarms around the door and attempts to punch or push it open (depending on whether you want to be quiet or announce your presence). +Success is determined with an Intelligence check against the environment's DC using an appropriate magical background. +This cantrip does nothing to avoid any traps that might exist. + +### Light (standard duration) + +This cantrip creates a fairly wide and consistent field of light, up to 30 feet in diameter, though it isn't bright enough to dazzle. + +### Mage Hand + +This cantrip creates a small telekinetic effect that lasts a round at most. +At best it's about half as strong as the wizard's own strongest hand. +At worst it's half as strong as the wizard when they're weak from a bad fever. + +### Mending + +This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). +Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds. +More elaborate repairs to complicated objects might require an Intelligence check, or at the GM's discretion could only be possible if the wizard has taken the Cantrip Mastery talent. + +### Prestidigitation + +This cantrip produces magic tricks and small illusions. +One casting usually gives you a minute of fun. +The magic has nowhere near as much real world force as mage hand. + +### Spark + +This is a minor fire creation spell, enough to light a pipe, or a campfire, or even a page or two of an unprotected spellbook. +It doesn't work against living beings or against things that couldn't easily be set on fire with a few seconds of steady application of a candle. +The target of the spark has to be nearby and in sight. + + + + +### Animate Quill + +Animate a quill, a piece of charcoal or similar object to write down words as you instruct it. + +### Deep Pockets + +Put an item in a pocket, from where it disappears into a small pocket dimension. +The item can be as long as you like, as long as it fits through the pocket’s +opening. You can pull the item back out as a quick action at any time. At the +end of the cantrip’s duration, or if the physical pocket is destroyed, the item +falls out. + +### Detect Magic + +You notice lingering magic and supernatural effects within your field of vision. +If an effect is concealed on purpose, the DM can require a skill check to detect +it. + +### Erase + +Permanently remove non-magical writing or painting from a scroll or a sheet of +paper, parchment, or similar surfaces. + +### Fire Shaping + +Enlarge or reduce a non-magical fire, change its color, shape, or intensity. +After the spell ends, the fire returns to its natural shape, determined by the +material that is burning. + +### Grease + +You create a slippery area where you touch the floor or an object. Anyone who +attempts to move through the area or tries to hold on to the object must succeed +at a save to do so. + +### Gust of Wind + +Create a strong puff of air that is sufficient to extinguish candles, torches, +and similar unprotected flames. With a successful skill check, the gust is +strong enough to even extinguish lanterns and other protected flames. It pushes +back insects and other small flying creatures, smells, and smoke clouds. It does +not affect larger creatures except for a dramatic waving of hair and clothing. + +### Locate Minor Object + +Divine the location of an object you are very familiar with, within a range of a +few meters. This spell is very handy to find keys, glasses, and other things +that get lost around the house. + +### Mustache + +This incantation grows a mustache on the target. Rumors are that it is part of +an entire suite of spells that create a wide variety of hair and beard styles, +however, this specific formula has proven to be a runaway hit at the court of +the Elf Queen (of all places). + +### Nascent Magic Aura + +Give an item an indeterminate magic aura, which can be noticed if it is examined +for the presence of magic. Upon closer examination and a hard difficulty skill +check, the examiner can determine that the aura has no other effect than to +create the appearance of a magical enchantment. + +### Perfume + +Create a pleasant smell on the target object, or at least hide a hideous one. + +### Recall Familiar + +You summon your familiar back to your shoulder, or a location next to you, from +up to a few hundred feet distance. + +### Recording + +For the next few minutes, you record the surrounding sounds into a small gem. +The gem holds the recorded sound and can replay it as long as the cantrip lasts. + +### Still Image + +You produce an illusory image, roughly the size of a portrait painting, for the +standard duration. It’s two-dimensional, doesn’t move, and doesn’t react to +touch. You can make the image transparent or opaque. + +### Sundial + +Summon a small sundial on your open palm that shows the current time, even in +places where no sunlight is available. + +### Sunshades + +Summon a black screen in front of your eyes that blocks excessive sunlight. + +### Ventriloquism + +You throw your voice to appear to come from a different location. This is +especially effective if the target can’t see you speak. + + + + +## Utility Spell + +When you choose spells during a full heal-up, instead of taking a standard spell, you can choose to give up a spell slot to memorize the _utility spell_ at the same level. +When you take the utility spell, you gain access to a range of useful non-combat spells of the level you memorized it or below. +You cast each _utility spell_ at the level of the spell slot you gave up for it. +You can give up multiple spell slots to take _utility spell_ multiple times. + +Choose from among the following utility spells: + + - + + +## Utility Spells + From 250b79449f7e0c63e4a50e4dd5c62302db7f5b83 Mon Sep 17 00:00:00 2001 From: rsh Date: Thu, 30 Nov 2023 18:02:25 +0100 Subject: [PATCH 24/34] added sorc bloodlines --- content/1e/classes/sorcerer.mdx | 4014 ++++++++++++++++++++++++++++++- 1 file changed, 3925 insertions(+), 89 deletions(-) diff --git a/content/1e/classes/sorcerer.mdx b/content/1e/classes/sorcerer.mdx index 3e8a979..834d92a 100644 --- a/content/1e/classes/sorcerer.mdx +++ b/content/1e/classes/sorcerer.mdx @@ -1,6 +1,24 @@ --- name: Sorcerer source: 13th Age, p.132 +versions: + - name: Core Book + - name: Arcane + source: DATP + - name: Celestial + source: DATP + - name: Draconic + source: DATP + - name: Fey + source: DATP + - name: Infernal + source: DATP + - name: Storm + source: DATP + - name: Umbral + source: DATP + - name: Wild + source: DATP page_dress: quote: text: |- @@ -47,6 +65,7 @@ abilities: **Miss:** — - name: Access to Wizardry _type: Class Feature + version: Core Book description: Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell. The wizard spell must be two levels lower than the sorcerer spell. - name: Breath Weapon _type: Class Feature @@ -74,6 +93,7 @@ abilities: Keep on rolling attacks as long as you get even rolls and don’t run out of new targets. Each enemy can be targeted only once. - name: Dancing Lights + version: Core Book _type: Class Feature description: |- All sorcerers can cast the dancing lights spell as a standard action. @@ -90,7 +110,37 @@ abilities: When a sorcerer gathers power, it does not count as casting a spell; you can gather power without taking opportunity attacks. - In addition, because you spend your standard action to gather power, you generate a small magical benefit. + In addition, because you spend your standard action to gather power, you generate a small magical benefit (see below). + + After you have gathered power, you can use your next standard action to cast an empowered sorcerer spell. + Empowered sorcerer spells deal double the damage of a normal sorcerer spell. + This means that you double the damage results of the hit or a miss from the single spell. + Non-attack spells generally don't improve when cast empowered; use empowered casting for attacks. + + If you do not or are not able to use your next standard action to cast a sorcerer attack spell, you lose the power you've gathered. + You can use another standard action to gather power again, but the spell you eventually cast will still only do double damage. + + You can spend your move actions and quick actions any way you like after you gather power and before casting your next empowered spell. + Yes, once a battle has started it's possible to perform the magical firefight trick of gathering power while hiding to the side of the cave entrance, then jumping into the cave opening on your next turn and blasting with the empowered spell. + + Breath weapon spells add an extra wrinkle. + Of course you can gather power the first time you cast a breath weapon spell in a battle. + Later in the fight it's a question of whether you gathered power the turn before a breath weapon spell roll goes your way. + You can be all ready with gathered power but roll too low to use the breath weapon spell, forcing you to cast a different spell with the gathered power. + + If you've gathered power for a spell that deals ongoing damage, the ongoing damage is doubled the first time it is dealt, but not on subsequent rounds, if any. + feats: + - tier: adventurer + description: Once per battle, you can choose the chaotic benefit you want instead of rolling for it. + - tier: champion + description: Once per battle when the escalation die is 4+, you can gather power as a quick action. + - tier: epic + description: When you gather power, if the escalation die is 2+, you can roll two chaotic benefits. Unlike most effects, the benefits stack if you roll the same result twice. + + - name: Chaotic Benefit + _type: Class Feature + version: Core Book + description: |- Like many of your powers, this benefit is chaotic rather than perfectly reliable, so you must make a random check to see what benefit you get. Roll a d6 and consult the appropriate table below. @@ -120,32 +170,9 @@ abilities: | 3-4 | Deal damage equal to your level + twice your Charisma modifier to all nearby staggered enemies. | | 5-6 | Deal damage equal to your level + twice your Charisma modifier to one nearby enemy. | - After you have gathered power, you can use your next standard action to cast an empowered sorcerer spell. - Empowered sorcerer spells deal double the damage of a normal sorcerer spell. - This means that you double the damage results of the hit or a miss from the single spell. - Non-attack spells generally don't improve when cast empowered; use empowered casting for attacks. - - If you do not or are not able to use your next standard action to cast a sorcerer attack spell, you lose the power you've gathered. - You can use another standard action to gather power again, but the spell you eventually cast will still only do double damage. - - You can spend your move actions and quick actions any way you like after you gather power and before casting your next empowered spell. - Yes, once a battle has started it's possible to perform the magical firefight trick of gathering power while hiding to the side of the cave entrance, then jumping into the cave opening on your next turn and blasting with the empowered spell. - - Breath weapon spells add an extra wrinkle. - Of course you can gather power the first time you cast a breath weapon spell in a battle. - Later in the fight it's a question of whether you gathered power the turn before a breath weapon spell roll goes your way. - You can be all ready with gathered power but roll too low to use the breath weapon spell, forcing you to cast a different spell with the gathered power. - - If you've gathered power for a spell that deals ongoing damage, the ongoing damage is doubled the first time it is dealt, but not on subsequent rounds, if any. - feats: - - tier: adventurer - description: Once per battle, you can choose the chaotic benefit you want instead of rolling for it. - - tier: champion - description: Once per battle when the escalation die is 4+, you can gather power as a quick action. - - tier: epic - description: When you gather power, if the escalation die is 2+, you can roll two chaotic benefits. Unlike most effects, the benefits stack if you roll the same result twice. - name: Random Energy _type: Class Feature + version: Core Book description: |- Some sorcerer spells deal damage of a random type. If it matters for the situation, use a d4 to determine which type of damage the spell deals. @@ -769,93 +796,3902 @@ abilities: Other ability score references remain unchanged. As you might expect, each 5 you roll also invokes an icon-related complication or obligation in the tradition of rolling 5s on relationship checks. ---- +# BEGIN DATP ABILITIES + - name: Metamagic and Sorcery Points + _type: Class Feature + source: DATP + description: |- + A sorcerer’s magic is an innate ability, and they can intuitively control it as + if they were moving a hand or a finger. Each bloodline has metamagic tricks to + improve their spells. Arcane sorcerers are great at targeting their spells, + whereas draconic sorcerers have a few extra tricks with their breath weapons, + and so on. + + To fuel these tricks, _Dark Alleys & Twisted Paths_ adds _sorcery points_ as a new resource for + sorcerers. You have a pool of sorcery points equal to your Charisma modifier, + and you regain all expended sorcery points after a full heal-up. + + To use a metamagic ability, you must declare that you spend sorcery points on a + spell or roll _before_ rolling the dice, unless the description says otherwise. + The benefit only applies to this casting of the spell. You can only augment a + spell with one metamagic ability at a time. + + If you have gained a spell through your Access to … class feature, you can apply + metamagic to them in the same way you augment your sorcerer spells. + feats: + - tier: adventurer + description: ' Increase your maximum sorcery points by 1.' + - name: No Bloodline + _type: Bloodline + version: Core Book + source: DATP + description: |- + **Select a bloodline for your sorcerer at the top of this page. Or use the following...** + + The sorcerer in the 13th Age Core Book has a mixed + theme that doesn’t quite fit one of the bloodlines + presented here specifically. + + If you want to play a sorcerer based on that template, you can still take any of the spells and + some of the talents in this book and skip all references + to the supplemental rules, i.e. bloodlines, sorcery points, + and metamagic. + + If you only want to add metamagic, + choose two metamagic abilities from any of the bloodlines in this book. + + If you would like to convert an existing sorcerer character to the material in this book, look at their backgrounds, talents, especially heritage talents, and icon + relations, and choose a bloodline that fits. Then, swap + out the class features accordingly. You may also have to + swap out some spells gained through Access to Wizardry + if your new bloodline gives you access to the spell list of + a different class. + + - name: Arcane Bloodline + _type: Bloodline + source: DATP + version: Arcane + description: |- + The arcane bloodline originates from old wizard dynasties, who have studied and + manipulated magic over so many generations the arcane energies have infused + their essence. In rare cases, the bloodline can also manifest spontaneously in + people who survived encounters with strong magical forces. Sorcerers of this + bloodline often show small elemental manifestations on their bodies, like eyes + of burning fire, snowflakes on their hair, or lightning cracking between their + fingers. + + **Linked Icon:** The Archmage + + **Linked Rune:** Magic + ### Arcane Bloodline Spells + | Level | Core Book | Dark Alleys | + |-------|-----------|-------------| + | 1st | Burning Hands, Lightning Fork, Resist Energy, Scorching Ray | Attune Weapon, Elemental Sorcery, Force Boomerang, Sorcerer's Shield, Thunderwave | + | 3rd | Echoing Thunder | Cloak of Lightning, Energy Charge, Flash Freeze, Pierce Resistance | + | 5th | Summon Flux Elemental* | Leech Magic, Living Torch | + | 7th | - | Elemental Form, Reflecting Barrier | + | 9th | Silver Flame | Spell Barrage, Twilight Travel | + + _*In 13th Age Monthly: Sorcerer Summoning_ + + ### Arcane Random Energy + | Roll (d6) | Energy Type | + |---|---| + | 1 | Cold | + | 2 | Fire | + | 3 | Lightning | + | 4 | Thunder | + | 5 | Acid | + | 6 | Force | + + ### Arcane Familiars + Arcane familiars choose two familiar abilities, as per the Wizard’s Familiar talent. + feats: [] + - name: Access to Wizardry + _type: Class Feature + version: Arcane + source: DATP + description: |- + Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell. + The wizard spell must be two levels lower than the sorcerer spell. + + **Special:** If you have the Arcane Heritage talent (see the revised version in + this book), you can choose one of your wizard spells without the -2 level + penalty. + feats: + - tier: adventurer + description: ' Use Charisma instead of Intelligence with your chosen wizard spells.' + - name: Arcane Benefit + _type: Class Feature + version: Arcane + source: DATP + description: |- + When you gather power, you gain a sorcery point (see the Metamagic and Sorcery + Points class feature above). This can temporarily give you more sorcery points + than your starting pool, but unused points above your pool are lost at the end + of the battle. + feats: [] + - name: Arcane Metamagic + source: DATP + _type: Class Feature + version: Arcane + description: |- + You gain the following metamagic abilities. + + **Precision (2 points):** Gain a +2 bonus to attack with the spell. If the + spell is a sorcerer spell with the arcane keyword or a wizard spell, increase + the bonus to +3. + + **Mana Reserve (2 points):** Gain a +2 bonus to a spell recharge roll you make + after a battle, after rolling the die. + + **Arcane Preservation (2 points):** If all attack rolls with the spell are a + natural 1–5, you don’t expend the spell. + feats: + - tier: adventurer + description: |2- + If the target spell is a sorcerer spell with the arcane keyword, the metamagic + abilities above cost 1 point less. + - name: Dancing Lights + _type: Class Feature + version: Arcane + description: |- + Arcane sorcerers can cast the dancing lights spell as a standard action. + Unlike the wizard’s light cantrip, the sorcerer’s dancing lights spell produces a number of varicolored light globes that bloom within 5 to 30 feet of the sorcerer every two to five seconds. + The sorcerer has very little control over the exact location or illumination provided by the lights, meaning that they can occasionally be used for dramatic plot purposes. + feats: [] + - name: Celestial Bloodline + _type: Bloodline + version: Celestial + source: DATP + description: |- + Even though the gods are distant in the Dragon Empire, celestial beings from the + divine realms can manifest on the surface world, and sometimes even beget + offspring with mortals. This ancestry can manifest in the ability to wield an + innate divine magic without requiring faith, worship, or religion, even + generations later. Celestial sorcerers often have a delicate, unnatural beauty + to them, as if they are too pure for this world. + + _If it fits your character concept, you can interpret the Celestial bloodline + sorcerer as an invoker of divine power. In that case, switch your magic type to + divine and swap wand implements for holy symbols._ + + **Linked Icon:** The Priestess + + **Linked Rune:** n/a + + ### Celestial Bloodline Spells + | Level | Core Book | Dark Alleys | + |-------|-----------|-------------| + | 1st | Lightning Fork, Scorching Ray | Angelic Dictum, Archon's Trumpet, Attune Weapon, Celestial Resistance, Sorcerer’s Shield | + | 3rd | Echoing Thunder | Conviction, False Life, Protected Perimeter | + | 5th | Unearthly Glamour | Flash of Radiance, Nasty to Nice | + | 7th | - | Celestial Censure, Entomb, Sorcerous Wings | + | 9th | Calling the Blood | Celestial Apotheosis, Twilight Travel | + + + ### Celestial Random Energy + | Roll (d4) | Energy Type | + |---|---| + | 1 | Fire | + | 2 | Lightning | + | 3 | Thunder | + | 4 | Holy | + + ### Celestial Familiars + Celestial familiars are often animals from divine realms. They resemble animals + from the prime material plane, but in a true, perfect sense. Their fur is + shinier, and even if they don’t speak, they have a reserved wisdom to them that + is unlike any mortal creature. Celestial familiars have two familiar abilities, + which can be Celestial Ward, Healing Touch, or Radiant listed below, or the + Alert, Flight, Scout, Tough, or Talkative abilities from the wizard list. + + **Celestial Ward:** Once per battle, when the Sorcerer, or an adjacent ally is + attacked, give the attack a penalty equal to the escalation die. + + **Healing Touch:** Once per day, the familiar can touch an ally. The ally can use + a recovery to heal. + + **Radiant:** Once per battle, when you hit an enemy engaged with you, you can add + 5 ongoing holy damage per tier to the damage roll. + feats: [] + - name: Access to Divine Magic + _type: Class Feature + version: Celestial + source: DATP + description: |- + Starting at 3rd level, you can take a cleric spell in place of a sorcerer spell. + The cleric spell must be two levels lower than the sorcerer spell. + + **Special:** You can take one divine domain from the cleric list as a sorcerer + talent. Interpret any reference to cleric spells as applying to both sorcerer + and cleric spells. If you take the domain, you also gain access to its domain + spells, and you can choose one of your cleric spells without the -2 level + penalty. + feats: + - tier: adventurer + description: |2- + When you empower a spell that grants healing, double the amount of hit points + granted by it. When you empower a spell that grants a bonus to attacks, defenses + or saves, double the bonus. + - tier: champion + description: ' You can cast the cleric’s Heal spell once per battle.' + - tier: epic + description: |2- + When you Gather Power, you gain an additional use of the Heal spell this + battle. + - name: Celestial Benefit + _type: Class Feature + version: Celestial + source: DATP + description: |- + When you Gather Power, you gain the divine benefit below. Unlike other + bloodlines, this benefit is not random. Instead, it depends on the escalation + die. + + | Escalation Die | Benefit | + |---|---| + | None | Gain a +1 bonus to PD and MD until the start of your next turn. | + | Odd | Deal holy damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th) + Level to one nearby enemy. | + | Even | Heal hit points equal to Wisdom modifier (x2 at 5th level; x3 at 8th) to a nearby staggered ally. If no nearby allies are staggered, gain a +1 bonus to AC until the end of your next turn. | + feats: + - tier: adventurer + description: When you empower a sorcerer spell with the Celestial keyword, gain the celestial benefit again, using the escalation die of the current turn. + - tier: champion + description: Target two enemies / allies with the odd / even effect. + - name: Celestial Metamagic + _type: Class Feature + version: Celestial + source: DATP + description: |- + You gain the following metamagic abilities. + + **Holy Spell (1 point):** Change the spell’s damage to holy damage. + + **Rejuvenating Spell (1 point):** The target also gains temporary hit points + equal to your Wisdom modifier (x2 at 5th level; x3 at 8th) plus twice the spell + level. + feats: [] + - name: Radiant Halo + _type: Class Feature + version: Celestial + source: DATP + description: |- + Celestial sorcerers can cast the _radiant halo_ spell as a standard action. The + spell produces an intense, almost blinding light source that is centered around + the top of your head. It bathes the area within 30 feet around you in a bright + light which shines far past that distance. While the light provides perfect + visibility as if under daylight conditions, and can even pierce dense fog, it + makes attempts at stealth pretty much impossible. + + At the GM’s discretion, the halo can give creatures that are attuned to darkness + (such as dark elves) a -1 penalty to attacks against you. + + The spell usually lasts at least an hour. You can cast it a number of times per + day equal to your Charisma modifier. + feats: [] + - name: Celestial Familiars + _type: Talent + source: DATP + description: |- + feats: [] + - name: Draconic Bloodline + _type: Bloodline + version: Draconic + source: DATP + description: |- + Dragons have long had the power to change shape and mingle with the numerous but + short-lived humanoid beings. Unions between humanoid and dragon can create + offspring, and you trace your ancestry back to such a union. Sorcerers of the + draconic bloodline often have draconic features, such as patches of scaly skin, + lizard eyes, or horns. + + **Linked Icon:** Great Gold Wyrm, The Three + + **Linked Rune:** Dragonewt + + ### Draconic Bloodline Spells + | Level | Core Book | Dark Alleys | + |-------|-----------|-------------| + | 1st | Breath of the White, Burning Hands, Resist Energy | Attune Weapon, Breath of the Brass, Dragon Orb, Friends, Sorcerer’s Shield, Thunderwave | + | 3rd | Breath of the Green; Dragon's Leap, Echoing Thunder | Breath of the Bronze | + | 5th | Breath of the Black; Summon Lightning Drakes* | Breath of the Copper, Breath of the Purple | + | 7th | Breath of the Blue | Breath of the Silver, Draconic Gift, Sorcerous Wings | + | 9th | Breath of the Void, Calling the Blood (draconic icons only), Silver Flame | Breath of the Golden, Breath of the Red, Draconic Apotheosis | + + _*In 13th Age Monthly: Sorcerer Summoning_ + + ### Draconic Random Energy + _This is the same table as the Core Book sorcerer. Feel free + to add acid and / or poison in there if it fits the type of + dragon you are connected to._ -## Ability Scores + | Roll (d4) | Energy Type | + |---|---| + | 1 | Cold | + | 2 | Fire | + | 3 | Lightning | + | 4 | Thunder | + + ### Draconic Familiars + If you have the Sorcerer’s Familiar talent, you can choose + a pocket dragon or a pseudodragon as familiar. Both start + with two abilities. One is Flight, the other is Breathe Fire + for the pocket dragon and Prestidigitation for the pseudodragon. + + **Breathe Fire:** Once per battle, your familiar can make + a Charisma + Level attack against a nearby opponent’s + PD (using your Charisma modifier and level). On a hit, + it deals 1d6 per level fire damage against the target, and + half damage on a miss. You can change the damage type + to match the dragon’s color. + + **Prestidigitation**: Your familiar can cast the wizard's + Prestidigitation cantrip at-will. + feats: + - tier: adventurer + description: | + **Sorcerer's Familiar - Breathe Fire**: Your familiar can breathe fire twice per battle, but not in the same turn. + - name: Access to Wizardry + _type: Class Feature + version: Draconic + source: DATP + description: |- + Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell. + The wizard spell must be two levels lower than the sorcerer spell. + + **Special:** If you have the Chromatic Destroyer Heritage, Metallic Protector + Heritage, or Rumble Mumble Rumble (see Bestiary 2 p. 174) talents, you can + choose one of your wizard spells without the -2 level penalty. You can only gain + this benefit once. + + _Dragons, especially blue dragons, are often depicted as studious and smart + masters of magic, which would be the argument for why draconic sorcerers get + access to wizard spells. However, if you interpret dragons as embodiments of + elemental forces in your campaign, access to Elemental Caster druid spells might + make more sense. Or if you want to play up their political role as the true + movers and shakers, you may want to give them access to commander tactics + instead._ -Sorcerers gain a +2 class bonus to Charisma or Constitution, as long as it isn't the same ability you increase with your +2 racial bonus. + feats: + - tier: adventurer + description: ' Use Charisma instead of Intelligence with your chosen wizard spells.' + - name: Draconic Benefit + _type: Class Feature + version: Draconic + source: DATP + description: |- + When you Gather Power, gain a draconic benefit as per the table below. This is + the same table as for the Core Book sorcerer. + + ### Draconic Benefit, Adventurer Tier (levels 1–4) -## Backgrounds + | Roll (d6) | Effect | + |-----------|------------------------------------------------------------------| + | 1-2 | You gain a +1 bonus to AC until the start of your next turn. | + | 3-4 | Deal damage equal to your level to all nearby staggered enemies. | + | 5-6 | Deal damage equal to your level to one nearby enemy. | -Possible backgrounds include: tribal shaman, pirate captain, spell-arena gladiator, failed wizard, sahuagin hunter. + ### Draconic Benefit, Champion Tier (levels 5–7) -## Gear + | Roll (d6) | Effect | + |-----------|-------------------------------------------------------------------------------------------| + | 1-2 | You gain a +1 bonus to AC and Physical Defense until the start of your next turn. | + | 3-4 | Deal damage equal to your level + your Charisma modifier to all nearby staggered enemies. | + | 5-6 | Deal damage equal to your level + your Charisma modifier to one nearby enemy. | -At 1st level, a sorcerer usually has a simple melee weapon, a few changes of clothing, a wand or staff, and other paraphernalia suggested by their backgrounds. + ### Draconic Benefit, Epic Tier (levels 8–10) -### Gold Pieces + | Roll (d6) | Effect | + |-----------|-------------------------------------------------------------------------------------------------| + | 1-2 | You gain a +1 bonus to all defenses until the start of your next turn. | + | 3-4 | Deal damage equal to your level + twice your Charisma modifier to all nearby staggered enemies. | + | 5-6 | Deal damage equal to your level + twice your Charisma modifier to one nearby enemy. | -Sorcerers may start with either 25 gp or 1d6 x 10 gp. + feats: + - tier: adventurer + description: When you empower a sorcerer spell with the draconic benefit, or a wizard spell, gain the draconic benefit again. + - tier: champion + description: When you gather power, you also gain the ability to fly to a nearby location as a move action on the same turn. + - name: Draconic Metamagic + _type: Class Feature + version: Draconic + source: DATP + description: |- + You gain the following metamagic abilities. + + **Forceful Breath (1 point):** Reroll all natural 1s on a damage roll with a + breath weapon spell, after making the roll. + + **Inhale Deeper (1 point):** Gain a +2 bonus to the recharge roll for a breath + weapon spell, after making the roll. + + **Sticky Breath (1 point):** When dealing ongoing damage with a breath weapon + to a target, make the save a hard save (16+). + feats: [] + - name: Minor Elemental Breath + _type: Class Feature + version: Draconic + source: DATP + description: |- + Sorcerers with the Draconic bloodline can create small elemental effects with + their breath at-will. They can light a candle with fire, melt the bolts in a + lock with acid, create a shocking sensation with lightning, or cool down a drink + with cold. This ability deals damage equal to the sorcerer’s level, which + doesn’t quite make it powerful enough for combat use. + feats: [] + - name: Fey Bloodline + _type: Bloodline + version: Fey + source: DATP + description: |- + The fey realms have many portals into the mortal world, and it is not unheard of + for someone to stumble into the fey world and return with strange powers, + sometimes decades later. The fey have been known to abduct humanoid children and + raise them as their own. Sorcerers with the fey bloodline tend to be capricious + and moody. Depending on the type of fey in their ancestry, they can have a wide + variety of physical features, such as rainbow-colored hair or goat hooves as + feet. + + **Linked Icon:** The Elf Queen + + **Linked Rune:** Illusion + + ### Fey Bloodline Spells + | Level | Core Book | Dark Alleys | + |-------|-----------|-------------| + | 1st | - | Alter Self, Attune Weapon, Chameleon Skin, Fey Glamour, Fey Path, Friends, Sorcerer's Shield | + | 3rd | - | Beast Form, Flowery Kiss | + | 5th | Elven Shadows, Unearthly Glamour | Faerie Door, Fey Curse, Merry Go-Round | + | 7th | Stolen Faces | Pixie Dust, Sorcerous Wings | + | 9th | - | Prey of the Wild Hunt, Silver Flame, Twilight Travel | + + + ### Fey Random Energy + | Roll (d4) | Energy Type | + |---|---| + | 1 | Cold | + | 2 | Psychic | + | 3 | Force | + | 4 | Thunder | + + ### Fey Familiars + If you have the Sorcerer’s Familiar talent, choose two abilities from the table + as per the Wizard’s Familiar. You also have the two additional options below. + + **Invisibility:** Your familiar can turn invisible at-will, but it cannot move + while invisible. + + **Teleport:** Your familiar can teleport to a nearby location it can see once per + battle (or every 5 minutes). + + feats: [] + - name: Access to Fey Magic + _type: Class Feature + version: Fey + source: DATP + description: |- + Starting at 3rd level, you can take a bard spell OR a druid spell of the Circle + of Feysong in place of a sorcerer spell. The bard / druid spell must be two + levels lower than the sorcerer spell. + + **Special:** If you have the Fey Heritage talent, you can choose one of your + bard / druid spells without the -2 level penalty. + feats: [] + - name: Fey Benefit + _type: Class Feature + version: Fey + source: DATP + description: |- + When you Gather Power, roll 1d12 on the table below to determine your fey + benefit. The fey are fickle and mischievous. When they are on your side, the + benefits are great, but watch out when they aren’t. -### Armor + ### Fey Benefit, Adventurer Tier (levels 1–4) -| Armor Type | Base AC | Atk Penalty | -| ---------- | ------- | ----------- | -| None | 10 | — | -| Light | 10 | — | -| Heavy | 11 | –2 | -| Shield | +1 | -2 | + | Roll (d12) | Effect | + |-----------|------------------------------------------------------------------| + | 1 | Mischievous spirits disable one of your magic items until the end of the battle. | + | 2 | A complication from a recent 5 in an icon relationship comes into play right now | + | 3-5 | Gain a +1 bonus to all defenses until the start of your next turn. | + | 6-8 | Add your Charisma modifier to disengage checks this turn. | + | 9-10 | The nearby enemy with the lowest PD takes a -4 penalty to MD until the end of your next turn. | + | 11-12 | The nearby enemy with the lowest MD is dazed until the end of your next turn. |The nearby enemy with the -### Melee Weapons + ### Fey Benefit, Champion Tier (levels 5–7) -| | One-Handed | Two-Handed | -| ---------------- | ---------------------- | -------------------------- | -| Small | 1d4 dagger | 1d6 staff | -| Light or Simple | 1d6 shortsword | 1d8 spear | -| Heavy or Martial | 1d8 (-2 atk) longsword | 1d10 (-2 atk) greatsword\* | + | Roll (d12) | Effect | + |-----------|------------------------------------------------------------------| + | 1 | Mischievous spirits disable one of your magic items until the end of the battle. | + | 2 | A complication from a recent 5 in an icon relationship comes into play right now | + | 3-5 | Gain a +2 bonus to all defenses until the start of your next turn. | + | 6-8 | This turn, you can teleport to a nearby location you can see as a move action. | + | 9-10 | The nearby enemy with the lowest PD takes a -4 penalty to MD until the end of your next turn. | + | 11-12 | The nearby enemy with the lowest MD is dazed until the end of your next turn. |The nearby enemy with the -### Ranged Weapons + ### Fey Benefit, Epic Tier (levels 8–10) -| | Thrown | Crossbow | Bow | -| ---------------- | ----------- | ----------------------------- | ----------------------- | -| Small | 1d4 dagger | 1d4 hand crossbow | — | -| Light or Simple | 1d6 javelin | 1d6 (–1 atk) light crossbow\* | 1d6 (-2 atk) shortbow\* | -| Heavy or Martial | — | 1d8 (–3 atk) heavy crossbow\* | 1d8 (-4 atk) longbow\* | + | Roll (d12) | Effect | + |-----------|------------------------------------------------------------------| + | 1 | Mischievous spirits disable one of your magic items until the end of the battle. | + | 2 | A complication from a recent 5 in an icon relationship comes into play right now | + | 3-5 | Gain a +3 bonus to all defenses until the start of your next turn. | + | 6-8 | This turn, you can teleport to a nearby location you can see as a quick action, and you leave an illusory double with 1 hp behind. | + | 9-10 | One enemy of your choice takes a -4 penalty to MD until the end of your next turn. | + | 11-12 | One enemy of your choice is dazed until the end of your next turn. | + + feats: + - tier: adventurer + description: When you empower a sorcerer spell with the Fey keyword, you gain a +1 bonus to the attack roll. + - tier: champion + description: The daze and MD penalty effects are “save ends. + - name: Fey Metamagic + _type: Class Feature + version: Fey + source: DATP + description: |- + You gain the following metamagic abilities. + + **Glamorous Distraction (2 points):** Change a daze until the end of your next + turn effect to daze (save ends). + + **Fey Trickery (2 points):** Treat a natural odd spell attack roll as even, or + even as odd, after making the roll. + feats: + - tier: adventurer + description: |2- + If the target spell is a sorcerer spell with the fey keyword, or a bard spell, + reduce the cost of the above metamagic abilities by 1. + - name: Dancing Lights + _type: Class Feature + version: Fey + source: DATP + description: |- + Fey sorcerers can cast the dancing lights spell as a standard action. + Unlike the wizard’s light cantrip, the sorcerer’s dancing lights spell produces a number of varicolored light globes that bloom within 5 to 30 feet of the sorcerer every two to five seconds. + The sorcerer has very little control over the exact location or illumination provided by the lights, meaning that they can occasionally be used for dramatic plot purposes. + feats: [] + - name: Infernal Bloodline + _type: Bloodline + version: Infernal + source: DATP + description: |- + The 13th Age has seen many new hellholes opening across the Empire, some of + which are conquered and harnessed by the Crusader. This has led to many children + born with infernal powers, taken in and raised by the Crusader’s servants. The + infernal bloodline tends to manifest in features that are often associated with + tieflings, such as intense red skin, horns, tails, and hooves. But demons come + in many shapes and forms, so depending on the fiendish ancestry, there could be + much stranger manifestations such as spider webs between the hands, or a hyena + head. + + **Linked Icon:** The Crusader, The Diabolist + + **Linked Rune:** Chaos + + ### Infernal Bloodline Spells + | Level | Core Book | Dark Alleys | + |-------|-----------|-------------| + | 1st | Burning Hands | Attune Weapon, Orb of Wrath, Skullfire, Sorcerer's Shield, Touch of the Ice Devil | + | 3rd | - | Burning Whip, Sinner's Pyre | + | 5th | Three Dooms, Summon Burnout Elemental* | Chain Immolation, Wave of Anguish | + | 7th | Touch of Evil | All-Consuming Inferno, Sorcerous Wings, Touch of Corruption | + | 9th | Calling the Blood | Infernal Apotheosis, Twilight Travel, Unleash Hell | + + _*In 13th Age Monthly: Sorcerer Summoning_ + + ### Infernal Random Energy + | Roll (d4) | Energy Type | + |---|---| + | 1 | Cold | + | 2 | Fire | + | 3 | Lightning | + | 4 | Psychic | + + ### Infernal Familiars + The classic demonic familiar is an imp with the Flight and Talkative abilities, + but they can come in many other shapes and forms, such as horned snakes, fire- + breathing dogs, or slimy toads. Choose any two abilities from the Wizard, + Warlock, or Demonologist Familiar ability lists, except for agile or alert. + Demons have precious little patience for those who are clumsy or can’t watch + their own backs.  + feats: [] + - name: Access to Demonology + _type: Class Feature + version: Infernal + source: DATP + description: |- + Choose warlock (see _Dark Pacts & Ancient Secrets_) or demonologist (see _Book + of Demons_) spells. Starting at 3rd level, you can take a spell from the chosen + class in place of a sorcerer spell, at a -2 level penalty. You are considered an + initiate for any demonologist spells you choose. + + **Special:** If you have the Blood Sacrifice or Infernal Heritage talent, you + can choose one of your demonologist / warlock spells without the -2 level + penalty. You can only gain this benefit once. + feats: [] + - name: Infernal Curse + _type: Class Feature + version: Infernal + source: DATP + description: |- + When you Gather Power, roll 1d6 on the table below to set up an infernal curse + that is waiting to be triggered by a hapless enemy. It triggers once, then the + curse ends; otherwise it is active until the end of your next turn. Triggering + the curse does not require an action by you, and it even happens if you fall + unconscious. + + | Roll (d6) | Curse trigger and effect | + |---------|-------------------------------------------------------------------------------------------| + | 1–2 | If an enemy rolls a natural 1–5 on their attack roll, they take 1d6 times their level psychic damage. | + | 3 | If an enemy rolls a natural 1–5 on a disengage check, they are hampered until the end of their next turn. | + | 4 | If an enemy engages you, they take 1d6 times their level fire damage. | + | 5 | If an enemy moves from nearby to far away range, or attempts to flee, they take 1d6 times their level negative energy damage. | + | 6 | If an enemy gains hit points or temporary hit points, they take 1d6 times their level cold damage. | + + feats: + - tier: adventurer + description: If you cast an empowered infernal sorcerer spell, extend the duration of the infernal curse until the end of your next turn. + - tier: champion + description: Expand the d20 roll triggers for the first two effects to 1–7. + - tier: epic + description: Increase the damage dice to d8. + - name: Infernal Metamagic + _type: Class Feature + version: Infernal + source: DATP + description: |- + You gain the following metamagic abilities. + + **Infernal Sacrifice (1 point):** Reroll a damage roll for a spell, after + making the roll. Deal damage equal to the spell level to a nearby ally. + + **Weakening Spell (2 points):** The first enemy you hit with the spell is also + weakened until the end of your next turn. Deal damage equal to the spell level + to yourself. + + **Lasting Pain (2 points):** Increase the saving throw of ongoing damage you + deal with a spell from normal to hard (16+). + feats: [] + - name: Infernal Kindling + _type: Class Feature + version: Infernal + source: DATP + description: |- + All infernal sorcerers can cast the _infernal kindling_ spell as a standard + action. The spell produces a number of small dancing flames within thirty feet + you, flickering and circling around you. They create enough light to see most + things in the area in the dark, but not enough light to guarantee you’re not + missing something that’s well hidden, or steady enough to read by. The flames + are real, not illusions, and they can set fire to flammable things on command. + They can be used to deal damage, but not effectively so (treat as a _Burning + Hands_ spell that deals half damage). + + The spell usually lasts at least an hour. You can cast it a number of times per + day equal to your Charisma modifier. + feats: [] + - name: Storm Bloodline + _type: Bloodline + version: Storm + source: DATP + description: |- + This is the storm voice class as introduced in _13th Age Glorantha_. For the + customized class features of this bloodline and its spell list, refer to the + description of the storm voice class. Consider the storm voice spells to be + sorcerer spells with the Storm keyword. + + _(not implemented in 13vaults, sorry!)_ + feats: [] + - name: Storm Metamagic + _type: Class Feature + version: Storm + source: DATP + description: |- + You gain the following metamagic abilities. + + **Eye of the Storm (1 point):** When a spell or power grants you resistance + against lightning or thunder damage, increase the resistance by 2. + + **Storm Ascendant (1 point):** Reroll all natural 1s of a lightning or thunder + damage roll, after making the roll. + feats: [] + - name: Umbral Bloodline + _type: Bloodline + version: Umbral + source: DATP + description: |- + Some claim that the Shadow Prince controls a hidden source of magic, woven from + the Shadows of our prime existence, and separated from the arcane magics that + the dragons and the Archmage lord over. + + Other rumors say his power was stolen, and that the Lich King’s phylactery is + hidden in the Shadow Prince’s vault. Followers of the Lich King don’t deny that, + but they claim that it was stored there for safekeeping, or that the Lich King + allowed it to be stolen, to keep it out of reach of more dangerous foes. + + What is known is that some children are born with the gifts of the Shadow + Prince, able to embrace the darkness and manipulate the shadows. + + Umbral sorcerers often appear lifeless, with pale skin, milky white or raven + black hair, and raspy, whispering voices. Some have a ghost-like appearance, as + if they were not quite there. + + **Linked Icon:** The Lich King or the Shadow Prince + + **Linked Rune:** Death, Darkness + + ### Umbral Bloodline Spells + | Level | Core Book | Dark Alleys | + |-------|-----------|-------------| + | 1st | - | Attune Weapon, Chameleon Skin, Darkness, Decrepit Eyes, Friends, Shadow Bolt, Skullfire, Sorcerer's Shield | + | 3rd | Summon Undead Toady* | Choke Hold, False Life | + | 5th | Three Dooms | Leech Magic, Scare, Wave of Anguish | + | 7th | The Elven Shadows, Stolen Faces | Entomb, Memento Mori, Shadow Form | + | 9th | Breath of the Void | Black Blade of Disaster, Twilight Travel, Void Rift | + + _*In 13th Age Monthly: Sorcerer Summoning_ + + ### Umbral Random Energy + | Roll (d4) | Energy Type | + |---|---| + | 1 | Cold | + | 2 | Negative energy | + | 3 | Poison | + | 4 | Psychic | + + ### Umbral Familiars + + Your familiar is a creature associated with the dark arts, such as a cat, raven + or a bat. Some are ghostly or skeletal in appearance. Your familiar has two + abilities, which you can choose from Consume, Corrupting Touch, Ghost-sight or + Insubstantial below, or Counter-bite, Flight, or Poisonous from the wizard list. + If you choose a raven, it can also be Talkative. + + **Consume:** Once per day, when an attack would take you below zero hit points, + you can consume your familiar as an interrupt. Immediately heal using a free + recovery. Your familiar reforms at the next full heal-up. + + **Corrupting Touch:** Once per day, your familiar can make a Charisma + Level + attack against the PD of an enemy you are engaged with. On a hit, the target is + weakened until the end of your next turn. + + **Ghost-sight:** While your familiar is nearby, you can sense the presence of + undead, even at far away range. + + **Insubstantial:** Your familiar can pass through solid objects, but it cannot + interact with physical objects (like stealing items and such). If it takes + damage, it just dissolves and reappears on your shoulder at the start of your + next turn. It would take an exorcism or similar to destroy it. + feats: [] + - name: Access to Dark Powers + _type: Class Feature + version: Umbral + source: DATP + description: |- + Choose either the necromancer or the rogue class. + + **Necromancer:** Starting from 3rd level, you can switch a sorcerer spell for a + necromancer spell 2 levels lower. + + **Rogue:** Starting from 3rd level, you can switch a sorcerer spell for a rogue + power with the Shadow keyword 2 levels lower. If you choose a momentum power, + track momentum like a rogue. + + **Special:** If you have the Animate Shadow or Undead Remnant Heritage talent, + you can switch in one power / spell without the -2 level penalty. You can only + get this benefit once. + feats: + - tier: adventurer + description: ' You can replace Intelligence with Charisma for your chosen necromancer + spells.' + - name: Umbral Benefit + _type: Class Feature + version: Umbral + source: DATP + description: |- + When you Gather Power, roll 1d6 on the table below. + + ### Umbral Benefit, Adventurer Tier (levels 1–4) -\* A sorcerer needs one free hand to cast spells. As such, they suffer a penalty for using a two-handed weapon. (The penalty applies to spells also.) + | Roll (d6) | Effect | + |-----------|------------------------------------------------------------------| + | 1-2 | Until the end of your next turn, when you take damage, you can deal damage equal to your level to a nearby willing ally, and reduce the damage you take by twice your level. | + | 3-4 | Deal twice your level in damage to the nearby enemy with the lowest hp total. If that kills the target, you regain hit points equal to the damage dealt. | + | 5-6 | Become insubstantial until the start of your next turn. You gain resist physical damage 12+ and add your Charisma modifier to disengage checks. | -## Level Progression + ### Umbral Benefit, Champion Tier (levels 5–7) -| Sorcerer Level | Total Hit Points | Total Feats | 1st level spell | 3rd level spell | 5th level spell | 7th level spell | 9th level spell | Level-up Ability Bonuses | Damage Bonus From Ability Score | -| -------------- | ------------------ | -------------------------------- | --------------- | --------------- | --------------- | --------------- | --------------- | ------------------------ | ------------------------------- | -| Level 1 | (6 + CON mod) x 3 | 1 adventurer | 4 | — | — | — | — | — | ability modifier | -| Level 2 | (6 + CON mod) x 4 | 2 adventurer | 5 | — | — | — | — | — | ability modifier | -| Level 3 | (6 + CON mod) x 5 | 3 adventurer | 3 | 3 | — | — | — | — | ability modifier | -| Level 4 | (6 + CON mod) x 6 | 4 adventurer; | — | 6 | — | — | — | +1 to 3 abilities | ability modifier | -| Level 5 | (6 + CON mod) x 8 | 4 adventurer; 1 champion | — | 3 | 4 | — | — | — | 2 x ability modifier | -| Level 6 | (6 + CON mod) x 10 | 4 adventurer; 2 champion | — | — | 7 | — | — | — | 2 x ability modifier | -| Level 7 | (6 + CON mod) x 12 | 4 adventurer; 3 champion | — | — | 3 | 5 | — | +1 to 3 abilities | 2 x ability modifier | -| Level 8 | (6 + CON mod) x 16 | 4 adventurer; 3 champion; 1 epic | — | — | — | 8 | — | — | 3 x ability modifier | -| Level 9 | (6 + CON mod) x 20 | 4 adventurer; 3 champion; 2 epic | — | — | — | 3 | 6 | — | 3 x ability modifier | -| Level 10 | (6 + CON mod) x 24 | 4 adventurer; 3 champion; 3 epic | — | — | — | — | 9 | +1 to 3 abilities | 3 x ability modifier | + | Roll (d6) | Effect | + |-----------|------------------------------------------------------------------| + | 1-2 | Until the end of your next turn, when you take damage, you can deal damage equal to your level to a nearby willing ally, and reduce the damage you take by three times your level. | + | 3-4 | Deal three times your level in damage to the nearby enemy with the lowest hp total. If that kills the target, you regain hit points equal to the damage dealt. | + | 5-6 | Become insubstantial until the start of your next turn. You gain resist physical damage 15+ and add your Charisma modifier to disengage checks. You can fly and hover. | -Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels. + ### Umbral Benefit, Epic Tier (levels 8–10) -## Stats + | Roll (d6) | Effect | + |-----------|------------------------------------------------------------------| + | 1-2 | Until the end of your next turn, when you take damage, you can deal damage equal to your level to a nearby willing ally, and reduce the damage you take by five times your level. | + | 3-4 | Deal five times your level in damage to the nearby enemy with the lowest hp total. If that kills the target, you regain hit points equal to the damage dealt. | + | 5-6 | Become insubstantial until the start of your next turn. You gain resist physical damage 18+ and add your Charisma modifier to disengage checks. You can fly, hover, and pass through solid objects until the start of your next turn. | -Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. + feats: + - tier: adventurer + description: If you empower a sorcerer spell with the Umbral keyword, gain the Umbral benefit again after casting the spell. + - tier: champion + description: Also gain the Umbral benefit as a free action the first time you are staggered in a battle. + - name: Umbral Metamagic + _type: Class Feature + version: Umbral + source: DATP + description: |- + You gain the following metamagic abilities. + + **Negative Spell (1 point):** Change the spell’s damage type to negative energy + damage. + + **Leeching Spell (1 point):** If the spell hits at least one enemy, heal hit + points equal to your Constitution modifier (x2 at 5th level; x3 at 8th) + the + spell level. + + **Shadow Spell (1 point):** Change the spell’s damage to psychic damage. The + spell cannot be countered by abilities such as the blue dragon’s counter-spell. + + **Shrouding Spell (2 points):** On a hit, give the target disadvantage on its + next attack roll against you. + feats: [] + - name: Crypt Candles + _type: Class Feature + version: Umbral + source: DATP + description: |- + All Umbral sorcerers can cast the _crypt candles_ spell as a standard action. + The spell produces a circle of black and red candles that provide an eerie + illumination within thirty feet of youfeet you. They create enough light to move + around, but it’s easy to miss details in the dim, flickering lights. If you + move, the zone moves with you. + + The candles and their illumination can only be seen by you, your allies and any + creatures with a connection to the Shadow Prince or the Lich King. They make + invisible creatures visible. + + The spell usually lasts at least an hour. You can cast it a number of times per + day equal to your Charisma modifier. + feats: [] + - name: Wild Magic Bloodline + _type: Bloodline + version: Wild + source: DATP + description: |- + Arcane scholars designate wild sorcery as a bloodline, but purely out of + convenience. There does not seem to be a discernible pattern how, when, or why + this magic ability manifests in humanoids. If anything, having an ancestor with + any form of arcane ability seems to decrease your chances of being born with + this gift. As with all bloodlines, wild magic also manifests in your physical + features, but in a much less stable or predictable way. Don’t be surprised if + you wake up with sky-blue fingernails and butterflies in your hair one morning; + it’s all part of the gift. + + **Linked Icon:** n/a, among the Core Book icons anyway — feel free to create + one that fits the campaign + + **Linked Rune:** Disorder + + ### Wild Bloodline Spells + | Level | Core Book | Dark Alleys | + |-------|-----------|-------------| + | 1st | Chaos Bolt | Attune Weapon, Fireworks, Force Boomerang, Sorcerer's Shield, Wild Surge | + | 3rd | Chaos Pulse | Energy Charge, Iconic Power, Wild Spark | + | 5th | - | Ooze Form, Rolling Thunderball | + | 7th | - | Wild Polymorph, Untamed Sorcery | + | 9th | Calling the Blood | Spell Barrage, Twilight Travel | + + _*In 13th Age Monthly: Sorcerer Summoning_ + + ### Wild Random Energy + + The wild bloodline’s “random energy” is a little more random than that of other + sorcerers. You roll a d6 on the table, but this will only tell you who gets to + describe what you just conjured. And yes, that means if that person considers + strawberry jam or butterflies a valid element for the _13th Age Roleplaying + Game_, that’s what your spell is blasting across the battlefield. It’s up to the + GM to decide whether a particular creature is vulnerable or resistant to that + “element” or not. + + | Roll (d6) | Who decides? | + |---|---| + | 1 | The player on your left | + | 2 | You | + | 3-4 | The GM | + | 5 | The player who is newest to RPGs | + | 6 | The player on your right | + + ### Wild Familiars + Like _Core Book_ sorcerer familiars, wild familiars have one fixed ability, and + two that are determined at random every day. In addition to the choices on the + Wizard Familiar list, you have Wild Entropy as an option. + + **Wild Entropy:** Once per day, when you are hit by an attack while your familiar + is next to you, your familiar’s magical influence can force the attacker to + reroll the attack. + + feats: [] + - name: Access to Chaos Magic + _type: Class Feature + version: Wild + source: DATP + description: |- + Starting at 3rd level, you can take a chaos mage spell in place of a sorcerer + spell, at two levels lower than the spell it replaces. You cast it like a + sorcerer of that frequency — at-will, once-per-battle, or daily. + + **Special:** If you have the Wild Heritage talent, you can choose one of your + chaos mage spells without the -2 level penalty. + + _The wild bloodline gives you access to chaos magic without the unpredictability + of the chaos mage class. Consider it an alternative for players who like the + flavor of chaos magic but prefer a little more control over what they can do in + the game._ + + feats: [] + - name: Wild Benefit + _type: Class Feature + version: Wild + source: DATP + description: |- + When you Gather Power, roll 1d6 on the table below. As is to be expected with + wild magic, the results are much more varied than with other bloodlines. You can + even end up empty-handed, or with a much more powerful benefit. + + ### Wild Benefit, Adventurer Tier (levels 1–4) -| Stat | Value | -| ------------------------- | ------------------------------------------------------------ | -| Ability Bonus | +2 Charisma or Constitution (different from racial bonus) | -| Initiative | Dex mod + Level | -| Armor Class (light armor) | 10 + middle mod of Con/Dex/Wis + Level | -| Physical Defense | 11 + middle mod of Str/Con/Dex + Level | -| Mental Defense | 10 + middle mod of Int/Wis/Cha + Level | -| Hit Points | (6 + Con mod) x Level modifier (see level progression chart) | -| Recoveries | 8 | -| Recovery Dice | (1d6 x Level) + Con mod | -| Backgrounds | 8 points, max 5 in any one background | -| Icon Relationships | 3 points | -| Talents | 3 | -| Feats | 1 per Level | + | Roll (d6) | Effect | + |-----------|------------------------------------------------------------------| + | 1 | Roll 1d6: (1-2) a sad trombone sound, (3-4) erratic fart noises, (5-6) weirdly canned-sounding laughter. | + | 2 | Roll 1d6 on the chaos mage’s Attacking Warp talent table. | + | 3 | Roll 1d6 on the chaos mage’s Defensive Warp talent table. | + | 4 | Roll 1d6 on the chaos mage’s Iconic Warp talent table. | + | 5-6 | Roll on the chaos mage’s High Weirdness table (13TW page 18). | -## Basic Attacks + ### Wild Benefit, Champion Tier (levels 5–7) - + | Roll (d6) | Effect | + |-----------|------------------------------------------------------------------| + | 1 | Roll 1d6: (1-2) a sad trombone sound, (3-4) erratic fart noises, (5-6) weirdly canned-sounding laughter. | + | 2 | Roll 1d6 on the chaos mage’s Attacking Warp talent table, and deal d6 per level damage to a random staggered enemy. | + | 3 | Roll 1d6 on the chaos mage’s Defensive Warp talent table, and a random nearby staggered ally can heal using a recovery. | + | 4 | Roll 1d6 on the chaos mage’s Iconic Warp talent table and reroll one icon relationship die. | + | 5-6 | Roll two d10s and choose either die as 10s and 1s for a result on the chaos mage’s High Weirdness table (13TW page 18). | + + ### Wild Benefit, Epic Tier (levels 8–10) + + | Roll (d6) | Effect | + |-----------|------------------------------------------------------------------| + | 1 | Roll 1d6: (1-2) a sad trombone sound, (3-4) erratic fart noises, (5-6) weirdly canned-sounding laughter. | + | 2 | Roll 1d6 on the chaos mage’s Attacking Warp talent table, and deal d6 per level damage to 1d3 random enemies. | + | 3 | Roll 1d6 on the chaos mage’s Defensive Warp talent table, and a random nearby staggered ally can heal using a free recovery. | + | 4 | Roll 1d6 on the chaos mage’s Iconic Warp talent table and gain 5 on an icon relationship die with a random icon. | + | 5-6 | Roll on the chaos mage’s High Weirdness table (13TW page 18). If you don’t like the result for yourself, you can bestow it on a random nearby enemy. | + + feats: + - tier: adventurer + description: When you empower a sorcerer spell with the Wild Magic keyword, you gain a +1 bonus to the attack roll. + - tier: champion + description: When you gain an effect from a chaos mage warp talent that uses Dexterity, Intelligence, or Wisdom, you can use your Charisma modifier instead. + + - name: Wild Metamagic + _type: Class Feature + version: Wild + source: DATP + description: |- + You gain the following metamagic abilities. + + **Controlled Chaos (1 point):** Choose one target of the spell that would + otherwise be determined randomly. + + **Wild Targeting (2 points):** For the first attack roll with the spell that + misses, you can reroll the attack against a different enemy within range. + feats: [] + - name: Dancing Lights + _type: Class Feature + version: Wild + source: DATP + description: |- + Wild sorcerers can cast the dancing lights spell as a standard action. + Unlike the wizard’s light cantrip, the sorcerer’s dancing lights spell produces a number of varicolored light globes that bloom within 5 to 30 feet of the sorcerer every two to five seconds. + The sorcerer has very little control over the exact location or illumination provided by the lights, meaning that they can occasionally be used for dramatic plot purposes. + feats: [] + - name: Animated Shadow + _type: Talent + source: DATP + description: |- + _Your shadow is permanently animated, ready to strike at your enemies. Let’s + hope it understands that it will only exist as long as you are alive._ + + Your shadow can fetch items and help with chores, similar to a Mage Hand + cantrip. + + Once per day, as a quick action, you can separate your shadow and have it aid + you until the end of the battle as an independent combatant. + + Your shadow has the stats, attacks and defenses as below. It acts on your + initiative after you, taking a standard action, a move action, and (if + applicable) a quick action. It can’t heal. When it drops to 0 hp, it’s destroyed + until the next full heal-up. The shadow counts as your ally. Summoning rules + don’t apply to it. It benefits from the default bonus of your items for attacks + and defenses. It benefits from the escalation die. + feats: [] + - name: Animated Shadow + _type: Talent + source: DATP + description: |- + _1st level troop_, undead + + **Shadow Choke +4 vs. PD ** — 1d10 cold damage + + _Natural even hit:_ The target has disadvantage on disengage saves until the end + of your next turn. + + _Resist physical damage_ 16+ + + _Shadow Blur_ (standard action): The shadow wraps itself around you. Until the + start of your next turn, all attacks against you with a natural odd attack roll + target the shadow instead. + + **Animated Shadow Level Advancement** + feats: [] + - name: None + _type: Talent + source: DATP + description: |- + _Although magic is in the blood of every sorcerer, you have a greater + understanding of magic than most sorcerers and even some wizards._ + + **Special:** You must have access to wizard spells through the Access to + Wizardry class feature. + + Like a wizard, you can choose to give up one spell slot to memorize a _utility + spell_ at the same level. You can then use the spell slot to cast one spell from + the wizard’s utility spell list, without choosing it in advance. + + You also gain a +2 bonus to a background that involves or suggests magical + knowledge or talent, up to your normal maximum background point limit. + + <<>> + + Sorcerers with Access to Wizardry, but without Arcane Heritage, can still choose + wizard utility spells, but they can’t reserve a spell slot to spontaneously cast + a utility spell of their choice. + + <<>> + feats: + - tier: adventurer + description: ' Gain three wizard cantrips as at-will bonus spells.' + - tier: champion + description: ' Gain a bonus sorcery point.' + - tier: epic + description: ' You gain Overworld Advantage like a wizard.' + - name: Arcane Overload (Metamagic) + _type: Talent + source: DATP + description: |- + _Your connection to the magical energies of the world is unmatched. As the + arcane energies surge in the heat of battle, you find yourself dripping with + raw, magical power. You’ve learned how to harness this residual energy to + further empower your spells with extra oomph._ + + Gain a bonus sorcery point, and the following metamagic abilities. (See the + Metamagic and Sorcery Points class feature for detail). + + **Overloaded Spell (1 point):** Increase all damage dice by one step (d4 -> d6 + -> d8 -> d10 -> d12 -> 2d6 -> 2d8). + + **Minor Chain Spell (2 points):** When your first attack roll with the spell is + a natural even roll, make a second attack against a different target. Unlike a + real chain spell, this can only trigger once. You can make non-attack spells + into chain spells, just roll a d20 and see whether it’s even. You cannot use + this enhancement with spells that are already chain spells. + + **Overwhelming Spell (4 points):** You have advantage on the first attack roll + with the spell. + feats: + - tier: adventurer + description: |2- + You can now overload spells for 3 points, and increase the damage dice by 2 + steps. + - tier: champion + description: |2- + When using Overwhelming Spell on a spell with multiple attack rolls, you can + spend one extra sorcery point on each following attack to gain advantage on + those attack rolls too.  + - name: Blood Sacrifice + _type: Talent + source: DATP + description: |- + _When you have exhausted your magic reserves, you can push yourself further by + sacrificing your life essence._ + + **Special:** This talent requires the Infernal Bloodline. + + Once per battle, when you Gather Power, you can spend a recovery without healing + as a free action to immediately regain a spell that you have expended this day + or this battle. + feats: + - tier: adventurer + description: |2- + Add your Constitution modifier to damage with the regained spell (x2 at 5th + level; x3 at 8th). + - name: Chameleon + _type: Talent + source: DATP + description: |- + _Your body is infused with your magic, and you shape and bend it to your + liking._ + + When you cast a sorcerer daily spell on yourself, the spell becomes recharge 16+ + after battle. When you cast a spell with a recharge roll on yourself, reduce the + target number for the roll by 4. + feats: + - tier: adventurer + description: |2- + When you target yourself with a spell, gain a temporary 5-point background that + represents your skill at using your changed form. + - tier: champion + description: |2- + Gain a bonus spell at 4 levels below your class level. You can choose the spell + from any class, but you can only choose spells that target yourself. + - name: None + _type: Talent + source: DATP + description: |- + Your innate talent has transformed your body. You have a Native Element and + Natural Melee Weapons as per the abomination class feature. Your claws have a d6 + damage die. + + In addition, you gain one abomination maneuver. Starting at 3rd level, you can + switch sorcerer spells for abomination maneuvers with a -2 level penalty. + feats: + - tier: adventurer + description: ' Also gain the abomination spit attack.' + - tier: champion + description: |2- + Gain a +1 bonus to your critical threat range with spells that deal damage of + your native element. + - tier: epic + description:  Increase your claw damage dice to d8s. + - name: Exclusive Blood + _type: Talent + source: DATP + description: |- + _You’ve had many ancestors with the powers of your sorcerous bloodline. You may + have even been bred for it. Or, you are a close descendant of an icon that is + the source of sorcerous powers._ + + You gain a bonus _bloodline spell_ slot, which you can use to spontaneously cast + spells from your bloodline. You don’t choose the spell to cast in that slot + after a full heal-up. Instead, you can use it to cast any spell from your + bloodline, at the highest level you can cast. If the spell is a daily spell, the + slot is expended until the next full heal-up (although in case of a breath + spell, you still recharge it during the battle normally). If the spell has a + recharge roll after battle, and you succeed on the roll, you regain the spell + slot instead of the individual spell. If the spell is once per battle, you also + regain the slot after the battle. In case of an at-will spell, you can cast it + at-will that battle, and then regain the slot after the battle. + + This increased specialization comes at a cost, however, by limiting your overall + spell choice. Choose two bloodlines in addition to your own bloodline. You can + only cast sorcerer spells of these three bloodlines, as well as any spells + gained through your Spell Access class feature. If a spell belongs to multiple + bloodlines, you can cast it if you have access to one of them. + feats: + - tier: adventurer + description: |2- + You can When casting a rituals based on a spells of your bloodline, withyou + have advantage on the skill check. + - tier: champion + description: |2- + You can cast all spells offrom your bloodline as if you had their adventurer + feat. + - tier: epic + description: |- +  You can cast all spells offrom your bloodline as if you had their champion + feat. + - name: Metamagic Expertise + _type: Talent + source: DATP + description: |- + _You have received the best arcane training available in the Empire. You can + perform fine manipulation on your spells as you cast them, shaping them as + needed in the given situation._ + + Gain a bonus sorcery point, and the following metamagic abilities. (See the + Metamagic and Sorcery Points class feature for details). + + **Elemental Admixture (1 point):** You can switch a spell that does acid, fire, + cold, or lightning damage to another damage type from that list. + + **Far Spell (1 point per target):** Target a far away creature instead of a + nearby creature. + + **Heighten Spell (3 points): ** Cast the spell as if it was 2 levels higher. You + cannot heighten a spell above your class level +1. + + **Lasting Spell (1 point):** The spell lasts an additional turn. If the spell + is a “save ends“ spell, it ends at the end of the target‘s next turn after it + succeeded on the saving throw. [champion: 2 points; 2 turns] + + **Master Spell (1 point per feat):** Cast the spell with all feat effects up to + your tier. + + **Piercing Spell (1 point):** If the spell is limited by the hit points of the + creature it can affect, increase that limit by 5 times your level. [champion: 2 + points; 10x your level] + + **Widen Spell (2 points):** Increase the spell’s number of targets by 1. This + can only be used with spells that target more than one creature. [champion: 3 + points; Use with spells that target only one creature] + feats: + - tier: adventurer + description: ' You can augment a spell with two different metamagic abilities.' + - tier: champion + description: ' You can use the champion versions in square brackets above.' + - name: Street-fighting Magic (Metamagic) + _type: Talent + source: DATP + description: |- + _You’ve trained with your spells in the back alleys of the big city, where a + quick blast serves the same purpose as a kick in the nuts — establish authority + or make a hasty escape._ + + Gain a bonus sorcery point, and the following metamagic abilities (see the + Metamagic and Sorcery Points class feature for details). + + **Backstabbing Spell (1 point):** Gain a +2 bonus to your critical threat range + with the spell. + + **Disorienting Spell (1 points):** The first target you hit with the spell is + also dazed until the end of your next turn. + + **Escape Spell (1 point per enemy):** Pop free from all enemies before casting + the spell. + + **Feint Spell (3 points):** Change the defense you attack to MD. + + **Silent Spell (1 point):** You cast the spell stealthily, so your spellcasting + is not noticed by others. Of course, flashy effects like _Lightning Fork_ are + widely visible, but you can conceal that the magic originated from you. + feats: + - tier: adventurer + description: |2- + You can spend two points on backstabbing spell for a +4 bonus to the critical + threat range, and you can daze multiple enemies with disorienting spell, at a + cost of 1 point per enemy. + - tier: champion + description: ' Reduce the point cost of feint spell to 2 points.' + - name: Sword & Sorcery + _type: Talent + source: DATP + description: | + _You’ve learned that your innate magic alone is not enough for survival, and + you’ve trained yourself in the arts of swordplay._ + + You can wield martial one-handed melee weapons without penalty, and you can + choose two additional benefits from the list below. + + - You can use a true magic item weapon as an implement for your sorcerer spells. + - You can use Charisma for attack and damage with one-handed melee weapons. + - You can wield two-handed martial melee weapons without penalty. + - If you are multiclassed, the sorcerer side is considered a “skillful warrior” + and does not reduce your weapon damage die. If you choose this benefit, you have + one less sorcerer spell of the highest level you can cast. + - You can replace a sorcerer spell with a Swordmage spell two levels lower. + - Increase your recovery dice to d8. + - Gain the following metamagic ability:**Channel Spell (2 points):** You + deliver the spell through a melee attack. You must be engaged to all targets to + do so. You don’t provoke opportunity attacks. The spell targets AC. On a hit, + add your WEAPON damage dice to the damage. + feats: + - tier: adventurer + description: ' Gain a third benefit from the list.' + - tier: champion + description: ' Gain a fourth benefit.' + - tier: epic + description: ' Gain a fifth benefit.' + - name: Wild Magic Heritage + _type: Talent + source: DATP + description: |- + _Your innate magical talent is strong, but untamed. It manifests itself in + devastating spells, just not always when you want it._ + + **Special:** This talent requires the Wild bloodline. + + The damage dice of your sorcerer spells are exploding dice (reroll any die that + comes up as the maximum number and add the reroll). + feats: + - tier: adventurer + description: |2- + When you miss with a spell that deals damage equal to your level (or less) on a + miss, deal 1d2 extra damage. (2nd level: 1d4; 4th level: 1d6; 6th level: 1d8; + 8th level: 1d10; 10th level: 1d12) + - tier: champion + description: ' Whenever you roll a natural 1 with a spell attack roll, gain a + sorcery point.' + - name: Sorcerer Spells + _type: Talent + source: DATP + description: '' + feats: [] + - name: 1st Level Spells + _type: Spell 1 + source: DATP + description: '' + feats: [] + level: 1 + category: Spells + - name: Alter Self + _type: Spell 1 + source: DATP + description: |- + Close-quarters spell; Daily; Fey + + --- + + + **Target:** You + + **Effect:** You take on the appearance of another humanoid creature for the + next 1d6 x 10 minutes. You can change your hair and skin color, facial features, + and body shape. You can even make yourself a head shorter or taller. + Impersonating a specific individual requires a skill check, with an increasing + difficulty the more familiar the target is with the person you are trying to + impersonate. + + 3rd level spell: for 1d6 hours + + 5th level spell: until the next full heal-up + feats: + - tier: adventurer + description: ' The spell also changes the tone of your voice.' + - tier: champion + description: ' The spell also changes the appearance of clothing and equipment.' + level: 1 + category: Spells + usage: per-day + - name: Angelic Dictum + _type: Spell 1 + source: DATP + description: |- + Ranged spell; Daily; Celestial + + --- + + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. MD + + **Hit:** 3d8 + Charisma holy damage. If the target makes an attack, it takes 5 + + your Wisdom modifier holy damage (save ends). + + **Miss:** Damage equal to your level + + 3rd level spell: 5d8 damage; 10 + Wisdom mod + + 5th level spell: 7d8 damage; 15 + 2x Wisdom mod + + 7th level spell: 10d8 damage; 20 + 2x Wisdom mod + + 9th level spell: 15d8 damage; 30 + 3x Wisdom mod + feats: + - tier: adventurer + description: |2- + If you don’t attack on your turn, the target’s next save against this spell is + a hard save. + level: 1 + category: Spells + usage: per-day + - name: Archon’s Trumpet + _type: Spell 1 + source: DATP + description: |- + Ranged spell; At-will; Celestial + + --- + + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Hit:** 1d8 + Charisma thunder damage + + _Natural even hit:_ Grant a bonus equal to your Wisdom modifier to the next + attack roll against the target. + + **Miss:** Damage equal to your level + + 3rd level spell: 3d8 damage + + 5th level spell: 5d8 damage + + 7th level spell: 7d8 damage + + 9th level spell: 10d8 damage + feats: + - tier: adventurer + description: |2- + On a natural even roll, hit or miss, deal extra damage equal to your Wisdom + modifier (2x at 5th level; x3 at 8th). + level: 1 + category: Spells + usage: at-will + - name: Attune Weapon + _type: Spell 1 + source: DATP + description: |- + Close-quarters spell; Daily; Quick action; Any bloodline + + --- + + + **Target:** One melee weapon + + **Effect:** Until your next full heal-up, you attune the weapon to follow your + hand movements, almost like a dancing partner. It gains an attack bonus like an + adventurer-tier true magic weapon (+1 to attack and damage).  + + When you cast the spell, roll on your random energy table to determine the type + of damage the weapon does. The weapon also gains an enchantment effect based on + your bloodline. + + _Arcane (or not listed):_ The weapon can fly to make a ranged attack and return + to your hand. + + _Celestial:_ The weapon deals holy damage and ignores damage resistance of + undead enemies. + + _Draconic:_ Each time you cast a daily breath weapon spell this battle, the + weapon gains extra damage on a hit equal to the spell level. + + _Fey:_ When you land a natural even hit with this weapon, you gain a +2 bonus to + your next spell attack against the target. + + _Infernal:_ Your first hit with the weapon in a battle deals an additional 1d6 + fire damage per spell level. If you roll a natural 1 with a melee attack, you + take 1d4 fire damage per spell level. + + _Umbral:_ Your first hit with the weapon in a battle deals an additional 1d4 + poison damage per spell level. + + _Wild Magic:_ On your first miss in a battle, deal 1d4 force damage per spell + level to a random nearby enemy. + + 5th level spell: Enchant the weapon as a champion-tier item (+2). + + 9th level spell: Enchant the weapon as an epic-tier item (+3). + feats: + - tier: adventurer + description: |2- + If the attuned weapon is already a true magic item of the highest tier you can + enchant, increase the bonus by +1. + level: 1 + category: Spells + usage: per-day + - name: Breath of the Brass + _type: Spell 1 + source: DATP + description: |- + Close-quarters spell; Daily; Breath weapon; Draconic + + --- + + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Hit:** 3d8 + Charisma fire damage. Increase to 4d8 against a dazed, weakened, + or stunned target. + + _Natural even hit:_ You can pop free from the target. + + **Miss:** Half damage + + 3rd level spell: 5d8 / 7d8 damage + + 5th level spell: 5d10 / 7d10 damage + + 7th level spell: 8d12 / 10d12 damage + + 9th level spell: 2d6 x 10 / 2d10 x 10 damage + + _Breath weapon:_ For the rest of the battle, roll a d20 at the start of each of + your turns; on a 16+, you can use _Breath of the Brass_ this turn if you wish. + + **Brass Babble** + + Close-quarters spell; Quick action; Draconic + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. MD + + **Hit:** The target is dazed until the end of your next turn. + feats: + - tier: adventurer + description: |2- + If you fail your roll to recharge _Breath of the Brass_ at the start of your + turn, you can use _Brass Babble_ (below) once before the end of your next turn. + level: 1 + category: Spells + usage: per-day + - name: Celestial Resistance + _type: Spell 1 + source: DATP + description: |- + Ranged spell; Recharge 16+ after battle; Celestial + + **Target:** One nearby ally per point of Wisdom modifier (including you) + + **Effect:** Until the end of the battle, the target gains _resist negative + energy and holy_ 12+. + + 3rd level spell: The resistance is now 14+. + + 5th level spell: The resistance is now 16+. + + 9th level spell: The recharge roll is now 11+. + feats: [] + level: 1 + category: Spells + - name: Chameleon Skin + _type: Spell 1 + source: DATP + description: |- + Close-quarters spell; Daily; Fey / Umbral + + --- + + + **Target:** You + + **Effect:** Until the end of the scene, your outer appearance blends into your + surroundings. It‘s not full invisibility, as your physical presence is still + there, but if you hold still, you adapt to the colors and patterns of everything + around you. You gain a +5 bonus to any skill check to avoid being noticed. If + you hold completely still, the bonus increases to +10. + feats: + - tier: adventurer + description: |2- + The effect lasts until you cast another spell on yourself, or until your next + full heal-up. + level: 1 + category: Spells + usage: per-day + - name: Darkness + _type: Spell 1 + source: DATP + description: |- + Ranged spell; Daily; Umbral + + --- + + + **Effect:** You dim all illumination in a 30-foot-radius for an hour, making + all skill checks to hide within the area one step easier (-5). + + 3rd level spell: You can center the darkness on yourself and make it move with + you. + feats: [] + level: 1 + category: Spells + usage: per-day + - name: Decrepit Eyes + _type: Spell 1 + source: DATP + description: |- + _You dim your target’s vision._ + + Ranged spell; Once per battle; Umbral + + --- + + + **Target** **:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Hit:** The target has disadvantage on attack rolls against enemies it is not + engaged with. Skill checks to sneak or hide have advantage against the target + (save ends both). + + **Miss:** — + feats: + - tier: adventurer + description: ' Hit or miss, deal negative energy damage equal to your level.' + level: 1 + category: Spells + usage: per-battle + - name: Dragon Orb + _type: Spell 1 + source: DATP + description: |- + Ranged spell; At-will; Draconic + + --- + + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Hit:** 1d8 + Charisma force damage. If you have cast a _breath weapon_ spell + this battle, change the damage type to the same as the breath weapon spell, and + increase the damage dice to d12s. + + **Miss:** Damage equal to your level + + 3rd level spell: 3d8 damage + + 5th level spell: 5d8 damage + + 7th level spell: 7d8 damage + + 9th level spell: 10d8 damage + feats: + - tier: adventurer + description: |2- + If you have cast a _breath weapon_ spell this battle, deal half damage on a + miss. + level: 1 + category: Spells + usage: at-will + - name: Elemental Sorcery + _type: Spell 1 + source: DATP + description: |- + Ranged spell; At-will; Arcane + + --- + + + **Effect:** Create a sizable elemental effect, along the lines of the examples + below. + + _Light as Air:_ Make an object as heavy as a human almost weightless, so that + you can lift it with little effort. + + _Gust of Wind (Air):_ Create a strong wind in a room-sized area that flings open + doors and windows and knocks over heavy objects. + + _Full Barrel (Water):_ Create enough water to fill a barrel. + + _Slippery Puddle (Water):_ Make a few square feet of floor slippery, causing + people in the area to trip and fall. + + _Bonfire:_ Create a larger fire that can warm a small campsite. + + _Bright as Day (Fire):_ Light up a large area, such as the inside of a + cathedral. + + _Midas Touch (Earth):_ Cover a fist-sized object in a thick layer of gold. + + _Grasp of the Earth:_ Make an object so heavy that it can only be lifted with + extreme effort. + + You can concentrate on the spell to create an ongoing effect, but you cannot + cast other spells while you do so. + + You can use this spell in combat, but it creates more of a distraction than real + harm. Make an attack roll against the target’s PD, and on a hit it has + disadvantage on its next attack roll. + + 3rd level spell: You can affect 1d6 objects in one casting. + + 5th level spell: You can create an effect that is ten times larger than the + first-level effect. + + 7th level spell: You can combine two effects in one casting, or create one + effect that allows you to cast other spells while you concentrate on it. + feats: [] + level: 1 + category: Spells + usage: at-will + - name: Fey Glamour + _type: Spell 1 + source: DATP + description: |- + Ranged spell; At-will; Fey + + --- + + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. MD + + **Natural Even Hit:** 1d10 + Charisma psychic damage + + **Natural Odd Hit:** The target is dazed until the end of your next turn. + + **Natural Even Miss:** Teleport to a nearby location you can see. + + **Natural Odd Miss:** A random nearby ally gains a +1 bonus to their next + attack roll. + + 3rd level spell: (even hit) 3d10 damage + + 5th level spell: (even hit) 5d10 damage + + 7th level spell: (even hit) 7d10 damage + + 9th level spell: (even hit) 10d10 damage + feats: + - tier: adventurer + description: ' If the target is already dazed, treat an odd hit as an even hit + instead.' + level: 1 + category: Spells + usage: at-will + - name: Fey Path + _type: Spell 1 + source: DATP + description: |- + Close-quarter spell; Daily; Fey + + --- + + + **Effect:** The spell creates a glimmering path on the ground that only you can + see. The path leads toward the nearest fey gate, or toward a location you + specify within the fey lands. Fey gates are often mushroom circles, a group of + menhirs or hollow trees. The path remains until you reach your destination, or + until your next full heal-up. + feats: [] + level: 1 + category: Spells + usage: per-day + - name: Fireworks + _type: Spell 1 + source: DATP + description: |- + Ranged spell; Daily; Wild Magic + + --- + + + **Special:** When you empower this spell, it doesn’t do double damage as usual. + Determine the additional effect by rolling 1d6 on the table below. + + 1. Deal double the damage + 2. Double the number of targets + 3. Enemies you hit are dazed (save ends) + 4. Deal ongoing fire damage equal to 10 times the spell level + 5. Deal full damage on a miss + 6. Repeat the attack at the start of your next turn as a free action + + + **Target:** 1d4+1 random nearby or far away enemies + + **Attack:** Charisma + Level vs. PD + + **Hit:** 2d8 + Charisma fire damage + + **Miss:** Half damage + + 3rd level spell: 4d10 damage + + 5th level spell: 7d10 damage + + 7th level spell: 8d12 damage + + 9th level spell: 2d6 x 10 damage + feats: + - tier: champion + description: ' Roll twice on the empower effects table and gain both.' + level: 1 + category: Spells + usage: per-day + - name: Force Boomerang + _type: Spell 1 + source: DATP + description: |- + Ranged spell; Once per battle; Chain spell; Arcane / Wild Magic + + --- + + + **Target:** One nearby creature + + **Attack:** Charisma + Level vs. PD + + **Hit:** 1d8 + Charisma force damage. + + **Miss: ** — + + _Odd miss on first attack:_ Half damage, and you don’t expend the spell. + + 3rd level spell: 3d8 damage + + 5th level spell: 5d8 damage + + 7th level spell: 7d8 damage + + 9th level spell: 10d8 damage + + _Chain spell:_ Each time your natural attack roll is even, you can attack a + different target with the spell. + feats: + - tier: adventurer + description: |2- + (Arcane) Increase the damage dice to d10 OR (Wild Magic) On a natural odd hit, + the target is teleported to a random far away location. + level: 1 + category: Spells + usage: per-battle + - name: Friends + _type: Spell 1 + source: DATP + description: |- + Close-quarter spell; Recharge 16+; Draconic / Fey / Umbral + + **Effect:** Until the end of the scene, you have a +3 bonus to Charisma-based + skill checks. If you show hostility towards others, the spell ends. + + _Draconic:_ Increase the bonus to +5 against dragons. + + _Fey:_ Increase the bonus to +5 against fey. + + _Umbral:_ Increase the bonus to +5 against undead. + feats: + - tier: adventurer + description: ' You can see disguised and invisible creatures while the spell is + active.' + level: 1 + category: Spells + - name: Orb of Wrath + _type: Spell 1 + source: DATP + description: |- + Ranged spell; At-will; Infernal + + --- + + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Hit:** 1d6 + Charisma fire damage + + **Miss:** Damage equal to your level + + **Always:** Note down the natural attack roll of this spell. Until the end of + this battle, if an attack against you has that natural roll, deal 1d6 fire + damage to that enemy as a free action. If you cast this spell multiple times in + a battle, trigger the effect on any of the rolled numbers. There is no + additional effect for rolling the same number more than once. + + 3rd level spell: 3d6 damage (hit and retribution effect) + + 5th level spell: 5d6 damage + + 7th level spell: 7d6 damage + + 9th level spell: 10d6 damage + feats: + - tier: adventurer + description: |2- + When you empower this spell, gain advantage on the attack roll and write both + dice down for the retribution effect. + - tier: champion + description: ' You can cast this spell without provoking opportunity attacks.' + level: 1 + category: Spells + usage: at-will + - name: Shadow Bolt + _type: Spell 1 + source: DATP + description: |- + Ranged spell; At-will; Umbral + + --- + + + **Special:** When casting the spell, choose whether you want to cast it against + PD or MD. + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD OR MD + + **Hit:** 1d6 + Charisma cold (PD) OR psychic (MD) damage, and the target takes + a -4 penalty to PD OR MD until the end of your next turn. + + **Miss:** Damage equal to your level + + 3rd level spell: 3d6 damage + + 5th level spell: 5d6 damage + + 7th level spell: 7d6 damage + + 9th level spell: 10d6 damage + feats: + - tier: adventurer + description: |2- + (PD) Increase the damage dice to d8s OR (MD) deal extra damage equal to your + Charisma modifier (x2 at 5th level; x3 at 8th) on a miss. + - tier: champion + description: ' On a natural 19+, the duration of the MD / PD penalty is “save + ends.”' + level: 1 + category: Spells + usage: at-will + - name: Skullfire + _type: Spell 1 + source: DATP + description: |- + Ranged spell; At-will; Infernal / Umbral + + --- + + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD; if the target has 10 hit points or less, + gain a +2 bonus to the attack roll + + **Hit:** 2d6 + Charisma fire damage. When you empower this spell, don‘t double + the damage. Deal additional ongoing fire damage equal to the damage you dealt. + + **Miss:** Damage equal to your level + + 3rd level spell: 4d6 damage; attack bonus on 30 hp or less + + 5th level spell: 7d6 damage; 50 hp or less + + 7th level spell: 10d6 damage; 70 hp or less + + 9th level spell: 13d6 damage; 90 hp or less + feats: + - tier: adventurer + description: |2- + When you empower this spell, double the hit point threshold for the attack + bonus. + - tier: champion + description: ' Deal half damage on a miss against staggered enemies.' + level: 1 + category: Spells + usage: at-will + - name: Sorcerer’s Shield + _type: Spell 1 + source: DATP + description: |- + Close-quarters spell; Recharge 16+; Quick action; Any bloodline + + **Target: ** You + + **Effect:** You gain a +1 bonus to AC until the end of the battle. Each time + you gather power, increase the bonus by +1, up to a maximum of +4. + + The spell has an additional effect based on your bloodline. + + _Arcane (or not listed):_ Also gain the shield’s bonus against PD. + + _Celestial:_ While you are at full hit points, increase the shield’s bonus by 1. + + _Draconic:_ Also gain the shield’s bonus against MD. + + _Fey:_ Enemies who miss you with a natural 1 hit one of their own nearby allies + instead. + + _Infernal:_ When a nearby enemy hits you with an attack, deal fire damage equal + to your Charisma modifier (x2 at 5th level; x3 at 8th) to them. + + _Umbral:_ Nearby enemies who attack you with a natural odd miss must immediately + make a save or be struck by fear (-4 to attacks and can’t use the escalation + die) until the end of their next turn. + + _Wild Magic:_ When you gather power, roll 1d6. On 1–2, the AC bonus does not + increase, on 3–4 it goes up by 1 as per default, on 5–6 it goes up by 2. + feats: + - tier: champion + description: ' Choose a second bloodline when you take the feat and gain its bonus + effect.' + - tier: epic + description: ' The bonus starts at +2.' + level: 1 + category: Spells + - name: Thunderwave + _type: Spell 1 + source: DATP + description: |- + Close-quarters spell; At-will; Arcane / Draconic / Storm + + --- + + + **Target:** 1d3 nearby enemies in a group + + **Attack:** Charisma + Level vs. PD + + **Hit:** 1d6 + Charisma thunder damage. If you are engaged with the target, it + is pushed back and pops free from you. + + **Miss:** — + + 3rd level spell: 2d4 damage + + 5th level spell: 2d8 damage + + 7th level spell: 2d12 damage + + 9th level spell: 2d20 damage + feats: + - tier: adventurer + description: ' When you empower this spell, increase the number of targets to + 1d4.' + - tier: champion + description: ' Add a third damage die.' + level: 1 + category: Spells + usage: at-will + - name: Touch of the Ice Devil + _type: Spell 1 + source: DATP + description: |- + Close-quarters spell; Daily; Quick action; Infernal + + --- + + + **Target:** You + + **Effect:** Until the end of battle, your unarmed attacks deal cold damage and + have a d12 damage die. You can use either Strength or Dexterity for the attack, + and you don’t take the normal -2 attack penalty for making an unarmed attack. + feats: + - tier: adventurer + description: ' You gain _resist cold_ 16+.' + - tier: champion + description: |2- + You gain a +2 bonus to your critical threat range with attacks that deal cold + damage, including spells. + - tier: epic + description: |2- + You can empower your unarmed attacks (expend gathered power to deal double + damage with them) while this spell is active. + level: 1 + category: Spells + usage: per-day + - name: Wild Surge + _type: Spell 1 + source: DATP + description: |- + Ranged spell; At-will; Wild Magic + + --- + + + **Target:** One random nearby creature + + When targeting an ally… + + **Effect:** The target has advantage on its next attack roll and … (roll 1d4) + + 1. The target gains temporary hit points equal to your Charisma modifier (x2 at + 5th level; x3 at 8th) + Level. + 2. The target gains a +2 bonus to PD and MD until the end of your next turn. + 3. The target teleports to switch location with another random nearby creature. + 4. You make the attack below against the enemy closest to it. + + + When targeting an enemy… + + **Attack:** Charisma + Level vs. PD + + **Hit:** 1d6 + Charisma random energy damage. + + _Natural even hit:_ The target has disadvantage on its next attack roll. + + **Miss:** Damage equal to your level + + 3rd level spell: 3d6 damage + + 5th level spell: 5d6 damage + + 7th level spell: 7d6 damage + + 9th level spell: 9d6 damage + feats: + - tier: adventurer + description: |2- + If the escalation die is 4+, target two random nearby creatures with this + spell. + level: 1 + category: Spells + usage: at-will + - name: 3rd Level Spells + _type: Spell 3 + source: DATP + description: '' + feats: [] + level: 3 + category: Spells + - name: Beast Form + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Daily; Fey + + --- + + + **Target:** You + + **Effect:** You take the form of an animal of your choice, which can be of any + size between a mouse and an elephant. The spell lasts for 5 minutes or until the + end of the battle. + + You retain your normal stats, although the GM should adjust the difficulty of + skill checks based on how difficult the task would be for the chosen animal. + Your equipment transforms with you, but you cannot use it actively while in + animal form. You cannot speak or cast spells. + + You can also choose one benefit from the list below to represent your animal’s + abilities. + + _Aquatic:_ You can swim perfectly and breathe under water. + + _Claws:_ You can make unarmed melee attacks without penalty, with a d8 WEAPON + damage die. + + _Hide:_ Gain a +2 bonus to AC. + + _Mimicry:_ You can speak. + + _Mount:_ Someone else can ride on you. + + _Poisonous:_ When you hit with a melee attack, deal twice your level in ongoing + poison damage. + + _Stalker:_ Gain advantage on skill checks to move silently. + + _Tough:_ Gain a +2 bonus to PD. + + _Wall climber:_ You can easily climb most surfaces. + + _Wings:_ You can fly. + + 5th level spell: Gain two abilities from the list above + + 7th level spell: Gain three abilities from the list above + + 9th level spell: Gain four abilities from the list above + feats: + - tier: adventurer + description: ' You can now remain in beast form for 1d6 hours.' + - tier: champion + description: ' You can expend a sorcerer point to cast a spell while in beast + form.' + level: 3 + category: Spells + usage: per-day + - name: Breath of the Bronze + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Daily; Breath weapon; Draconic + + --- + + + **Target:** 1d3 nearby or far away enemies in a rough line + + **Attack:** Charisma + Level vs. PD + + **Hit:** 3d10 + Charisma lightning damage. The closest target you hit is also + dazed (save ends). + + **Miss:** Half damage + + 5th level spell: 5d10 damage + + 7th level spell: 7d10 damage + + 9th level spell: 10d10 damage + + _Breath weapon:_ For the rest of the battle, roll a d20 at the start of each of + your turns; on a 16+, you can use _Breath of the Bronze_ this turn if you wish. + feats: + - tier: adventurer + description: |2- + If you fail to recharge _Breath of the Bronze_ at the start of your turn, gain + a +2 bonus to all defenses until the end of your next turn. + level: 3 + category: Spells + usage: per-day + - name: Burning Whip + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Once per battle; Infernal + + --- + + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Hit:** 4d10 + Charisma fire damage, and you force the target to pop free from + all creatures and engage with you or a nearby ally of your choice. + + _Natural even hit:_ You grab the target until the end of your next turn (it has + disadvantage on disengage checks and takes half damage again at the start of + your next turn). + + **Miss:** Half damage + + 5th level spell: 6d10 damage + + 7th level spell: 8d10 damage + + 9th level spell: 12d10 damage + feats: [] + level: 3 + category: Spells + usage: per-battle + - name: Choke Hold + _type: Spell 3 + source: DATP + description: |- + Ranged spell; Daily; Umbral + + --- + + + **Special:** When casting the spell, choose whether you want to attack the + target’s PD or MD with it. + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD or MD + + **Hit:** 4d8 + Charisma negative energy (PD) or psychic (MD) damage and the + target is weakened and stuck until the end of your next turn. Against a + staggered target, deal 6d8 damage, and the weaken and stuck effects are “save + ends both”. + + **Miss:** You regain the spell at the end of the battle. + + 5th level spell: 6d8 / 9d8 damage + + 7th level spell: 8d10 / 12d10 damage + + 9th level spell: 12d10 / 2d8 x 10 damage + feats: + - tier: adventurer + description: ' On a hit, you can pull the target to engage you.' + level: 3 + category: Spells + usage: per-day + - name: Cloak of Lightning + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Daily; Quick action; Arcane / Storm + + --- + + + **Target:** You + + **Effect:** Until the end of the battle, you have _resist lightning _16+ and + you can change the damage of any spell you cast to lightning damage. When you + score a critical hit with a spell, deal lightning damage equal to that spell’s + level to all nearby enemies. + feats: [] + level: 3 + category: Spells + usage: per-day + - name: Conviction + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Daily; Free action; Celestial + + --- + + + **Trigger:** You roll a d20 and you are unhappy with the roll + + **Effect:** Reroll the d20 and take that result. If the reroll is a natural 5 + or lower, you don’t expend this spell (but you can’t use it again on the same + roll). + feats: + - tier: adventurer + description: ' Add your Wisdom modifier to the reroll.' + level: 3 + category: Spells + usage: per-day + - name: Energy Charge + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; At-will; Arcane / Wild Magic + + --- + + + **Targets:** Up to two enemies you are engaged with + + **Attack:** Charisma + Level vs. PD + + **Hit:** 3d4 + Charisma random energy damage. + + **Miss:** — + + **Always:** Until the end of your next turn, if you cast a spell that deals the + same type of damage as the random energy you rolled, increase the damage dice by + one step. + + _Wild Magic:_ You gain the effect with spells that deal random energy damage. + + 5th level spell: 5d4 damage + + 7th level spell: 7d4 damage + + 9th level spell: 1d4 x 10 damage + feats: + - tier: adventurer + description: |2- + When you empower this spell, you also get a +2 bonus to attack with your next + spell, if it qualifies. + - tier: champion + description: ' You can roll for random energy twice and choose the result you + like.' + level: 3 + category: Spells + usage: at-will + - name: False Life + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Daily; Quick action; Celestial / Umbral + + --- + + + **Target:** You + + **Effect:** You gain 10 temporary hit points, which last until the end of the + battle. Whenever you Gather Power this battle, gain the same amount of temporary + hit points again. + + 5th level spell: 15 temporary hit points + + 7th level spell: 25 temporary hit points + + 9th level spell: 40 temporary hit points + feats: + - tier: adventurer + description: |2- + Choose a nearby ally. Whenever you gain temporary hit points from this spell, + the ally gains temporary hit points equal to the spell level. + level: 3 + category: Spells + usage: per-day + - name: Flash Freeze + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Once per battle; Free action; Arcane + + --- + + + **Special:** You can cast this spell any time during the battle, even on an + enemy’s turn. + + **Target:** One enemy you are engaged with + + **Attack:** Charisma + Level vs. PD + + **Hit:** 3d6 + Charisma cold damage + + _Natural even hit:_ The target is dazed (-4 to attacks) until the end of your + next turn. + + **Miss:** Half damage + + 5th level spell: 5d6 damage + + 7th level spell: 7d6 damage + + 9th level spell: 10d6 damage + feats: + - tier: adventurer + description: |2- + On a natural even hit, the target is weakened (-4 to attacks and defenses) + until the end of your next turn. + level: 3 + category: Spells + usage: per-battle + - name: Flowery Kiss + _type: Spell 3 + source: DATP + description: |- + _A beautiful flower sprouts in your hand, and you blow its spores to your + enemies._ + + Close-quarters spell; Recharge 16+; Fey + + **Target:** 1d4 nearby enemies in a group + + **Attack:** Charisma + Level vs. MD + + **Natural Even Hit:** 4d6 + Charisma poison damage, and the target is hampered + until the end of your next turn. + + **Natural Odd Hit:** 2d6 + Charisma poison damage, and the target is confused + until the end of your next turn. + + **Natural Even Miss:** Half damage of an even hit, and the target is dazed + until the end of your next turn. + + **Natural Odd Miss:** Any ally engaged with the target is dazed until the end + of your next turn. + + 5th level spell: 6d8 / 3d8 damage. + + 7th level spell: 8d10 / 4d10 damage. + + 9th level spell: 10d12 / 5d12 damage. + feats: + - tier: adventurer + description: ' You gain a +2 bonus to attack against enemies you are engaged with.' + - tier: champion + description: |2- + If the target has 100 hp or fewer (7th level: 150 hp; 9th level: 225 hp), the + hampered / confused effect is “save ends.” + level: 3 + category: Spells + - name: Iconic Power + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Daily; Quick action; Wild Magic + + --- + + + **Effect:** Spend a 5 or 6 on an icon relationship die with an icon. This turn, + you can cast one daily spell of that icon from the chaos mage list, at the same + level as this spell. + feats: + - tier: champion + description: ' Gain the lowest-tier feat of the iconic spell.' + level: 3 + category: Spells + usage: per-day + - name: Pierce Resistance + _type: Spell 3 + source: DATP + description: |- + Ranged spell; Daily; Arcane + + --- + + + **Target:** One nearby enemy; when you empower this spell, target two nearby + enemies instead. + + **Attack:** Charisma + Level vs. the target’s lowest defense + + **Hit:** Attacks against the target deal full damage. It cannot reduce the + damage through resistances, immunities, or similar abilities (save ends). + + **Miss:** The target takes a -2 penalty to a random defense until the end of + its next turn. + feats: + - tier: champion + description: ' On a hit, the target also takes a -2 penalty to PD and MD (save + ends all).' + - tier: epic + description: ' The spell is now Recharge 16+ after battle.' + level: 3 + category: Spells + usage: per-day + - name: Protected Perimeter + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Daily; Celestial + + --- + + + **Target:** A room, or an area up to 100 ft. across + + **Effect:** You create a warding perimeter around the protected area until the + next sunrise or sundown. If a creature enters the area, the spell will create a + silent alarm, and make the following attack. + + **Target:** The creature attempting to enter the area + + **Attack:** Charisma + Level vs. MD + + **Hit:** The target is stuck (save ends). + + The spell ignores any creature that was already within the perimeter at the time + of casting, and anything the size of a rodent or smaller. + + 5th level spell: You can target the alarm more precisely, such as “only undead + creatures”. + feats: + - tier: adventurer + description: ' The save against the stuck effect is now a hard save (16+).' + level: 3 + category: Spells + usage: per-day + - name: Sinner’s Pyre + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Once per battle; Infernal + + --- + + + **Target:** You or one nearby ally + + **Effect:** The target has _resist fire_ 18+ until the end of your next turn. + Deal 3d8 + Charisma fire damage to all enemies engaged with the target. + + Until the end of your next turn, enemies who attack the target while engaged + with it take 3d8 + Charisma fire damage. + + 5th level spell: 5d8 damage + + 7th level spell: 7d8 damage + + 9th level spell: 9d8 damage + + Adventurer Feat: Increase the damage dice to d10s. + feats: [] + level: 3 + category: Spells + usage: per-battle + - name: Wild Spark + _type: Spell 3 + source: DATP + description: |- + Ranged spell; At-will; Wild Magic + + --- + + + **Target:** One random nearby enemy + + **Attack:** Charisma + Level vs. MD; if the escalation die is even, you have + advantage on the attack roll. + + **Hit:** 4d4 + Charisma random energy damage; if the escalation die is odd, the + target is dazed until the end of your next turn. + + **Miss:** Damage equal to your level + + 5th level spell: 6d4 damage + + 7th level spell: 8d4 damage + + 9th level spell: 10d4 damage + feats: + - tier: adventurer + description: ' You can target a far away enemy at a -2 penalty to the attack roll.' + level: 3 + category: Spells + usage: at-will + - name: 5th Level Spells + _type: Spell 5 + source: DATP + description: '' + feats: [] + level: 5 + category: Spells + - name: Breath of the Copper + _type: Spell 5 + source: DATP + description: |- + Close-quarters spell; Daily; Breath weapon; Draconic + + --- + + + **Target:** 1d3 nearby enemies in a group + + **Attack:** Charisma + Level vs. PD + + **Hit:** 20 + Charisma ongoing acid damage + + _Natural 18+:_ The target is hampered until the end of your next turn. + + **Miss:** 5 ongoing acid damage + + 7th level spell: 25 + Charisma ongoing acid damage; 10 ongoing on a miss + + 9th level spell: 40 + Charisma ongoing acid damage; 15 ongoing on a miss + + _Breath weapon:_ For the rest of the battle, roll a d20 at the start of each of + your turns; on a 16+, you can use _Breath of the Copper_ this turn if you wish. + + Out-think: As a free action when an enemy rolls a natural even hit against you, + negate the attack (no damage or effects). + feats: + - tier: champion + description: |2- + The first time you fail to recharge _Breath of the Copper_ at the start of your + turn, gain one use of the Out-think ability. + level: 5 + category: Spells + usage: per-day + - name: Breath of the Purple + _type: Spell 5 + source: DATP + description: |- + Close-quarters spell; Daily; Breath weapon; Draconic + + --- + + + **Target:** 1d3 nearby enemies + + **Attack:** Charisma + Level vs. MD + + **Hit:** 20 + Charisma ongoing psychic damage and the target is dazed (save + ends both). + + **Miss:** The target is dazed until the end of its next turn. + + 7th level spell: 25 ongoing damage + + 9th level spell: 40 ongoing damage + + _Breath Weapon:_ For the rest of the battle, roll a d20 at the start of each of + your turns; on a 16+, you can use _Breath of the Purple_ that turn if you wish. + feats: + - tier: champion + description: |- + When you succeed on a roll to recharge this spell during a battle, distracting + illusions give enemies a -2 penalty to attack you until the end of your next + turn. + level: 5 + category: Spells + usage: per-day + - name: Chain Immolation + _type: Spell 5 + source: DATP + description: |- + Ranged spell; Daily; Chain Spell; Infernal + + --- + + + **Target:** One nearby creature + + **Attack:** Charisma + Level vs. PD + + **Hit:** 40 ongoing fire damage + + **Miss:** 10 ongoing fire damage + + 7th level spell: 60 ongoing damage; 15 on a miss + + 9th level spell: 80 ongoing damage; 20 on a miss + + _Chain spell:_ Each time your natural attack roll is even, you can attack a + different target with the spell. + feats: + - tier: champion + description: ' Casting this spell does not trigger opportunity attacks.' + - tier: epic + description: |2- + When an enemy dies from the ongoing damage, make another attack with this spell + as a free action. + level: 5 + category: Spells + usage: per-day + - name: Faerie Door + _type: Spell 5 + source: DATP + description: |- + Close-quarter spell; Daily; Fey + + --- + + + **Effect:** You create a window or a door on a wall you touch, which lasts + until the end of the scene. The door is visible to anyone, but only you and any + target designated by you can see or step through. + feats: + - tier: champion + description: ' Only you (or targets designated by you) can see the door.' + level: 5 + category: Spells + usage: per-day + - name: Fey Curse + _type: Spell 5 + source: DATP + description: |- + _Dark whispers and glowing eyes appear at the edge of everyone‘s conscience._ + + Ranged spell; Daily; Fey + + --- + + + **Target:** 1d4 nearby enemies + + **Attack:** Charisma + Level vs. MD + + **Natural Even Hit:** 6d4 + Charisma psychic damage, and the target has + disadvantage on saving throws, except against this spell (save ends). + + **Natural Odd Hit:** 3d4 + Charisma psychic damage, and the target has + disadvantage on attack rolls (save ends). + + **Natural Even Miss:** The target is vulnerable to your spells until the end of + your next turn. + + **Natural Odd Miss:** Psychic damage equal to your level + + 7th level spell: 8d6 / 4d6 psychic damage + + 9th level spell: 10d8 / 5d8 psychic damage + feats: [] + level: 5 + category: Spells + usage: per-day + - name: Flash of Radiance + _type: Spell 5 + source: DATP + description: |- + Ranged spell; Daily; Free Action; Celestial + + --- + + + **Special:** You can cast this spell any time during battle, even during an + enemy’s turn. + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Hit:** 6d8 + Charisma holy damage + + _Natural even hit:_ The target has disadvantage on their next attack roll. + + **Miss:** Half damage + + 7th level spell: 8d8 damage + + 9th level spell: 12d8 damage + feats: [] + level: 5 + category: Spells + usage: per-day + - name: Leech Magic + _type: Spell 5 + source: DATP + description: |- + Close-quarters spell; Daily; Arcane / Fey / Umbral + + --- + + + **Target:** One nearby creature + + **Attack:** Charisma + Level vs. PD + + **Hit:** The target is weakened (save ends) and you Gather Power as per your + class feature. + + _Arcane:_ Gain a sorcery point. + + _Fey:_ Teleport to a nearby location you can see. + + _Umbral:_ Deal ongoing negative energy damage equal to twice the spell level + (save ends both). + + **Miss:** — + feats: + - tier: champion + description: |2- + If the target is a spellcaster, or a creature with magic abilities, you gain a + +2 bonus to the attack roll. + level: 5 + category: Spells + usage: per-day + - name: Merry Go-Round + _type: Spell 5 + source: DATP + description: |- + Close-quarters spell; Once per battle; Interrupt action; Fey + + --- + + + **Trigger:** You successfully save against a save-ends effect. + + **Target:** The enemy who caused the effect, or if they are not within nearby + range, a random nearby enemy + + **Attack:** Charisma + Level vs. MD + + **Hit: ** The target suffers the same effect you just saved against, with the + same save difficulty. + + **Miss:** — + feats: [] + level: 5 + category: Spells + usage: per-battle + - name: Nasty to Nice + _type: Spell 5 + source: DATP + description: |- + Ranged spell; Daily; Celestial + + --- + + + **Target:** One nearby enemy with a nastier special. The GM should disclose + which enemies on the battlefield have a nastier special but doesn’t have to say + what it does. When you empower this spell, target two enemies instead. + + **Attack:** Charisma + Level vs. MD + + **Hit:** 5d8 + Charisma holy damage, and the target loses all nastier specials + (save ends). If you affect one mook, all mooks from that group lose their + nastier specials. + + **Miss:** — + + 7th level spell: 7d8 damage + + 9th level spell: 10d8 damage + feats: + - tier: champion + description: |2- + The target has a penalty to their saving throw equal to your Wisdom modifier + (but a natural 18+ always saves, regardless of the penalty). + - tier: epic + description: ' The spell is now Recharge 16+ after battle.' + level: 5 + category: Spells + usage: per-day + - name: Ooze Form + _type: Spell 5 + source: DATP + description: | + Close-quarters spell; Daily; Wild Magic + + --- + + + **Target:** You + + **Effect:** You change your shape into an ooze. This transformation lasts for 5 + minutes or until the end of the battle. As an ooze, you can keep a vaguely + humanoid shape or dissolve into a puddle, and you can squeeze through narrow + spaces. Your equipment transforms with you, but you cannot use it. You cannot + speak or cast spells. + + As an ooze, you have the following abilities: + + - You can split off and rejoin parts of you. Split off parts cannot take any + other actions than try to merge back. + - You gain _resist weapons_ 16+. + - Your unarmed attack is replaced with a Charisma + level vs. PD attack that + deals 1d10 per level + Charisma acid damage. + - When you hit a target with an unarmed attack, you engulf them. Engulfed + targets take half damage again at the start of your next turn. + feats: + - tier: champion + description: |2- + When you Gather Power while in Ooze form, deal double damage with your first + unarmed attack on your next turn. + level: 5 + category: Spells + usage: per-day + - name: Rolling Thunderball + _type: Spell 5 + source: DATP + description: |- + Close-quarters spell; Once per battle; Chain spell; Storm / Wild Magic + + --- + + + **Target:** One random nearby enemy. After the first attack, the spell can also + target random far away enemies. + + **Attack:** Charisma + Level vs. PD + + **Hit:** 6d6 + Charisma modifier lightning damage. If the target is far away, + also deal 2d6 thunder damage. + + **Miss:** Half damage + + 7th level spell: 7d8 lightning; 2d8 thunder damage + + 9th level spell: 9d10 lightning; 3d10 thunder damage + + _Chain Spell:_ Each time your natural attack roll is even, you can attack a + different target with the spell. + feats: + - tier: champion + description: ' You have a +1 bonus to attack against far away enemies.' + level: 5 + category: Spells + usage: per-battle + - name: Scare + _type: Spell 5 + source: DATP + description: |- + Ranged spell; Daily; Free action; Umbral + + --- + + + **Special:** You can cast this spell any time during battle, even during an + enemy’s turn. + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. MD + + **Hit:** 20 ongoing psychic damage, and the target loses its next standard + action. + + **Miss:** Psychic damage equal to your level + + 7th level spell: 30 ongoing + + 9th level spell: 50 ongoing + feats: + - tier: champion + description: ' This spell is now Recharge 16+ after battle.' + level: 5 + category: Spells + usage: per-day + - name: Wave of Anguish + _type: Spell 5 + source: DATP + description: |- + Ranged spell; Once per battle; Chain spell; Infernal / Umbral + + --- + + + **Target:** One nearby creature + + **Attack:** Charisma + Level vs. MD + + **Hit:** 4d8 + Charisma psychic damage, and the target is dazed (save ends). + + **Miss:** Half damage + + 7th level spell: 6d10 damage + + 9th level spell: 9d12 damage + + _Chain spell:_ Each time your natural attack roll is even, you can attack a + different target with the spell. + feats: + - tier: epic + description: ' You can cast this spell without provoking opportunity attacks.' + level: 5 + category: Spells + usage: per-battle + - name: 7th Level Spells + _type: Spell 7 + source: DATP + description: '' + feats: [] + level: 7 + category: Spells + - name: All-Consuming Inferno + _type: Spell 7 + source: DATP + description: |- + Ranged spell; Daily; Infernal + + --- + + + **Always:** When you cast this spell, you spend a recovery without healing. + + **Target:** The nearby or far away enemy with the lowest current hit point + total (above zero). + + **Attack:** Charisma + Level vs. PD + + **Hit:** 2d6 x 10 + Charisma fire damage + + **Miss:** Half damage. Your allies engaged with the target take one-fourth + damage. + + _Special chain spell:_ When you reduce a non-mook enemy, or the last mook in a + group, to zero hit points with this spell, heal 10 hp and make another attack + against the nearby or far away enemy that now has the fewest hit points. + + 9th level spell: 3d6 x 10 damage; heal 15 hp + feats: + - tier: champion + description: ' When you empower this spell, gain advantage on the first attack + roll.' + level: 7 + category: Spells + usage: per-day + - name: Breath of the Silver + _type: Spell 7 + source: DATP + description: |- + Close-quarters spell; Daily; Breath weapon; Draconic + + --- + + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Hit:** 7d12 + Charisma cold damage + + Natural 18+: The target is stunned (-4 to defenses and can’t take actions) until + the end of your next turn. + + **Miss:** Half damage + + 9th level spell: 10d12 damage and stun on natural 16+ + + _Breath Weapon:_ For the rest of the battle, roll a d20 at the start of each of + your turns. On a 16+, you can use _Breath of the Silver_ that turn if you wish. + + _Evasive Turn:_ As a free action when an attack targets you, you can force the + attacker to reroll the attack, and you have_ resist damage_ 12+ against that + attack. + feats: + - tier: champion + description: |2- + The first time you fail to recharge _Breath of the Silver_ at the start of your + turn, gain one use of the Evasive Turn ability. + level: 7 + category: Spells + usage: per-day + - name: Celestial Censure + _type: Spell 7 + source: DATP + description: |- + Ranged spell; Daily; Celestial + + --- + + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Hit:** Deal damage equal to half the target’s current hit point total + (maximum 100 damage; 200 if you empower the spell). Treat the escalation die as + 6 when attacking the target (save ends). + + **Miss:** You regain the spell at the end of the battle. + + 9th level spell: maximum 150 damage; 300 if empowered + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Draconic Gift + _type: Spell 7 + source: DATP + description: | + Close-quarters spell; Daily; Quick action; Draconic + + --- + + + **Special:** If you are fighting one or more dragons, roll an easy save (6+) at + the start of each of your turns. Failure means that you are confused that turn. + + **Target:** You + + **Effect:** You gain a random dragon-style power for the rest of the battle, + similar to the abilities dragons possess but not identical. Roll two d10, then + pick one of them to see which power you gain: + + 1. _True seeing:_ You are immune to invisibility and ignore any illusions. + 2. _Whipping tail:_ When an enemy engaged with you rolls a natural 1 or 2 with + an attack roll, you can make an opportunity attack against that creature as a + free action. + 3. _Tough Hide:_ You gain a +1 bonus to AC. + 4. _Twisted Mind:_ You gain a +2 bonus to MD. + 5. _Nimble:_ You gain a +2 bonus to PD. + 6. _Now I’m mad!:_ The first time you are staggered this battle, you can use a + breath weapon spell as a free action if you have one available. + 7. _Serious threat:_ Disengage checks against you take a –5 penalty. When a + creature fails to disengage from you, it takes damage equal to twice your level. + 8. _Raw power:_ Until you are staggered, you have advantage on attack rolls with + melee attacks and breath weapon spells. + 9. _Damage aura:_ When an enemy starts its turn engaged with you, it takes + damage equal to twice your level. Choose the damage type from any of your breath + weapon spells. + 10. _More breath:_ Until the end of the battle, you have advantage on d20 rolls + to regain your breath weapon spells. + feats: + - tier: epic + description: ' Gain the ability for both d10 rolls.' + level: 7 + category: Spells + usage: per-day + - name: Elemental Form + _type: Spell 7 + source: DATP + description: |- + Close-quarters spell; Daily; Arcane + + --- + + + **Target:** You + + **Effect:** Until the end of the battle, or for the next 5 minutes, you + transform your body into a pure element. Choose between air, earth, fire and + water. + + _Air:_ You can fly. You gain _resist non-spell damage_ 16+. You have a +5 bonus + to disengage checks. You deal 5 extra damage with all spells that deal lightning + or thunder damage. + + _Earth:_ You gain a +2 bonus to AC. You can choose to ignore effects that would + cause you to pop free from enemies. You deal 5 extra damage with all spells that + deal acid or poison damage. + + _Fire:_ At the start of your turn, deal 10 fire damage to all enemies engaged + with you. You have _resist fire_ 16+. You deal 5 extra damage with all spells + that deal fire damage. + + _Water:_ You gain _resist weapon damage_ 16+. You deal 5 extra damage with all + spells that deal cold damage. You can breathe and move freely under water. + + 9th level spell: Deal 10 extra damage all spells that deal damage of the + corresponding element. Increase all resistances to 18+. + feats: + - tier: epic + description: ' You can stay transformed for up to 1d6 hours.' + level: 7 + category: Spells + usage: per-day + - name: Entomb + _type: Spell 7 + source: DATP + description: |- + Ranged spell; Daily; Interrupt Action; Celestial / Umbral + + --- + + + **Trigger:** A nearby enemy is reduced below zero hit points. + + **Effect:** The soul of the slain enemy is sealed away, and it can’t be healed, + revived, resurrected, returned from the underworld, or raised as an undead for + 1d6 days. After that period, it can make a hard save (16+) every day to end the + effect. That doesn’t bring the target back, but it is now possible to do so. + This spell can be cast as a ritual to bind a target permanently. + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Memento Mori + _type: Spell 7 + source: DATP + description: |- + Ranged spell; Daily; Quick action; Umbral + + --- + + + **Attack:** Charisma + Level vs. the highest MD of all nearby enemies + + **Hit:** You steal the escalation die and increase it by one. You are the only + combatant on the battlefield that can use it until the end of the battle. This + negates enemy abilities to use or steal the escalation die. Whenever you are hit + by an attack, you must succeed at a normal save (11+) to keep the die, otherwise + the spell ends. + feats: + - tier: champion + description: |- + While you have the escalation die, you gain 5 times the escalation die in + temporary hit points at the end of your turn (8th level: 10x). + - tier: epic + description: ' Choose one ally who can still use the escalation die while you + have stolen it.' + level: 7 + category: Spells + usage: per-day + - name: Pixie Dust + _type: Spell 7 + source: DATP + description: |- + Ranged spell; Daily; Fey + + --- + + + **Special:** When you empower this spell, increase the number of targets to + 1d6. + + **Target:** 1d3 nearby enemies + + **Attack:** Charisma + Level vs. MD + + **Natural Even Hit:** If the target has 90 hit points or fewer, it falls + unconscious (hard save ends; also ends if the target takes 10+ damage). If it + has more hit points, it has disadvantage on attacks (hard save ends). + + **Natural Odd Hit:** If the target has 90 hit points or fewer, it is confused + (hard save ends; also ends if the target takes 10+ damage). If it has more hit + points, attacks against it have advantage (hard save ends). + + **Natural Even Miss:** You are invisible until the end of your next turn, or + until you make an attack. + + **Natural Odd Miss:** The next time you roll an odd miss this battle, reroll + it. + + 9th level spell: 150 hp or fewer. + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Reflecting Barrier + _type: Spell 7 + source: DATP + description: |- + Close-quarters spell; Daily; Arcane + + --- + + + **Target:** You + + **Effect:** Until the end of the battle, each ranged and close-quarters attack + against you that is a natural odd miss is reflected against the attacker. The + attacker rerolls the attack, using it againstusing against their own defense. + feats: + - tier: epic + description: |2- + Also reflect the first attack with a natural even roll that falls within the + range. + level: 7 + category: Spells + usage: per-day + - name: Shadow Form + _type: Spell 7 + source: DATP + description: |- + Close-quarters spell; Daily; Umbral + + --- + + + **Target:** You + + **Effect:** Until the end of the battle, your body transforms into a living + shadow. Once per turn, as a quick action, you can teleport to any nearby + location you can see that is not in broad daylight. You have _resist physical + damage_ 12+. + + 9th level spell: Increase the resistance to 16+. + feats: + - tier: epic + description: ' The spell is now Recharge 16+ after battle.' + level: 7 + category: Spells + usage: per-day + - name: Sorcerous Wings + _type: Spell 7 + source: DATP + description: |- + Close-quarters spell; Daily; Quick action; Celestial / Fey / Draconic / Infernal + + --- + + + **Target:** You + + **Effect:** You grow wings on your back that reflect your bloodline. Celestial + wings are white feathers, fey wings are colorful like a butterfly, draconic + wings are scaly, and infernal wings are black and leathery. Until the end of + battle, you can fly at your normal speed as a move action. You can hover between + turns. + + 9th level spell: The effect now lasts for 2d6 x 10 minutes. + feats: + - tier: champion + description: You target a nearby ally in addition to yourself. + level: 7 + category: Spells + usage: per-day + - name: Touch of Corruption + _type: Spell 7 + source: DATP + description: |- + Close-quarters spell; Daily; Infernal**Target:** One enemy you are engaged + with**Attack:** Charisma + Level vs. PD**Hit:** 2d6 x 10 negative energy + damage, and the target is vulnerable (hard save ends, 16+). In addition, if the + target drops to 0 hp from this attack, or drops to 0 hp before it saves against + the vulnerable effect of this attack, raise it at the start of your next turn. + It gains 100 hit points, and it is now under your control (hard save ends). If + the creature was double-strength, its attacks now deal half damage. If it was + triple-strength, they deal one third.**Miss:** Half damage + + --- + + + 9th level spell: 3d6 x 10 damage, and you raise the creature with 150 hp. + feats: + - tier: champion + description: ' The spell can now target a nearby enemy you are not engaged with.' + level: 7 + category: Spells + usage: per-day + - name: Untamed Sorcery + _type: Spell 7 + source: DATP + description: | + Ranged spell; Daily; Wild Magic + + --- + + + **Effect:** Until the end of the battle, as a free action at the start of your + turn, roll 1d12 on the table below and gain the corresponding effect until the + start of your next turn. + + **d20** **Effect** + + 1. _Life:_ Gain temporary hit points equal to three times your level. + 2. _Blink:_ You can teleport to a nearby location as a quick action. + 3. _Spikes:_ Enemies who engage you take 1d4 x 10 (9th level: 1d6 x 10) damage. + 4. _Resistance:_ Gain _resist all damage _18+. + 5. _Armor:_ Gain a +4 bonus to AC. + 6. _Evasion:_ Gain a +4 bonus to PD. + 7. _Calm:_ Gain a +4 bonus to MD. + 8. _Speed:_ Gain a +4 bonus on disengage checks. + 9. _Skill:_ Gain advantage on all skill checks. + 10. _Precision:_ Reroll a natural 1-3 on attack rolls once. + 11. _Spread:_ When you cast a spell with more than one target, add an extra + target. + 12. _Jackpot:_ Gain two benefits from this table. + feats: [] + level: 7 + category: Spells + usage: per-day + - name: Wild Polymorph + _type: Spell 7 + source: DATP + description: |- + Ranged spell; Daily; Chain spell; Wild Magic + + --- + + + **Target:** One random nearby enemy. When you empower this spell, attack two + enemies instead. + + **Attack:** Charisma + Level vs. PD + + **Hit:** Roll a d8 to determine the effect placed on the target until the end + of your next turn. If the target has 100 hit points or less, the spell‘s effect + is “save ends.“ + + 1. The target is transformed into a burning fire creature. It is vulnerable to + cold, all damage it deals is fire damage, and it has _resist fire_ 18+. It takes + 25 (9th level: 40) ongoing fire damage while transformed. + 2. The target is polymorphed into a mouse, duck, cat, or other small animal. + 3. The target is transformed into the stuff of nightmares. It has a fear aura + equal to its level. However, its form shifts too rapidly to make a coordinated + attack, and any odd roll is an automatic miss. + 4. The target‘s skin becomes soft and jelly-like, and it takes a -4 penalty to + AC. + 5. The target‘s appearance changes to you or one of your allies. Attacks against + you or that ally have a 50% chance of targeting this enemy instead. + 6. The target is shrunk to half size. It gains a +2 bonus to AC, but all its + attacks deal half damage. + 7. The target is temporarily turned to stone. It cannot take actions, but it is + also immune to all damage except psychic damage. + 8. The target is transformed into an angry plant version of itself. It is stuck + and vulnerable to fire and axes. All its damage is changed to poison damage. + + + **Miss:** — + + 9th level spell: 150 hit points or less + + _Chain spell:_ Each time your natural attack roll is even, you can attack a + different target with the spell. + feats: + - tier: champion + description: ' Double the hit point range you can affect as “save ends.“' + level: 7 + category: Spells + usage: per-day + - name: 9th Level Spells + _type: Spell 9 + source: DATP + description: '' + feats: [] + level: 9 + category: Spells + - name: Black Blade of Disaster + _type: Spell 9 + source: DATP + description: |- + _The “blade” summoned by this spell is a dark planar rift stretching out from + your hand._ + + Close-quarters spell; Daily; Umbral + + --- + + + **Effect:** You create a melee weapon that you can wield without attack + penalty. Use your Charisma for the attack roll. Your melee attacks with the + blade target PD. It deals exactly 100 negative energy damage on a hit, ignoring + any damage bonuses or resistances. If your attack roll is a natural 20, the + target starts making last gasp saves (16+) and is disintegrated on the fourth + failed save. + feats: + - tier: epic + description: ' You can hurl the blade to make ranged attacks against nearby enemies.' + level: 9 + category: Spells + usage: per-day + - name: Breath of the Golden + _type: Spell 9 + source: DATP + description: |- + Close-quarters spell; Daily; Breath weapon; Draconic + + --- + + + **Target:** 1d4 nearby enemies + + **Attack:** Charisma + Level vs. PD + + **Hit:** 3d4 x 10 + Charisma fire damage + + _Natural 20:_ The target is stunned (-4 to defenses and can’t take actions) + until the end of your next turn. + + **Miss:** Half damage + + _Breath Weapon:_ For the rest of the battle, roll a d20 at the start of each of + your turns. On a 16+, you can use _Breath of the Golden_ that turn if you wish. + + _Indomitability:_ As a free action, cancel all effects and conditions on you, + including ongoing damage. You can cancel these effects even if you are prevented + from taking actions, such as by being stunned. + feats: + - tier: champion + description: |2- + The first time you fail to recharge _Breath of the Golden_ at the start of your + turn, gain one use of the Indomitability ability. + level: 9 + category: Spells + usage: per-day + - name: Breath of the Red + _type: Spell 9 + source: DATP + description: |- + _The Red does not share his incredible power willingly. You will pay for your + insolence._ + + Close-quarters spell; Daily; Breath weapon; Draconic + + --- + + + **Target:** 1d3 nearby enemies + + **Attack:** Charisma + Level vs. PD + + **Hit:** 5d6 x 10 + Charisma fire damage + + **Miss:** Half damage + + _Natural odd miss:_ Deal 25 fire damage to an ally engaged with the target. + + _Natural 1:_ Half of the gold you are carrying, or one of your true magic items + is teleported to the closest red dragon lair. + + _Breath weapon:_ For the rest of the battle, roll a d20 at the start of each of + your turns; on a 16+, you can use _Breath of the Red_ this turn if you wish. If + you fail the recharge roll, you take 25 fire damage. + feats: [] + level: 9 + category: Spells + usage: per-day + - name: Celestial Apotheosis + _type: Spell 9 + source: DATP + description: |- + Close-quarters spell; Daily; Quick action; Celestial + + --- + + + **Special:** You must have the celestial bloodline to cast this spell. + + **Target:** You + + **Effect:** Until the end of the battle or for the next five minutes, you can + fly. You roll saves at the start of your turn instead of at the end, and you + have advantage on them. You are immune to fear. When you cast a daily sorcerer + spell, you or a nearby ally can heal using a recovery. + feats: + - tier: epic + description: |2- + When you cast this spell, gain temporary hit points equal to your maximum hit + points. + level: 9 + category: Spells + usage: per-day + - name: Draconic Apotheosis + _type: Spell 9 + source: DATP + description: |- + Close-quarters spell; Daily; Shapechange; Draconic + + --- + + + **Special:** You must have the draconic bloodline to cast this spell. + + **Target:** You + + **Effect:** You change your shape into a large dragon for the next 5 minutes or + until the end of the battle. You can fly, and you gain a +2 bonus to all + defenses. + + Your claws, bite and tail count as natural weapons with a d10 damage die with + the two-weapon fighting benefit (reroll natural 2 on attacks). You can use your + Charisma modifier to attack with them. + + Increase the damage dice of all breath weapon spells you cast while in dragon + form by one step. + feats: + - tier: epic + description: ' When you cast a breath weapon spell, you also gain 10 temporary + hit points.' + level: 9 + category: Spells + usage: per-day + - name: Infernal  Apotheosis + _type: Spell 9 + source: DATP + description: |- + Close-quarters spell; Daily; Quick action; Infernal + + --- + + + **Special:** This spell requires the infernal bloodline. + + **Effect:** Until the end of the battle, you can fly. You project a fear aura + that affects nearby mooks (-4 to attacks and they can’t use the escalation die). + When you cast a daily sorcerer spell, enemies have disadvantage on any saves + against it. When you successfully save against an effect imposed on you by an + enemy, deal 20 fire damage to that enemy. + feats: + - tier: epic + description: |2- + When you cast a spell that deals fire or poison damage, the damage dice become + exploding dice (roll an additional die for each die that shows the maximum + result). + level: 9 + category: Spells + usage: per-day + - name: Prey of the Wild Hunt + _type: Spell 9 + source: DATP + description: |- + _Faerie nobles on white horses chase the target into the fey realms._ + + Ranged spell; Daily; Fey + + --- + + + **Special:** You must have the fey bloodline to cast this spell. If you empower + this spell, attack two targets instead of dealing double damage. + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Natural Even Hit:** The target is whisked away into the fey realms and + removed from the battlefield. It starts making last gasp saves (16+). If it + succeeds at a save, it returns to where it left, at half its previous hit + points. If it fails its fourth save, it is at the mercy of the faerie. + + **Natural Odd Hit:** 3d6 x 10 + Charisma poison damage, and 50 ongoing poison + damage. + + **Natural Even Miss:** You can repeat the attack as a standard action at the + start of your next turn. + + **Natural Odd Miss:** 30 poison damage + feats: [] + level: 9 + category: Spells + usage: per-day + - name: Spell Barrage + _type: Spell 9 + source: DATP + description: |- + Close-quarters spell; Daily; Arcane / Wild Magic + + --- + + + **Target:** You + + **Effect:** Until the end of the battle, you can cast a sorcerer at-will spell + as a quick action once per turn. + feats: + - tier: epic + description: |2- + If the escalation die is 6+, you can cast three sorcerer at-will spells as a + single standard action and end this spell. + level: 9 + category: Spells + usage: per-day + - name: Twilight Travel + _type: Spell 9 + source: DATP + description: |- + Ranged spell; Daily; Any bloodline + + --- + + + **Effect:** Your mind enters an in-between realm, outside of physical reality. + You can either step into the realm, or you can use it as a passage, to enter any + other location you have visited before. You can perceive the surroundings at + your target location before stepping through. Any effects of spells or items + cast before entering the realm are dispelled and no longer function on arrival. + + The type of realm you step into depends on your bloodline. + + _Arcane, Celestial, Draconic, Other:_ The Overworld + + _Fey:_ The Fey Realms + + _Infernal:_ The Abyss + + _Umbral:_ The Underworld + + _Wild Magic:_ Determine randomly + feats: + - tier: epic + description: ' You can take one ally per Charisma modifier with you.' + level: 9 + category: Spells + usage: per-day + - name: Void Rift + _type: Spell 9 + source: DATP + description: |- + Ranged spell; Daily; Umbral + + --- + + + **Target:** One nearby enemy of your choice and 1d3 random nearby enemies + + **Attack:** Charisma + Level vs. PD + + **Hit:** 2d8 x 10 + Charisma negative energy damage + + _Natural 18+:_ The target is sucked into a pocket dimension. It is removed from + the battlefield and takes 50 ongoing negative energy damage (save ends both; on + a successful save the target reappears at a random nearby location). + + **Miss:** Half damage + feats: + - tier: epic + description: ' The first (chosen) target is sucked into a pocket dimension on + any even hit.' + level: 9 + category: Spells + usage: per-day + - name: Unleash Hell + _type: Spell 9 + source: DATP + description: |- + Ranged spell; Daily; Chain spell; Infernal + + --- + + + **Effect:** You open a giant maw to the Abyss, from where fleshy tentacles + spread out to seek their victims. Until the end of the battle, make the + following attack at the start of your turn: + + **Target:** One nearby enemy + + **Attack:** Charisma + Level vs. PD + + **Hit:** 2d6 x 10 damage and the target is stuck and grabbed (deal half damage + again next turn) until the end of your next turn. + + _Natural 20:_ The target is dragged off the battlefield and into the Abyss + (double- and triple strength enemies can return with a hard save, 16+; weaker + enemies are just gone) + + **Miss:** 20 damage + + _Natural 1:_ The tentacles catch a random nearby ally instead. 1d6 x 10 damage + and the target is stuck and grabbed until the end of your next turn. + + _Chain spell:_ Each time your natural attack roll is even, you can attack a + different target with the spell. + feats: [] + level: 9 + category: Spells + usage: per-day + - name: Errata + _type: Spell 9 + source: DATP + description: |- + Infernal Curse: The curse can only trigger once, instead of any number of times. + (Twice with the adventurer feat.) + + [P194] Animated Shadow: Added “It benefits from the Escalation die.” + + [P195] Arcane Overload, Minor Chain Spell: “When your attack roll” -> “When your + first attack roll” + + [P201] Choke Hold: Add “Target: One nearby enemy” + feats: [] + level: 9 + category: Spells + # END DATP ABILITIES +--- + +## Ability Scores + +Sorcerers gain a +2 class bonus to Charisma or Constitution, as long as it isn't the same ability you increase with your +2 racial bonus. + +## Backgrounds + +Possible backgrounds include: tribal shaman, pirate captain, spell-arena gladiator, failed wizard, sahuagin hunter. + +## Gear + +At 1st level, a sorcerer usually has a simple melee weapon, a few changes of clothing, a wand or staff, and other paraphernalia suggested by their backgrounds. + +### Gold Pieces + +Sorcerers may start with either 25 gp or 1d6 x 10 gp. + +### Armor + +| Armor Type | Base AC | Atk Penalty | +| ---------- | ------- | ----------- | +| None | 10 | — | +| Light | 10 | — | +| Heavy | 11 | –2 | +| Shield | +1 | -2 | + +### Melee Weapons + +| | One-Handed | Two-Handed | +| ---------------- | ---------------------- | -------------------------- | +| Small | 1d4 dagger | 1d6 staff | +| Light or Simple | 1d6 shortsword | 1d8 spear | +| Heavy or Martial | 1d8 (-2 atk) longsword | 1d10 (-2 atk) greatsword\* | + +### Ranged Weapons + +| | Thrown | Crossbow | Bow | +| ---------------- | ----------- | ----------------------------- | ----------------------- | +| Small | 1d4 dagger | 1d4 hand crossbow | — | +| Light or Simple | 1d6 javelin | 1d6 (–1 atk) light crossbow\* | 1d6 (-2 atk) shortbow\* | +| Heavy or Martial | — | 1d8 (–3 atk) heavy crossbow\* | 1d8 (-4 atk) longbow\* | + +\* A sorcerer needs one free hand to cast spells. As such, they suffer a penalty for using a two-handed weapon. (The penalty applies to spells also.) + +## Level Progression + +| Sorcerer Level | Total Hit Points | Total Feats | 1st level spell | 3rd level spell | 5th level spell | 7th level spell | 9th level spell | Level-up Ability Bonuses | Damage Bonus From Ability Score | +| -------------- | ------------------ | -------------------------------- | --------------- | --------------- | --------------- | --------------- | --------------- | ------------------------ | ------------------------------- | +| Level 1 | (6 + CON mod) x 3 | 1 adventurer | 4 | — | — | — | — | — | ability modifier | +| Level 2 | (6 + CON mod) x 4 | 2 adventurer | 5 | — | — | — | — | — | ability modifier | +| Level 3 | (6 + CON mod) x 5 | 3 adventurer | 3 | 3 | — | — | — | — | ability modifier | +| Level 4 | (6 + CON mod) x 6 | 4 adventurer; | — | 6 | — | — | — | +1 to 3 abilities | ability modifier | +| Level 5 | (6 + CON mod) x 8 | 4 adventurer; 1 champion | — | 3 | 4 | — | — | — | 2 x ability modifier | +| Level 6 | (6 + CON mod) x 10 | 4 adventurer; 2 champion | — | — | 7 | — | — | — | 2 x ability modifier | +| Level 7 | (6 + CON mod) x 12 | 4 adventurer; 3 champion | — | — | 3 | 5 | — | +1 to 3 abilities | 2 x ability modifier | +| Level 8 | (6 + CON mod) x 16 | 4 adventurer; 3 champion; 1 epic | — | — | — | 8 | — | — | 3 x ability modifier | +| Level 9 | (6 + CON mod) x 20 | 4 adventurer; 3 champion; 2 epic | — | — | — | 3 | 6 | — | 3 x ability modifier | +| Level 10 | (6 + CON mod) x 24 | 4 adventurer; 3 champion; 3 epic | — | — | — | — | 9 | +1 to 3 abilities | 3 x ability modifier | + +Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels. + +## Stats + +Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. + +| Stat | Value | +| ------------------------- | ------------------------------------------------------------ | +| Ability Bonus | +2 Charisma or Constitution (different from racial bonus) | +| Initiative | Dex mod + Level | +| Armor Class (light armor) | 10 + middle mod of Con/Dex/Wis + Level | +| Physical Defense | 11 + middle mod of Str/Con/Dex + Level | +| Mental Defense | 10 + middle mod of Int/Wis/Cha + Level | +| Hit Points | (6 + Con mod) x Level modifier (see level progression chart) | +| Recoveries | 8 | +| Recovery Dice | (1d6 x Level) + Con mod | +| Backgrounds | 8 points, max 5 in any one background | +| Icon Relationships | 3 points | +| Talents | 3 | +| Feats | 1 per Level | + +## Basic Attacks + + + + +## Bloodline + +Your bloodline (_which you can pick at the top of this page_) customizes the Access to Wizardry, Gather Power +(chaotic benefit), Dancing Lights, and Random Energy class features of the Core +Book sorcerer. If you have a familiar, it also changes the available options. + +In _Dark Alleys & Twisted Paths_, each sorcerer spell is now linked to one or more bloodlines. +You can still choose your sorcerer spells freely from any bloodline, but certain +effects and benefits will only trigger for spells from your bloodline. The +bloodlines presented in this book are: + +| | | +|---|---| +| **Arcane Bloodline** | Descendants of powerful wizards | +| **Celestial Bloodline** | Divine casters with angelic blood | +| **Draconic Bloodline** | The pure gift granted by dragons | +| **Fey Bloodline** | Progeny of fey creatures | +| **Infernal Bloodline** | The taint of the Abyss | +| **Storm Bloodline** | Infusion with raw elemental power | +| **Umbral Bloodline** | Engulfed by the shadows of the Underworld | +| **Wild Magic** | Spontaneously manifested, untamed and chaotic forces | + +Your selected bloodline is: + + + + ## Class Features From c962bb041e6cdf01fe7bcd0f4df7817f3d259db8 Mon Sep 17 00:00:00 2001 From: rsh Date: Thu, 30 Nov 2023 18:19:59 +0100 Subject: [PATCH 25/34] sorc abilities done --- content/1e/classes/sorcerer.mdx | 122 +++++++++++--------------------- 1 file changed, 42 insertions(+), 80 deletions(-) diff --git a/content/1e/classes/sorcerer.mdx b/content/1e/classes/sorcerer.mdx index 834d92a..ba21947 100644 --- a/content/1e/classes/sorcerer.mdx +++ b/content/1e/classes/sorcerer.mdx @@ -183,6 +183,7 @@ abilities: | 3 | Lightning | | 4 | Thunder | - name: Arcane Heritage + replaced_by: DATP _type: Talent description: |- Although magic is in the blood of every sorcerer, you have a greater understanding of magic than most sorcerers and even some wizards. @@ -1070,11 +1071,6 @@ abilities: The spell usually lasts at least an hour. You can cast it a number of times per day equal to your Charisma modifier. feats: [] - - name: Celestial Familiars - _type: Talent - source: DATP - description: |- - feats: [] - name: Draconic Bloodline _type: Bloodline version: Draconic @@ -1820,14 +1816,10 @@ abilities: until the next full heal-up. The shadow counts as your ally. Summoning rules don’t apply to it. It benefits from the default bonus of your items for attacks and defenses. It benefits from the escalation die. - feats: [] - - name: Animated Shadow - _type: Talent - source: DATP - description: |- + ### Animated Shadow _1st level troop_, undead - **Shadow Choke +4 vs. PD ** — 1d10 cold damage + **Shadow Choke +4 vs. PD** — 1d10 cold damage _Natural even hit:_ The target has disadvantage on disengage saves until the end of your next turn. @@ -1839,8 +1831,27 @@ abilities: target the shadow instead. **Animated Shadow Level Advancement** - feats: [] - - name: None + | Level | Attack | Damage | AC | PD | MD | HP | + |-------|--------|--------|----|----|----|-----| + | 1 | +4 | 1d10 | 15 | 14 | 12 | 30 | + | 2 | +5 | 2d10 | 16 | 15 | 13 | 40 | + | 3 | +7 | 3d10 | 17 | 16 | 14 | 50 | + | 4 | +8 | 4d10 | 18 | 17 | 15 | 62 | + | 5 | +9 | 5d10 | 20 | 19 | 17 | 82 | + | 6 | +11 | 6d10 | 21 | 20 | 18 | 102 | + | 7 | +12 | 7d10 | 22 | 21 | 19 | 122 | + | 8 | +13 | 8d10 | 24 | 23 | 21 | 160 | + | 9 | +15 | 9d10 | 25 | 24 | 22 | 198 | + | 10 | +16 | 10d10 | 26 | 25 | 23 | 236 | + + feats: + - tier: adventurer + description: You can choose to deal negative energy instead of cold damage with your shadow. If you do, change the effect on a natural even hit to “The target’s next attack deals half damage.” + - tier: champion + description: _Shadow Blur_ is a quick action. + - tier: epic + description: The first time your shadow is destroyed after a full heal-up, you can animate it again after a quick rest. + - name: Arcane Heritage _type: Talent source: DATP description: |- @@ -1857,13 +1868,10 @@ abilities: You also gain a +2 bonus to a background that involves or suggests magical knowledge or talent, up to your normal maximum background point limit. - <<>> - - Sorcerers with Access to Wizardry, but without Arcane Heritage, can still choose + _Sorcerers with Access to Wizardry, but without Arcane Heritage, can still choose wizard utility spells, but they can’t reserve a spell slot to spontaneously cast - a utility spell of their choice. + a utility spell of their choice._ - <<>> feats: - tier: adventurer description: ' Gain three wizard cantrips as at-will bonus spells.' @@ -1940,9 +1948,9 @@ abilities: description: |2- Gain a bonus spell at 4 levels below your class level. You can choose the spell from any class, but you can only choose spells that target yourself. - - name: None + - name: Elemental Mutation _type: Talent - source: DATP + source: DPAS description: |- Your innate talent has transformed your body. You have a Native Element and Natural Melee Weapons as per the abomination class feature. Your claws have a d6 @@ -2100,6 +2108,7 @@ abilities: - name: Wild Magic Heritage _type: Talent source: DATP + version: Wild description: |- _Your innate magical talent is strong, but untamed. It manifests itself in devastating spells, just not always when you want it._ @@ -2117,18 +2126,6 @@ abilities: - tier: champion description: ' Whenever you roll a natural 1 with a spell attack roll, gain a sorcery point.' - - name: Sorcerer Spells - _type: Talent - source: DATP - description: '' - feats: [] - - name: 1st Level Spells - _type: Spell 1 - source: DATP - description: '' - feats: [] - level: 1 - category: Spells - name: Alter Self _type: Spell 1 source: DATP @@ -2309,9 +2306,10 @@ abilities: _Breath weapon:_ For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use _Breath of the Brass_ this turn if you wish. - **Brass Babble** + ### Brass Babble (requires feat) Close-quarters spell; Quick action; Draconic + ___ **Target:** One nearby enemy @@ -2322,15 +2320,17 @@ abilities: - tier: adventurer description: |2- If you fail your roll to recharge _Breath of the Brass_ at the start of your - turn, you can use _Brass Babble_ (below) once before the end of your next turn. + turn, you can use _Brass Babble_ once before the end of your next turn. level: 1 category: Spells usage: per-day - name: Celestial Resistance _type: Spell 1 source: DATP + usage: recharge description: |- Ranged spell; Recharge 16+ after battle; Celestial + ___ **Target:** One nearby ally per point of Wisdom modifier (including you) @@ -2608,7 +2608,7 @@ abilities: **Hit:** 1d8 + Charisma force damage. - **Miss: ** — + **Miss:** — _Odd miss on first attack:_ Half damage, and you don’t expend the spell. @@ -2632,9 +2632,11 @@ abilities: usage: per-battle - name: Friends _type: Spell 1 + usage: recharge source: DATP description: |- Close-quarter spell; Recharge 16+; Draconic / Fey / Umbral + ___ **Effect:** Until the end of the scene, you have a +3 bonus to Charisma-based skill checks. If you show hostility towards others, the spell ends. @@ -2767,11 +2769,13 @@ abilities: usage: at-will - name: Sorcerer’s Shield _type: Spell 1 + usage: recharge source: DATP description: |- Close-quarters spell; Recharge 16+; Quick action; Any bloodline + ___ - **Target: ** You + **Target:** You **Effect:** You gain a +1 bonus to AC until the end of the battle. Each time you gather power, increase the bonus by +1, up to a maximum of +4. @@ -2913,13 +2917,6 @@ abilities: level: 1 category: Spells usage: at-will - - name: 3rd Level Spells - _type: Spell 3 - source: DATP - description: '' - feats: [] - level: 3 - category: Spells - name: Beast Form _type: Spell 3 source: DATP @@ -3222,12 +3219,14 @@ abilities: usage: per-battle - name: Flowery Kiss _type: Spell 3 + usage: recharge source: DATP description: |- _A beautiful flower sprouts in your hand, and you blow its spores to your enemies._ Close-quarters spell; Recharge 16+; Fey + ___ **Target:** 1d4 nearby enemies in a group @@ -3395,13 +3394,6 @@ abilities: level: 3 category: Spells usage: at-will - - name: 5th Level Spells - _type: Spell 5 - source: DATP - description: '' - feats: [] - level: 5 - category: Spells - name: Breath of the Copper _type: Spell 5 source: DATP @@ -3798,13 +3790,6 @@ abilities: level: 5 category: Spells usage: per-battle - - name: 7th Level Spells - _type: Spell 7 - source: DATP - description: '' - feats: [] - level: 7 - category: Spells - name: All-Consuming Inferno _type: Spell 7 source: DATP @@ -4233,13 +4218,6 @@ abilities: level: 7 category: Spells usage: per-day - - name: 9th Level Spells - _type: Spell 9 - source: DATP - description: '' - feats: [] - level: 9 - category: Spells - name: Black Blade of Disaster _type: Spell 9 source: DATP @@ -4559,22 +4537,6 @@ abilities: level: 9 category: Spells usage: per-day - - name: Errata - _type: Spell 9 - source: DATP - description: |- - Infernal Curse: The curse can only trigger once, instead of any number of times. - (Twice with the adventurer feat.) - - [P194] Animated Shadow: Added “It benefits from the Escalation die.” - - [P195] Arcane Overload, Minor Chain Spell: “When your attack roll” -> “When your - first attack roll” - - [P201] Choke Hold: Add “Target: One nearby enemy” - feats: [] - level: 9 - category: Spells # END DATP ABILITIES --- From 973d55238013991f225586938ca6a6677c528c27 Mon Sep 17 00:00:00 2001 From: rsh Date: Fri, 1 Dec 2023 15:59:14 +0100 Subject: [PATCH 26/34] animal companion refactor (spells wip) --- content/1e/classes/ranger.mdx | 165 ----------------- content/1e/rules/animal-companion.mdx | 257 ++++++++++++++++++++++++++ contentlayer.config.js | 2 + 3 files changed, 259 insertions(+), 165 deletions(-) create mode 100644 content/1e/rules/animal-companion.mdx diff --git a/content/1e/classes/ranger.mdx b/content/1e/classes/ranger.mdx index f76b932..5d94006 100644 --- a/content/1e/classes/ranger.mdx +++ b/content/1e/classes/ranger.mdx @@ -252,97 +252,6 @@ abilities: description: If you fight with two one-handed melee weapons, whenever an enemy makes a melee attack against you and rolls a natural 1, you can make an opportunity attack against that foe as a free action. - tier: epic description: One battle per day, increase the damage you deal with missed attacks to triple your level instead of double your level (from Two-Weapon Mastery). - - name: Bear - _type: Animal Companion - description: |- - _(also Giant Badger, Wolverine)_ - - --- - - **Acts:** After ranger - - **Advantage:** The bear gains temporary hit points equal to its level each time it hits with an attack. - feats: - - tier: champion - description: The temporary hit points increase to double its level. - - name: Boar - _type: Animal Companion - description: |- - _(also Spiky Lizard)_ - - --- - - **Acts:** Before ranger - - **Advantage:** The boar gains a +1 attack bonus when it moves before its attack during the same turn. - - name: Eagle - _type: Animal Companion - description: |- - _(also Falcon, Hawk, Owl, Vulture)_ - - --- - - **Acts:** Before ranger - - **Advantage:** It flies! Its melee damage die is dropped by one size (d6 at level 0). - - name: Panther - _type: Animal Companion - description: |- - _(also Lion, Tiger)_ - - --- - - **Acts:** Before ranger - - **Advantage:** The panther’s crit range expands by 2 against enemies with lower initiative. - - name: Snake - _type: Animal Companion - description: |- - _(also Giant Spider, Poison Toad)_ - - --- - - **Acts:** After ranger - - **Advantage:** The snake also deals ongoing poison damage equal to twice your level on a natural attack roll of 18+. - feats: - - tier: champion - description: The ongoing damage is three times your level instead. - - tier: epic - description: The ongoing damage is four times your level instead. - - name: Wolf - _type: Animal Companion - description: |- - _(also Big Dog, Coyote, Hyena, Jackal)_ - - --- - - **Acts:** After ranger - - **Advantage:** The wolf gains a +1 attack bonus against enemies its master attacked the same turn, or against enemies engaged with its master. - - name: Animal Companion Feats - description: |- - Ranger animal companion feats are designed so that they do not build on each other. - Unlike other feats, you don't have to take animal companion feats progressively, one after the other as long as you qualify for the correct tier. - feats: - - tier: adventurer - description: Once per day, your animal companion can attack twice in a round with a standard action. - - tier: adventurer - description: Once per battle, your animal companion can turn a disengage success by an enemy it is engaged with into a failure. - - tier: adventurer - description: Once per day, reroll one of your animal companion's missed attack rolls. - - tier: adventurer - description: Your animal companion adds the escalation die to its attacks. - - tier: champion - description: Once per day, your animal companion can force an enemy to reroll an attack that hit it. - - tier: champion - description: Your Lethal Hunter talent also applies to your animal companion. - - tier: champion - description: Increase your animal companion's Physical Defense and Mental Defense by +1. - - tier: epic - description: Increase your animal companion's damage die by one size (for example, from d6s to d8s, or d8s to d10s) - - tier: epic - description: Increase your animal companion's AC by +1. # BEGIN DATP ABILITIES - name: Animal Companion _type: Talent Group @@ -1288,77 +1197,3 @@ you also need both the 1st and 3rd level powers of that sphere. - -## Animal Companion Rules - -You have a devoted animal companion who fights alongside you like a member of your adventuring party. - -### Recoveries - -Add two recoveries to your total recoveries. You can use a recovery on yourself or your animal companion. - -### Actions - -Your animal companion acts on your initiative turn, either immediately before or after you, depending on the animal type. - -Your animal companion moves gets a move action and a standard action, but not a quick action. - -If you have powers that care about the 'first time you attack an enemy,' an attack by your animal companion counts as your attack. - -### Animal Harm - -Your animal companion can be healed like an ally. -If it gets healed without you being healed, it uses one of your recoveries. When you use a recovery while next to your animal companion (including being engaged with the same enemy), your animal companion is also healed using a free recovery. - -Instead of dying like a monster or NPC at 0 hp, your animal companion follows PC rules for falling unconscious at 0 hp and dying after four failed death saves or when its negative hit points equal half its normal hit points. -If your animal companion dies, you can summon another one. -If you're still on the same adventure, you can call a new animal companion the next day, but it will be one level lower than an animal companion would normally be. -At the start of a new adventure, or when you gain a level, bump the companion up to its proper level. - -### Stats & Levels - -Each animal companion has roughly the same base stats as listed below. - -Your animal companion is always one level lower than you. -As a 1st level ranger, you'll have a level 0 animal companion. -Once you gain a level, your animal companion rises to 1st level. - -On top of the base stats, each type of animal has a zoologically appropriate power or advantage. - -### Companion Bonuses - -Each type of animal companion is a little different. - - - -### Baseline Stats - -Use the following stats as the baseline for your animal companion. Remember that your companion stays a level lower than you. -Generally your companion's Physical Defense should be higher than its Mental Defense, but you could flip that if you have a good explanation. - -| Level | Attack | Damage | AC | PD (or MD) | MD (or PD) | HP | -| ----- | ---------- | ------ | --- | ---------- | ---------- | --------- | -| 0 | +5 vs. AC | d8 | 16 | 14 | 10 | 20 (10) | -| 1 | +6 vs. AC | d10 | 17 | 15 | 11 | 27 (13) | -| 2 | +7 vs. AC | 2d6 | 18 | 16 | 12 | 36 (18) | -| 3 | +9 vs. AC | 3d6 | 19 | 17 | 13 | 45 (22) | -| 4 | +10 vs. AC | 4d6 | 21 | 19 | 15 | 54 (27) | -| 5 | +11 vs. AC | 5d6 | 22 | 20 | 16 | 72 (36) | -| 6 | +13 vs. AC | 6d6 | 23 | 21 | 17 | 90 (45) | -| 7 | +14 vs. AC | 7d6 | 25 | 23 | 19 | 108 (54) | -| 8 | +15 vs. AC | 8d6 | 26 | 24 | 20 | 144 (72) | -| 9 | +17 vs. AC | 9d6 | 27 | 25 | 21 | 180 (90) | -| 10 | +18 vs. AC | 10d6 | 28 | 26 | 22 | 216 (108) | - -### Animal Companion Feats - - diff --git a/content/1e/rules/animal-companion.mdx b/content/1e/rules/animal-companion.mdx new file mode 100644 index 0000000..151b873 --- /dev/null +++ b/content/1e/rules/animal-companion.mdx @@ -0,0 +1,257 @@ +--- +title: Animal Companions +source: 13th Age, p.121 +versions: + - name: Core Book + - name: 13 True Ways + - name: Dark Alleys & Twisted Paths + source: DATP +abilities: + - name: Bear + _type: Animal Companion + description: |- + _(also Giant Badger, Wolverine)_ + + --- + + **Acts:** After ranger + + **Advantage:** The bear gains temporary hit points equal to its level each time it hits with an attack. + feats: + - tier: champion + description: The temporary hit points increase to double its level. + - name: Boar + _type: Animal Companion + description: |- + _(also Spiky Lizard)_ + + --- + + **Acts:** Before ranger + + **Advantage:** The boar gains a +1 attack bonus when it moves before its attack during the same turn. + - name: Eagle + _type: Animal Companion + description: |- + _(also Falcon, Hawk, Owl, Vulture)_ + + --- + + **Acts:** Before ranger + + **Advantage:** It flies! Its melee damage die is dropped by one size (d6 at level 0). + - name: Panther + _type: Animal Companion + description: |- + _(also Lion, Tiger)_ + + --- + + **Acts:** Before ranger + + **Advantage:** The panther’s crit range expands by 2 against enemies with lower initiative. + - name: Snake + _type: Animal Companion + description: |- + _(also Giant Spider, Poison Toad)_ + + --- + + **Acts:** After ranger + + **Advantage:** The snake also deals ongoing poison damage equal to twice your level on a natural attack roll of 18+. + feats: + - tier: champion + description: The ongoing damage is three times your level instead. + - tier: epic + description: The ongoing damage is four times your level instead. + - name: Wolf + _type: Animal Companion + description: |- + _(also Big Dog, Coyote, Hyena, Jackal)_ + + --- + + **Acts:** After ranger + + **Advantage:** The wolf gains a +1 attack bonus against enemies its master attacked the same turn, or against enemies engaged with its master. + - name: Animal Companion Feats + description: |- + Ranger animal companion feats are designed so that they do not build on each other. + Unlike other feats, you don't have to take animal companion feats progressively, one after the other as long as you qualify for the correct tier. + feats: + - tier: adventurer + description: Once per day, your animal companion can attack twice in a round with a standard action. + - tier: adventurer + description: Once per battle, your animal companion can turn a disengage success by an enemy it is engaged with into a failure. + - tier: adventurer + description: Once per day, reroll one of your animal companion's missed attack rolls. + - tier: adventurer + description: Your animal companion adds the escalation die to its attacks. + - tier: champion + description: Once per day, your animal companion can force an enemy to reroll an attack that hit it. + - tier: champion + description: Your Lethal Hunter talent also applies to your animal companion. + - tier: champion + description: Increase your animal companion's Physical Defense and Mental Defense by +1. + - tier: epic + description: Increase your animal companion's damage die by one size (for example, from d6s to d8s, or d8s to d10s) + - tier: epic + description: Increase your animal companion's AC by +1. +--- + +The following rules apply to both the Ranger (_13th Age_) and the Druid (_13 True Ways_) with the corresponding talent. + + +_The Core Book version of this talent takes two talent slots.
If you want to invest one or three talents in your companion, check other versions of this talent._ +
+ +## Overview +You have a devoted animal companion who fights alongside you like a member of your adventuring party. + +### Recoveries + + +Add two recoveries to your total recoveries as an adept, or only one recovery as an initiate. You can use a recovery on yourself or your animal companion. + + +Add two recoveries to your total recoveries. You can use a recovery on yourself or your animal companion. + + +### Actions + +Your animal companion acts on your initiative turn, either immediately before or after you, depending on the animal type. + +Your animal companion moves gets a move action and a standard action, but not a quick action. + +If you have powers that care about the 'first time you attack an enemy,' an attack by your animal companion counts as your attack. + + +## Animal Companion Initiate +If you invest a single talent into Animal Companion, you have an +animal companion as detailed below. + +However, your animal companion **can only fight by your side every other battle**. + +### Calling your companion + You can choose whether or not +you want your animal companion to take part in a battle when +you roll initiative. +If you don’t include your companion in a battle and later +wish to do so, you can call your companion with a quick action. +At the start of your next turn, your companion either turns up +at your side, or runs in from some offstage angle if you have a +convincing story for why it wasn’t alongside you to begin with. + +Once you’ve called your animal +companion to fight alongside you in a battle, it’s not available for +the next battle after that. Unlike most all our other powers, this +limitation applies between full heal-ups, between adventures, +and even between gaining levels. Consequently, it’s entirely +possible that you may decide to have your animal companion +miss two battles in a row. + +### Death rules +If your animal companion +dies, it’s gone for that battle. You can summon another animal +companion to the next battle it’s eligible to fight in, or perhaps +explain how druidic magic returns your original companion to +life, but that new/returned companion will be one level lower +than normal (two levels lower than you, in other words) for that +battle. After that battle, your animal companion returns to its +normal level (generally one level below you). + +## Animal Companion Adept +If you invest two talents into Animal Companion, you get +a companion that fights at your side in every battle, and you also gain a number +of spells to help your animal companion fight better. + +_If you aren’t comfortable with your ranger +casting spells, go ahead and reinterpret the spells as the results +of training or inspiration rather than magic._ + +| Character Level | Daily Spells | Level the Spells are Cast At | +|------------------|--------------|-----------------------------| +| Level 1 Multiclass | 1 | 1st level | +| Level 1 | 1 | 1st level | +| Level 2 | 2 | 1st level | +| Level 3 | 2 | 3rd level | +| Level 4 | 2 | 3rd level | +| Level 5 | 3 | 5th level | +| Level 6 | 3 | 5th level | +| Level 7 | 3 | 7th level | +| Level 8 | 4 | 7th level | +| Level 9 | 4 | 9th level | +| Level 10 | 4 | 9th level | + +As usual, multiclass characters are one level behind on this table. + +## Multiple Companions +Druids and rangers don’t necessarily +have only one animal companion. They just have one companion +at a time. Druids who also have the Terrain Caster talent are more +likely to call on an animal companion that suits their current +adventuring conditions. Depending on your character’s story, +your animal companion may represent one faithful creature who +sticks with you or a succession of wild beasts + + + + +## Animal Harm + +Your animal companion can be healed like an ally. +If it gets healed without you being healed, it uses one of your recoveries. When you use a recovery while next to your animal companion (including being engaged with the same enemy), your animal companion is also healed using a free recovery. + +Instead of dying like a monster or NPC at 0 hp, your animal companion follows PC rules for falling unconscious at 0 hp and dying after four failed death saves or when its negative hit points equal half its normal hit points. +If your animal companion dies, you can summon another one. +If you're still on the same adventure, you can call a new animal companion the next day, but it will be one level lower than an animal companion would normally be. +At the start of a new adventure, or when you gain a level, bump the companion up to its proper level. + +## Stats & Levels + +Each animal companion has roughly the same base stats as listed below. + +Your animal companion is always one level lower than you. +As a 1st level ranger, you'll have a level 0 animal companion. +Once you gain a level, your animal companion rises to 1st level. + +On top of the base stats, each type of animal has a zoologically appropriate power or advantage. + +## Companion Species + +Each type of animal companion is a little different. + + + +## Level Progression + +Use the following stats as the baseline for your animal companion. Remember that your companion stays a level lower than you. +Generally your companion's Physical Defense should be higher than its Mental Defense, but you could flip that if you have a good explanation. + +| Level | Attack | Damage | AC | PD (or MD) | MD (or PD) | HP | +| ----- | ---------- | ------ | --- | ---------- | ---------- | --------- | +| 0 | +5 vs. AC | d8 | 16 | 14 | 10 | 20 (10) | +| 1 | +6 vs. AC | d10 | 17 | 15 | 11 | 27 (13) | +| 2 | +7 vs. AC | 2d6 | 18 | 16 | 12 | 36 (18) | +| 3 | +9 vs. AC | 3d6 | 19 | 17 | 13 | 45 (22) | +| 4 | +10 vs. AC | 4d6 | 21 | 19 | 15 | 54 (27) | +| 5 | +11 vs. AC | 5d6 | 22 | 20 | 16 | 72 (36) | +| 6 | +13 vs. AC | 6d6 | 23 | 21 | 17 | 90 (45) | +| 7 | +14 vs. AC | 7d6 | 25 | 23 | 19 | 108 (54) | +| 8 | +15 vs. AC | 8d6 | 26 | 24 | 20 | 144 (72) | +| 9 | +17 vs. AC | 9d6 | 27 | 25 | 21 | 180 (90) | +| 10 | +18 vs. AC | 10d6 | 28 | 26 | 22 | 216 (108) | + +## Feats + + + + +## Spells + + +## Spells + \ No newline at end of file diff --git a/contentlayer.config.js b/contentlayer.config.js index cd5cf3e..db33425 100644 --- a/contentlayer.config.js +++ b/contentlayer.config.js @@ -131,6 +131,8 @@ const RulesDocument = defineDocumentType(() => ({ fields: { title: { type: "string", required: true }, source: { type: "string", required: true }, + versions: { type: "list", of: ClassVersion, required:false }, + abilities: { type: "list", of: Ability, required: false }, }, computedFields: { slug: { From cc00ed6d484c8e99bbf45fd0511a36ae744959bd Mon Sep 17 00:00:00 2001 From: rsh Date: Fri, 1 Dec 2023 16:21:16 +0100 Subject: [PATCH 27/34] ranger 13TW spells & rule fixes --- content/1e/rules/animal-companion.mdx | 245 +++++++++++++++++++++++++- 1 file changed, 243 insertions(+), 2 deletions(-) diff --git a/content/1e/rules/animal-companion.mdx b/content/1e/rules/animal-companion.mdx index 151b873..69a3f0c 100644 --- a/content/1e/rules/animal-companion.mdx +++ b/content/1e/rules/animal-companion.mdx @@ -98,6 +98,224 @@ abilities: description: Increase your animal companion's damage die by one size (for example, from d6s to d8s, or d8s to d10s) - tier: epic description: Increase your animal companion's AC by +1. + - name: Pack Link + _type: Spell 1 + description: |- + Ranged spell; Daily; Quick action + + --- + + + **Target:** One nearby animal companion + + **Effect:** Until the end of the battle, when the target attacks an enemy + that is engaged with you, increase the target’s melee attack + damage dice for that attack by one size, up to a maximum of d12. + + 5th level spell: The target’s basic melee attacks now deal half + damage on a natural even miss. + + 7th level spell: The target’s basic melee attacks now deal half + damage on any miss. + + feats: [] + usage: per-day + - name: Vitality + _type: Spell 1 + description: |- + Ranged spell; Daily; Quick action + + --- + + + **Target:** One nearby animal companion + + **Effect:** The target heals using a free recovery. + + 3rd level spell: In addition, the target heals hit points equal to + your Wisdom modifier at the start of each of + its turns until the end of the battle or until it + drops to 0 hit points. + + 5th level spell: The healing the target gains at the start of its + turn is now double your Wisdom modifier. + + 7th level spell: The healing the target gains at the start of its + turn is now triple your Wisdom modifier. + + 9th level spell: The first time this battle that the target drops + to 0 hit points, you can roll a normal save. + If you succeed, the target heals using one of + your recoveries. + + feats: [] + usage: per-day + - name: Magic Fang + _type: Spell 3 + description: |- + Ranged spell; Daily; Quick action + + --- + + + **Target:** One nearby animal companion + + **Effect:** If the target already adds the escalation die to its attacks, it + gains a +2 attack bonus until the end of the battle. If not, it now + adds the escalation die to its attacks until the end of the battle. + + 5th level spell: The target’s crit range expands by 2. + + 9th level spell: The target’s crit range expands by a total of 4. + + feats: [] + usage: per-day + - name: Armor of Shell & Spirits + _type: Spell 5 + description: |- + Ranged spell; Daily; Quick action + + --- + + **Special**: You must spend a recovery to cast this spell. + + **Target:** One nearby animal companion + + **Effect:** Until the end of the battle, the target gains _resist damage + 12+_ against attacks that target AC. + + 7th level spell: Resistance now includes attacks that target PD. + + 9th level spell: Resistance increases to _resist damage 14+_. + feats: [] + usage: per-day + - name: Blood is Strong + _type: Spell 7 + description: |- + Ranged spell; Daily; Quick action + + --- + + **Target:** One nearby animal companion + + **Effect:** : Until the end of the battle, when the target hits with a melee + attack, you heal hit points equal to 1d10 + your Wisdom modifier. + + 9th level spell: You now heal hit points equal to 2d10 + double + your Wisdom modifier. + feats: [] + usage: per-day + - name: Spirit Guardian + _type: Spell 9 + description: |- + Ranged spell; Daily; Quick action + + --- + **Special Trigger**: You drop to 0 hp or below while your animal + companion is nearby and still above 0 hp. + **Effect:** Your spirit trades places with the spirit of your animal + companion. You now occupy the body of your animal + companion, using its current hit points, defenses, and attacks + (and the effects of any spells cast upon it earlier). + + You can’t cast spells or use your normal humanoid powers + and class features while in your companion’s body. You can + either keep fighting as your animal companion or you can roll + a normal save as a quick action once during each of your turns; + if you succeed, your body and your animal companion’s body + swap places while your spirits return to their proper bodies. + You keep the hit points of the animal companion before you + rolled the save, but can heal using a recovery when the swap is + complete, if you wish. Returning to your own partially-healed + body thanks to the successful save ends the spell’s effect. + + While your animal companion is in your body, it can roll + death saves and be healed. If it becomes conscious it can attack + using its basic melee attacks, but it doesn’t have access to any + of your spells or powers. Any failed death saves remain with + the spirit that failed them, not the body. + feats: [] + usage: per-day +# BEGIN DATP ABILITIES + - name: Borrow Senses + _type: Spell 1 + source: DATP + description: |- + Close-quarters spell; Daily + + --- + + + **Target:** One animal companion you touch + + **Effect:** Until the end of the scene, you can use the companion’s senses as if they were your own, as long as it stays within about a mile distance. You can still use your own senses while doing so. + + 7th level spell: You perceive the presence of the supernatural, such as lingering magic, invisible creatures or gateways to other planes. + feats: [] + usage: per-day + - name: Thicker Leather + _type: Spell 3 + source: DATP + description: |- + Close-quarters spell; Daily; Quick action + + --- + + + **Target:** One nearby animal companion + + **Effect:** Until the end of the battle, your animal companion gains a +2 bonus to AC. + + 5th level spell: It also gains the bonus to PD. + + 7th level spell: Convert critical hits against the target into normal hits. + feats: [] + usage: per-day + - name: Protective Pounce + _type: Spell 5 + source: DATP + description: |- + Ranged spell; Daily; Interrupt action + + --- + + + **Trigger:** An enemy targets you with a melee attack + + **Target:** One nearby animal companion + + **Effect:** Your companion pops free, engages the attacker and makes a melee attack against them. If the companion’s attack hits, your attacker has disadvantage on their attack roll. + feats: [] + usage: per-day + - name: Call Companion + _type: Spell 7 + source: DATP + description: |- + Close-quarters spell; Daily; Quick action + + --- + + + **Target:** Your current animal companion, regardless of where it is + + **Effect:** Your companion appears at your side. + feats: [] + usage: per-day + - name: Blink + _type: Spell 9 + source: DATP + description: |- + Ranged spell; Daily; Quick action + + --- + + + **Target:** A nearby animal companion + + **Effect:** Until the end of the battle, your animal companion can teleport to a nearby location once per round as a free action. If it teleports when it is attacked, it rolls a save. On a success, the attack has no effect. + feats: [] + usage: per-day +# END DATP ABILITIES --- The following rules apply to both the Ranger (_13th Age_) and the Druid (_13 True Ways_) with the corresponding talent. @@ -151,6 +369,19 @@ and even between gaining levels. Consequently, it’s entirely possible that you may decide to have your animal companion miss two battles in a row. +### Roleplaying the story +What is your animal companion doing +when it’s not fighting alongside you? That’s partly up to you. It +could be that your companion likes to roam, hunting on its own, +doing its own wild-nature thing until you need it. Or you could +handle the companion more like some wizard familiars or party +members who should be present but happen to have stepped out +of the room or missed a session—the animal companion could +be around, it’s just not playing a meaningful role in combat every +battle. Therefore if you wish, you can interact with your animal +companion in roleplaying terms whenever you like, even during +battles that it’s not technically fighting in. + ### Death rules If your animal companion dies, it’s gone for that battle. You can summon another animal @@ -250,8 +481,18 @@ Generally your companion's Physical Defense should be higher than its Mental Def -## Spells +## Animal Companion Spells + + + + + -## Spells +## Circle of the Fang / Animal Companion Spells + + + + + \ No newline at end of file From 8f7625eae62c0accaaf1738ec0095dce1bbf354f Mon Sep 17 00:00:00 2001 From: rsh Date: Fri, 1 Dec 2023 17:06:23 +0100 Subject: [PATCH 28/34] finish animal companion refactor, add DATP stuff --- content/1e/rules/animal-companion.mdx | 365 ++++++++++++++++++++++---- lib/books.ts | 17 +- 2 files changed, 335 insertions(+), 47 deletions(-) diff --git a/content/1e/rules/animal-companion.mdx b/content/1e/rules/animal-companion.mdx index 69a3f0c..df799d5 100644 --- a/content/1e/rules/animal-companion.mdx +++ b/content/1e/rules/animal-companion.mdx @@ -237,6 +237,269 @@ abilities: feats: [] usage: per-day # BEGIN DATP ABILITIES + - name: Animal Companion Feats (DATP) + source: DATP + description: + feats: + - tier: adventurer + description: | + If you have any of the Ranger talents in the following list, you share their benefits with your animal companion: (Core Book) Favored Enemy, First Strike, Lethal Hunter; (DATP) Camouflage, Survivor. + - tier: champion + description: Your daily animal companion spells are Recharge 18+ after battle. + - name: Animated Plant + _type: Animal Companion + source: DATP + description: |- + **Acts:** After druid / ranger + + **Advantage:** With a successful easy difficulty skill check (using your ability scores and backgrounds), your companion can disguise itself as a mundane plant. It is also _vulnerable to fire_. + feats: + - tier: adventurer + description: ' On a natural even hit with a melee attack, your companion gives + enemies disadvantage on checks to disengage from it until the end of your next + turn.' + - name: Faerie Spirit + _type: Animal Companion + source: DATP + description: |- + **Acts:** Before druid / ranger + + **Advantage:** Once per battle, your companion can teleport to a nearby location it can see as a move action. + feats: [] + - name: Giant Toad + _type: Animal Companion + source: DATP + description: |- + **Acts:** After druid / ranger + + **Advantage:** Your companion can use its tongue to make melee attacks against nearby enemies it is not engaged with. The attack deals normal damage, and on a natural even hit, the target is forced to pop free and engage the toad. + feats: [] + - name: Hellcat (also Hellhound) + _type: Animal Companion + source: DATP + description: |- + **Acts:** Before druid / ranger + + **Advantage:** On a natural attack roll of 18+, your companion does 1d6 per level extra fire damage to the target. + feats: [] + - name: Shadow Beast + _type: Animal Companion + source: DATP + description: |- + **Acts:** Before druid / ranger + + **Advantage:** The companion gains _resist negative energy_ 12+, and a +2 bonus to skill checks to hide in dimly lit areas. + feats: [] + - name: Shocker Lizard + _type: Animal Companion + source: DATP + description: |- + **Acts:** Before druid / ranger + + **Advantage:** The first time your companion hits an enemy in a battle, it deals 1d10 extra lightning damage (2d10 at 5th level; 4d10 at 8th). + feats: [] + - name: Skeletal Animal + _type: Animal Companion + source: DATP + description: |- + **Acts:** After druid / ranger + + **Advantage:** Your companion gains _resist weapons_ 12+, but it is also _vulnerable to holy damage_. + feats: + - tier: champion + description: ' Increase the resistance to 16+.' + - name: Small Rock Elemental + _type: Animal Companion + source: DATP + description: |- + **Acts:** After druid / ranger + + **Advantage:** Reduce all damage your animal companion takes by half your level (round up). + feats: + - tier: adventurer + description: ' Increase the damage reduction to equal to your level.' + - name: Unicorn + _type: Animal Companion + source: DATP + description: |- + **Acts:** After druid / ranger + + **Advantage:** Once per battle, the unicorn can let an adjacent ally use a recovery to heal as a quick action. + - name: Animal Friends + _type: Talent + source: DATP + description: |- + _You have a strong connection to all of nature’s creatures, and feel more comfortable around them than the so-called civilized races. The beasts of the surrounding lands flock towards you. Birds, rodents, butterflies, cats and even wild boars provide you with ample company._ + + If you are a ranger, you gain the druid’s Nature Talking class feature. If you are a druid, reduce the difficulty of skill checks to talk to animals from hard to normal (DC 15 at adventurer tier). + + You gain 3 points towards a background that represents small creatures coming to your aid. They can help you find food, lead the way to a location they know, warn you of impending danger, or even perform small tricks. They can even distract your enemies with the Tiny Claws power below. + feats: + - tier: adventurer + description: ' You can reroll a natural even failure on a skill check related + to animals once. This includes Mounted Combat checks (see 13th Age Monthly, + Mounted Combat).' + - name: Tiny Claws + _type: Bonus Power + source: DATP + description: |- + Close-quarters power; Once per battle; Quick action + + --- + + + **Target:** One nearby enemy + + **Attack:** Wisdom + level vs. PD + + **Natural even hit:** The target is hampered until the end of your next turn. + + **Natural odd hit:** The target is dazed until the end of your next turn. + + **Miss:** — + feats: + - tier: champion + description: ' Deal 1d4 times your level damage on a hit.' + usage: per-battle + - name: Awakened Companion + _type: Talent + source: DATP + description: |- + _Your companion has been granted intelligence by druidic magic._ + + Your companion can speak, and it has the mind of a humanoid child. This makes your companion much smarter at mundane tasks and combat tactics. It also gains a +2 bonus to MD. + feats: + - tier: adventurer + description: ' Your companion gains a fighter maneuver of its level (minimum 1).' + - tier: champion + description: ' Whenever you are the target of a spell or effect, and your companion + is nearby, you can choose to extend the effect to your companion for free. (Note + that companions already have the ability to heal for free when you use a recovery + while they are adjacent. You can use either that ability or this feat, but not + both for the same healing spell.)' + - tier: epic + description: ' Both you and your companion have a +1 bonus to saves, including + death saves, while the other is nearby.' + - name: Defensive Instinct + _type: Talent + source: DATP + description: |- + _The sharpened senses of your companion let it dodge out of harm’s way._ + + Your companion gains a +1 bonus to AC and PD. + feats: + - tier: adventurer + description: ' Once per battle, when your companion takes damage, it can halve + that damage as a free action.' + - tier: champion + description: ' When you are next to your companion, you gain a +1 bonus to AC + and PD.' + - tier: epic + description: ' Once per battle, your companion can make a melee attack as an interrupt + action against an enemy it is engaged with that makes an attack against you + or an ally.' + - name: Dire Animal Companion + _type: Talent + source: DATP + description: |- + _The beasts you call as your companions are larger and more savage than the usual animals of its type._ + + Whenever you call a new companion, roll 1d6 on the dire animal table (_Core Book_ p. 206). Your companion gains that feature. + + Your companion’s size increases to large, and you can ride it. + feats: + - tier: adventurer + description: ' Your companions hit points increase as if it was one level higher. + (For each increase beyond level 10, add 50 hp.)' + - tier: champion + description: ' After rolling the random feature, gain a second one of your choice.' + - name: Draconic Companion + _type: Talent + source: DATP + description: | + _Some adventurous young dragons join a party in the search for riches to start off their hoard._ + + Your companion is a small dragon, or a beast with draconic blood. It is smarter than the average companion and can speak, but that also makes it more independent. In addition, if you are an initiate, choose one ability from the list below. As an adept or master, choose two.  + + - It can fly and hover (without this, it can only make short hops and glide). + - It gains a breath weapon spell from the sorcerer list as a bonus power, at two levels below its level (minimum 1). It uses its standard attack bonus to attack with the spell. If you choose this twice, gain the spell at the companion’s level. + - It gains _resist element _12+ (choose acid, cold, fire, lightning, poison or thunder). If you choose this ability twice, increase the bonus to 15+. If you choose it three times, increase it to 18+. + - Roll 1d8 to give the companion a random dragon ability. See the table on Core Book p. 217. If you choose this twice, roll 1d8 twice and gain both abilities OR roll 1d12 instead. + - It can use up to three magic items and activate their powers, which don’t count against your level limit. + feats: + - tier: adventurer + description: ' Gain an additional ability.' + - tier: champion + description: ' Gain an additional ability.' + - tier: epic + description: ' Gain an additional ability.' + - name: Ferocity + _type: Talent + source: DATP + description: |- + _Sharper teeth equal harder bite._ + + Increase your animal companion‘s damage die by one size (d6s to d8s, d8s to d10s). + feats: + - tier: adventurer + description: ' If both you and the companion are engaged with an enemy, it is + vulnerable to your companion’s attacks.' + - tier: champion + description: ' Your companion has a +1 bonus to attack against staggered enemies.' + - name: Spirit Companion + _type: Talent + source: DATP + description: | + _Your animal companion is not a living animal, it only exists in the spirit realm._ + + As a spirit creature, your companion deals either negative energy or holy damage. You can call it to manifest at your side as a quick action (if it is available this battle). In addition, it gains a number of abilities from the list below, depending on your level of mastery in the circle. Choose one as an initiate, two as an adept and three as a master. + + - It gains _resist physical damage_ 12+ and Spirit Ward as a bonus spell. + - The first time in a battle when your companion is reduced below 0 hp by an attack, it can make a hard save (16+) to negate the damage of that attack. + - It can fly and hover. + - If your animal companion is killed in battle, roll a d12 at the start of each turn. If the result is equal to the escalation die or lower, your companion rejoins the battle at half his or her total hit points. + - It gains Creepy Howl as a bonus spell. + feats: + - tier: adventurer + description: ' Gain an additional ability.' + - tier: champion + description: ' Gain an additional ability.' + - tier: epic + description: ' Gain an additional ability.' + - name: Spirit Ward + _type: Bonus Power + source: DATP + description: |- + Close-quarters spell; Daily; Quick action + + --- + + + **Special:** The escalation die must be 2+ to cast this spell. + + **Effect:** Until the end of the battle, you have _resist physical damage_ 12+, like your companion. + feats: [] + usage: per-day + - name: Creepy Howl + _type: Bonus Power + source: DATP + description: |- + Close-quarters spell; Daily; Quick action + + --- + + + **Special:** The escalation die must be 2+ to cast this spell. + + **Target:** All nearby enemies with fewer current hp than your companion’s maximum hp + + **Attack:** Wisdom + Level vs. the highest MD among the targets + + **Hit:** All targets are affected by fear (-4 to attacks and can’t benefit from the escalation die; save ends). + + **Miss:** — + feats: [] + usage: per-day - name: Borrow Senses _type: Spell 1 source: DATP @@ -327,10 +590,19 @@ _The Core Book version of this talent takes two talent slots.
If you want t ## Overview You have a devoted animal companion who fights alongside you like a member of your adventuring party. +### Stats & Levels + +Each animal companion has roughly the same base stats, as listed in the level progression table below. On top of the base stats, each type of animal has a zoologically appropriate power or advantage. + +Your animal companion is always one level lower than you. +As a 1st level ranger, you'll have a level 0 animal companion. +Once you gain a level, your animal companion rises to 1st level. + + ### Recoveries - -Add two recoveries to your total recoveries as an adept, or only one recovery as an initiate. You can use a recovery on yourself or your animal companion. + +Add two recoveries to your total recoveries, or only one recovery if you are an initiate. You can use a recovery on yourself or your animal companion. Add two recoveries to your total recoveries. You can use a recovery on yourself or your animal companion. @@ -344,12 +616,42 @@ Your animal companion moves gets a move action and a standard action, but not a If you have powers that care about the 'first time you attack an enemy,' an attack by your animal companion counts as your attack. - +## Level Progression + +Use the following stats as the baseline for your animal companion. Remember that your companion stays a level lower than you. +Generally your companion's Physical Defense should be higher than its Mental Defense, but you could flip that if you have a good explanation. + +| Level | Attack | Damage | AC | PD (or MD) | MD (or PD) | HP | +| ----- | ---------- | ------ | --- | ---------- | ---------- | --------- | +| 0 | +5 vs. AC | d8 | 16 | 14 | 10 | 20 (10) | +| 1 | +6 vs. AC | d10 | 17 | 15 | 11 | 27 (13) | +| 2 | +7 vs. AC | 2d6 | 18 | 16 | 12 | 36 (18) | +| 3 | +9 vs. AC | 3d6 | 19 | 17 | 13 | 45 (22) | +| 4 | +10 vs. AC | 4d6 | 21 | 19 | 15 | 54 (27) | +| 5 | +11 vs. AC | 5d6 | 22 | 20 | 16 | 72 (36) | +| 6 | +13 vs. AC | 6d6 | 23 | 21 | 17 | 90 (45) | +| 7 | +14 vs. AC | 7d6 | 25 | 23 | 19 | 108 (54) | +| 8 | +15 vs. AC | 8d6 | 26 | 24 | 20 | 144 (72) | +| 9 | +17 vs. AC | 9d6 | 27 | 25 | 21 | 180 (90) | +| 10 | +18 vs. AC | 10d6 | 28 | 26 | 22 | 216 (108) | + + + +## Initiate, Adept and Master + +In _Dark Alleys & Twisted Paths_, druids and rangers +share the Circle of the Fang as a talent group. +By picking one, two or three talents from that group, you become +an Initiate, Adept and Master respectively. + +_The Druid's spell progression does not apply to this circle!_ + + + + ## Animal Companion Initiate If you invest a single talent into Animal Companion, you have an -animal companion as detailed below. - -However, your animal companion **can only fight by your side every other battle**. +animal companion that **can only fight by your side every other battle**. ### Calling your companion You can choose whether or not @@ -394,7 +696,7 @@ normal level (generally one level below you). ## Animal Companion Adept If you invest two talents into Animal Companion, you get -a companion that fights at your side in every battle, and you also gain a number +a companion that **fights at your side in every battle**, and you also gain a number of spells to help your animal companion fight better. _If you aren’t comfortable with your ranger @@ -416,6 +718,15 @@ of training or inspiration rather than magic._ | Level 10 | 4 | 9th level | As usual, multiclass characters are one level behind on this table. + +## Animal Companion Master +If you invest three talents into Animal Companion, you gain all the adept's benefits, and your companion is now the same level +as your character level. + +## Animal Companion Talents + + + ## Multiple Companions Druids and rangers don’t necessarily @@ -428,7 +739,6 @@ sticks with you or a succession of wild beasts - ## Animal Harm Your animal companion can be healed like an ally. @@ -439,15 +749,6 @@ If your animal companion dies, you can summon another one. If you're still on the same adventure, you can call a new animal companion the next day, but it will be one level lower than an animal companion would normally be. At the start of a new adventure, or when you gain a level, bump the companion up to its proper level. -## Stats & Levels - -Each animal companion has roughly the same base stats as listed below. - -Your animal companion is always one level lower than you. -As a 1st level ranger, you'll have a level 0 animal companion. -Once you gain a level, your animal companion rises to 1st level. - -On top of the base stats, each type of animal has a zoologically appropriate power or advantage. ## Companion Species @@ -457,42 +758,16 @@ Each type of animal companion is a little different. abilities={props.getAbilitiesByType("Animal Companion")} /> -## Level Progression - -Use the following stats as the baseline for your animal companion. Remember that your companion stays a level lower than you. -Generally your companion's Physical Defense should be higher than its Mental Defense, but you could flip that if you have a good explanation. - -| Level | Attack | Damage | AC | PD (or MD) | MD (or PD) | HP | -| ----- | ---------- | ------ | --- | ---------- | ---------- | --------- | -| 0 | +5 vs. AC | d8 | 16 | 14 | 10 | 20 (10) | -| 1 | +6 vs. AC | d10 | 17 | 15 | 11 | 27 (13) | -| 2 | +7 vs. AC | 2d6 | 18 | 16 | 12 | 36 (18) | -| 3 | +9 vs. AC | 3d6 | 19 | 17 | 13 | 45 (22) | -| 4 | +10 vs. AC | 4d6 | 21 | 19 | 15 | 54 (27) | -| 5 | +11 vs. AC | 5d6 | 22 | 20 | 16 | 72 (36) | -| 6 | +13 vs. AC | 6d6 | 23 | 21 | 17 | 90 (45) | -| 7 | +14 vs. AC | 7d6 | 25 | 23 | 19 | 108 (54) | -| 8 | +15 vs. AC | 8d6 | 26 | 24 | 20 | 144 (72) | -| 9 | +17 vs. AC | 9d6 | 27 | 25 | 21 | 180 (90) | -| 10 | +18 vs. AC | 10d6 | 28 | 26 | 22 | 216 (108) | - ## Feats + - + ## Animal Companion Spells - - -## Circle of the Fang / Animal Companion Spells - - - - - \ No newline at end of file diff --git a/lib/books.ts b/lib/books.ts index 5d19bc7..84ddf20 100644 --- a/lib/books.ts +++ b/lib/books.ts @@ -74,8 +74,21 @@ export const isVVEnabled = (state:BookState, type:string, vv:string, doc?:string { doc = state.currentDocument; } - const elem = state.selectedDocumentVVs.find((elem) => elem[0]==doc && elem[1]==type && elem[2]==vv) - if(elem) return true; + if(vv.includes("|")) + { + const alternatives = vv.split("|") + const elem = state.selectedDocumentVVs.find( + (elem) => elem[0]==doc && elem[1]==type && alternatives.indexOf(elem[2]) >= 0 + ) + if(elem) return true; + } + else + { + const elem = state.selectedDocumentVVs.find( + (elem) => elem[0]==doc && elem[1]==type && elem[2]==vv + ) + if(elem) return true; + } return false; } export const getVV = (state:BookState, type:string, doc?:string) => { From 821956fc48b412cb99a36966e0c64e23d531b611 Mon Sep 17 00:00:00 2001 From: rsh Date: Fri, 1 Dec 2023 17:15:10 +0100 Subject: [PATCH 29/34] add extra general feats --- components/compendium-ability.tsx | 2 +- content/1e/rules/character-creation.mdx | 307 ++++++++++++++++++++++++ 2 files changed, 308 insertions(+), 1 deletion(-) diff --git a/components/compendium-ability.tsx b/components/compendium-ability.tsx index f06bb6f..9b2a482 100644 --- a/components/compendium-ability.tsx +++ b/components/compendium-ability.tsx @@ -28,7 +28,7 @@ export default function AbilityList({ (ability.replaced_by && isSourceEnabled(bookstore,ability.replaced_by)) }; - // so far this is the only sourcebook that uses spell schools/bloodlines + // so far this is the only sourcebook that uses spell schools const displaySchools = isSourceEnabled(bookstore,"DATP"); return ( diff --git a/content/1e/rules/character-creation.mdx b/content/1e/rules/character-creation.mdx index b370728..0210cde 100644 --- a/content/1e/rules/character-creation.mdx +++ b/content/1e/rules/character-creation.mdx @@ -1,6 +1,312 @@ --- title: Character Creation source: 13th Age, p.29 +abilities: + - name: Ambush Leader + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' When you succeed on a skill check to avoid getting noticed, your + allies gain a +3 bonus to the same skill check this scene.' + - name: Athletic + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' When you make a skill check based on Strength, Dexterity, or Constitution, + you can reroll a natural 2 on the d20 roll and take the second result instead.' + - name: Bribery + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' Everybody has a price, and you know it intuitively. Before making + a skill check to influence an NPC, you can check with the GM what sum of money, + item, service or favor that NPC would take to be more favorable. If you can + offer it, reduce the difficulty of the check by one step (-5).' + - name: Charge + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' Once per battle, you can move to engage a nearby enemy as part + of a melee attack. When you do, enemies other than the target of your attack + have advantage on attack rolls against you until the start of your next turn.' + - tier: champion + description: ' You gain a +1 bonus to attack against the target of your charge.' + - tier: epic + description: ' When you charge, you cannot be intercepted.' + - name: Cling to Life + _type: General Feat + source: DATP + description: '' + feats: + - tier: champion + description: ' When you roll a death save, on an 11 to 15, you remain unconscious, + but the save does not count as a failed death save. Only a 10 or less brings + you closer to dying.' + - name: Full Defense + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' As a standard action, you can grant yourself a +4 bonus to all + defenses until the end of your next turn.' + - name: Diligent + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' When you make a skill check based on Intelligence, Wisdom, or Charisma, + you can reroll a natural 2 on the d20 roll and take the second result instead.' + - name: Expertise + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' When you beat a skill check by 5 points or more, you get a result + as if you had beaten a skill check that is a difficulty step harder. The GM + should allow you to narrate that additional effect accordingly.' + - name: Exploration Leader + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' When you succeed on a skill check to overcome a physical obstacle, + like climbing a wall, jumping across a chasm, or swimming across a river, your + allies gain a +3 bonus to their checks to overcome the same obstacle this scene.' + - name: Favored by the Icons + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' Once per session, reroll an icon relationship die.' + - tier: champion + description: ' When you roll your icon relationships at the start or end of a + session, and you don’t get a 5 or 6 from your rolls, gain a 5 with a random + icon.' + - name: Favorite Spell + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' Choose one of your spells that is not an at-will spell. You can + use multiple spell slots on it, instead of only one.' + - name: Font of Magic + _type: General Feat + source: DATP + description: '' + feats: + - tier: champion + description: ' You gain a +1 bonus to recharge rolls for recharge after battle + spells.' + - name: Font of Power + _type: General Feat + source: DATP + description: '' + feats: + - tier: champion + description: ' You gain a +1 bonus to recharge rolls for recharge after battle + powers.' + - name: Heirloom + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' You are the rightful owner of a magic item that has been passed + down in your family (your religion, your martial tradition) from generation + to generation. Choose an adventurer-level true magic item from any chakra (with + the GM’s approval). It does not count against your limit of magic items for + quirk effects. At 5th level, upgrade the item to champion tier, and at 8th level, + to epic tier.' + - name: Icon Lore + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' When you make a skill check related to an icon, for example regarding + its history, followers, or organization, gain a +1 bonus for each icon relationship + point with it.' + - name: Improved Resistance + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' Choose one of your resistances (if any), and increase it by 2, + up to a maximum of 18+.' + - name: Improved Two-Weapon Fighting + _type: General Feat + source: DATP + description: '' + feats: + - tier: epic + description: ' When wielding two weapons, you can reroll your attack on a natural + 3.' + - name: Improvised Weapon Proficiency + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' No matter what situation you’re in, you can pretty much always + grab something to fight with. Tell the GM about an item nearby that makes sense + for the location you are in. It is there. The GM decides the appropriate weapon + category. For example, a barstool would be a two-handed simple weapon (d6), + a hot fire poker a one-handed martial weapon (d8), and so on. You fight with + the item as if it was a proper weapon of that type, using the attack penalty + (if any) as per your class.' + - name: Minor Magic + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' Learn one cantrip from the wizard list (Core Book p. 147) per point + of Intelligence, Wisdom, or Charisma modifier (whichever is highest). You can + cast one cantrip per battle, or once every 5 minutes.' + - name: Monster Lore + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' Once per battle, you can ask the GM one question about a creature’s + mechanics that they will answer truthfully, such as “Is its PD or MD higher?”, + “Does it have resistances or vulnerabilities?”, or “What type of element are + its attacks?” The GM can provide a rough description instead of specific numbers.' + - name: Negotiation Leader + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' When you succeed on a skill check to interact with an NPC, your + allies gain a +3 bonus to skill checks regarding that NPC this scene.' + - name: Nimble Feet + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' You gain a +1 bonus to disengage checks.' + - tier: champion + description: ' If you roll a natural 20 on a disengage check, you can move to + a far away location as part of that action.' + - name: Paragon of Your People + _type: General Feat + source: DATP + description: '' + feats: + - tier: epic + description: ' You can use your racial power twice per battle (if it can normally + be used once per battle).' + - name: Perceptive + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' You have advantage on skill checks to notice something with any + of your senses.' + - name: Poker Face + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' When you roll a natural even failure on a skill check to bluff, + lie, deceive, or bend the truth, you can reroll the check once.' + - name: Raw Muscle + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' You have advantage on skill checks that require raw muscle strength, + such as bending metal bars or lifting heavy gates.' + - name: Shield Proficiency + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' You don’t take the attack penalty from your class when wielding + a shield.' + - name: Spell Focus + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' Choose one of your spells that is not an at-will spell. Gain a + +1 bonus to attack rolls with it.' + - name: Thrill of the Kill + _type: General Feat + source: DATP + description: 'Requires: Icon relationship with the Lich King' + feats: + - tier: adventurer + description: ' When you kill a non-mook enemy, you gain temporary hit points equal + to the enemy’s level.' + - name: Unusual Implement + _type: General Feat + source: DATP + description: 'Required: Spellcaster' + feats: + - tier: adventurer + description: ' Choose a magic item chakra that your class normally can’t use as + an implement. For example, if your bard casts their spells through dancing, + you might pick boots. You can use that type of item as a spellcasting implement, + i.e. you gain a +1 bonus to attack and damage with your spells per tier. You + can still only get that bonus from one implement at a time.' + - name: Unusual Training + _type: General Feat + source: DATP + description: 'Requires: A class feature or talent that gives you access to spells + or powers of a class other than your own' + feats: + - tier: adventurer + description: ' Replace all mentions of the secondary class with another class. + For example, swap a sorcerer’s Access to Wizardry from wizard to necromancer.' + - name: Weapon Focus + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' Choose one weapon category, such as one-handed light melee weapons, + that you can use without attack penalty. You deal extra damage with this type + of weapon equal to half your level, rounded up.' + - name: Well-Traveled + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' You have advantage on skill checks regarding the lore, culture, + and traditions of any region or culture.' + - name: Zombie Slayer + _type: General Feat + source: DATP + description: '' + feats: + - tier: adventurer + description: ' You have a +2 bonus to your critical threat range against zombies, + and +1 against other undead.' --- These rules are for the character you create, your PC (playable character). @@ -417,6 +723,7 @@ others also have champion- and epic-tier versions that can be added later in you }, ]} /> + [race]: /compendium/races [classes]: /compendium/classes/ From c29c2894d48affb3db7e7f09233ff466e5562cb2 Mon Sep 17 00:00:00 2001 From: rsh Date: Fri, 1 Dec 2023 17:25:43 +0100 Subject: [PATCH 30/34] add summoning feats --- content/1e/rules/summoning-rules.mdx | 30 ++++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) diff --git a/content/1e/rules/summoning-rules.mdx b/content/1e/rules/summoning-rules.mdx index 807a0f0..70a75c1 100644 --- a/content/1e/rules/summoning-rules.mdx +++ b/content/1e/rules/summoning-rules.mdx @@ -1,6 +1,31 @@ --- title: Summoning Rules source: 13 True Ways, p.11 +abilities: + - name: Summoning Feats + description: | + The feats below do not need to be taken in order. + _type: General Feat + source: DATP + feats: + - tier: adventurer + description: | + Your summoned creatures can arrive anywhere you can see nearby, instead of needing to appear beside you. + - tier: adventurer + description: | + When you summon a non-mook creature, it gains bonus hit points equal to 1d10 plus your highest ability modifier (5th level: 2d10 + 2x mod; 8th level: 3d10 + 3x mod). + - tier: adventurer + description: | + When a creature you summoned is granted the ability to heal using a recovery, it can use one of your recoveries and your recovery roll. + - tier: champion + description: | + You can cast your summoning spells as a 2d4-minute ritual outside of battle. This summons the creature until your next full heal-up (unless it is brought down to zero hit points). + - tier: champion + description: | + After you summon a creature, the first enemy attack against it has disadvantage. + - tier: epic + description: | + Once per day when you heal using a recovery, a creature you summoned can heal the same amount, ignoring the usual restrictions on limited healing for summoned creatures. --- ## Standard action spells @@ -113,3 +138,8 @@ _Druid, Necromancer:_ You can dismiss your summoned creature using a quick actio _Demonologist:_ Dismissing a demon during combat isn’t that simple: after dismissing the demon, roll a control save as if the demon had dropped to 0 hit points. If the demon goes out of control, use its current hit points or the amount it would have if it dropped to 0 and then went out of control, whichever is higher. Out of combat, you concentrate fully and dismiss your summoned demon without rolling a control save. + + +## General Feats + + \ No newline at end of file From 223f9256365d214fa987caede3bb1c3cf6a15a76 Mon Sep 17 00:00:00 2001 From: rsh Date: Fri, 1 Dec 2023 17:38:03 +0100 Subject: [PATCH 31/34] fixes to version selector & ranger editing --- components/compendium-header.tsx | 7 ++++++- content/1e/classes/ranger.mdx | 20 ++++++++------------ 2 files changed, 14 insertions(+), 13 deletions(-) diff --git a/components/compendium-header.tsx b/components/compendium-header.tsx index 7dd97b0..8122f1b 100644 --- a/components/compendium-header.tsx +++ b/components/compendium-header.tsx @@ -31,6 +31,11 @@ export default function VaultHeader({ } return currentVersion; }; + const hasMultipleOptions = () => { + const options = versions.filter( (version) => + !version.source || isSourceEnabled(bookStore,version.source)) + return options.length > 1; + } bookStore.setCurrentDocument(primaryLabel); return (
@@ -44,7 +49,7 @@ export default function VaultHeader({ {versions && ( bookStore.setDocumentVV(primaryLabel,"version",value)}>
- {versions && versions.map((version) => { + {hasMultipleOptions() && versions.map((version) => { if(version.source && !isSourceEnabled(bookStore, version.source)) { return null; diff --git a/content/1e/classes/ranger.mdx b/content/1e/classes/ranger.mdx index 5d94006..427a827 100644 --- a/content/1e/classes/ranger.mdx +++ b/content/1e/classes/ranger.mdx @@ -60,7 +60,7 @@ abilities: description: |- **Special:** Unlike most class talents, this talent takes up two ranger class talent slots. - You have a normal-sized animal companion that fights alongside you in battle. See Animal Companion Rules. + You have a normal-sized animal companion that fights alongside you in battle. See Animal Companion rules. If you would rather have a smaller beast as a pet, see the Ranger’s Pet talent. - name: Animal Companion @@ -70,13 +70,10 @@ abilities: description: |- **This talent is reworked in _13 True Ways_ and shared with the Druid.** - You have a normal-sized animal companion that fights alongside you in battle. See Animal Companion Rules. - If you would rather have a smaller beast as a pet, see the Ranger’s Pet talent. + You have a normal-sized animal companion that fights alongside you in battle. + If you would rather have a smaller beast as a pet, see the Ranger’s Pet talent. - As a ranger, you may take one, two or three ranks in this talent. - With two or three ranks, you also gain daily spells that help your companion. - If you aren’t comfortable with your ranger casting spells, - go ahead and reinterpret the spells as the results of training or inspiration rather than magic. + As a ranger, you may take one or two ranks in this talent. See Animal Companion rules for details. - name: Archery _type: Talent usage: per-battle @@ -265,12 +262,9 @@ abilities: You have a normal-sized animal companion that fights alongside you in battle. If you would rather have a smaller beast as a pet, see the Ranger’s Pet talent. - As a ranger, you may take one, two or three talents in this group, - gaining daily spells that help your companion. - If you aren’t comfortable with your ranger casting spells, - go ahead and reinterpret the spells as the results of training or inspiration rather than magic. + As a ranger, you may take one, two or three talents in this group. - See [Animal Companion Rules] for the available talents, spells and companion species. + See Animal Companion rules for the available talents, spells and companion species. - name: Arcane Archer @@ -1155,7 +1149,9 @@ Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are l ## Class Talents + ### Adventurer Talents + From cdcf3ce3b4cb59001f355183032f1950ecb65388 Mon Sep 17 00:00:00 2001 From: rsh Date: Fri, 1 Dec 2023 17:58:32 +0100 Subject: [PATCH 32/34] display source in ability block (PoC) --- components/ability-item.tsx | 6 ++++++ components/compendium-ability.tsx | 2 +- content/1e/classes/cleric.mdx | 3 ++- 3 files changed, 9 insertions(+), 2 deletions(-) diff --git a/components/ability-item.tsx b/components/ability-item.tsx index b537cbd..a9276f9 100644 --- a/components/ability-item.tsx +++ b/components/ability-item.tsx @@ -31,6 +31,7 @@ export default function AbilityItem({ description, feats, usage, + source }: AbilityItemP): JSX.Element { const headerBgMap: Record, string> = { "at-will": @@ -59,6 +60,11 @@ export default function AbilityItem({ >
))} diff --git a/content/1e/classes/cleric.mdx b/content/1e/classes/cleric.mdx index 06cf775..69e92e9 100644 --- a/content/1e/classes/cleric.mdx +++ b/content/1e/classes/cleric.mdx @@ -4443,7 +4443,8 @@ abilities: Close-quarters spell; Recharge 16+ after the scene; Free action - ___ **Trigger:** A nearby ally makes a skill check. + ___ + **Trigger:** A nearby ally makes a skill check. **Effect:** Grant the ally a 1d8 bonus to the check. If the skill check is related to one of your domains, increase the bonus to 2d8. From da4575c7b92509e60f4adc81bea3127cebfb89fc Mon Sep 17 00:00:00 2001 From: rsh Date: Mon, 4 Dec 2023 17:05:29 +0100 Subject: [PATCH 33/34] very hacky localstorage solution, WIP better one --- lib/books.ts | 19 ++++++++++++++----- 1 file changed, 14 insertions(+), 5 deletions(-) diff --git a/lib/books.ts b/lib/books.ts index 84ddf20..2b790d7 100644 --- a/lib/books.ts +++ b/lib/books.ts @@ -22,10 +22,20 @@ export const useBookStore = create( ["DPAS","Dark Pacts & Ancient Secrets",true], ]; - // TODO: read flags from local storage, overriding defaults on known books + const localBooks = typeof localStorage !== 'undefined' ? JSON.parse(localStorage.getItem("books")) : null; + + const joinedBooks = localBooks ? + initialBooks.map( (book) => + [ book[0], book[1], + localBooks.find((elem) => elem[0]==book[0]) ?.at(2) ?? book[2]] + ) : initialBooks; + + // TODO: setting this properly, lol + setTimeout( () => (set(state => { state.enabledBooks = joinedBooks })), 1000 ) + // TODO: switch to object literal? maybe if (typeof localStorage !== "undefined") { - localStorage.setItem("books", JSON.stringify(initialBooks)); + localStorage.setItem("books", JSON.stringify(joinedBooks)); } return { @@ -33,7 +43,7 @@ export const useBookStore = create( toggleEnabledBook: (indexToChange: number) => { set((state) => { state.enabledBooks[indexToChange][2] = !state.enabledBooks[indexToChange][2]; - localStorage.setItem("books", JSON.stringify(state.enabledBooks)); + localStorage?.setItem("books", JSON.stringify(state.enabledBooks)); }) }, selectedDocumentVVs: [], @@ -58,7 +68,7 @@ export const useBookStore = create( }, currentDocument: null, setCurrentDocument: (docName) => set((state) => {state.currentDocument = docName;}), - // TODO: update localstorage + // TODO: update localstorage with VVs }; }) ); @@ -96,7 +106,6 @@ export const getVV = (state:BookState, type:string, doc?:string) => { { doc = state.currentDocument; } - console.log(state.selectedDocumentVVs) const elem = state.selectedDocumentVVs.find((elem) => elem[0]==doc && elem[1]==type); return elem ? elem[2] : null; } \ No newline at end of file From 67cc81588cc07d69a5bd3450fdf6256f4a3a2683 Mon Sep 17 00:00:00 2001 From: rsh Date: Mon, 4 Dec 2023 17:51:31 +0100 Subject: [PATCH 34/34] misc visual fixes --- components/ability-item.tsx | 4 ++-- components/book-selector.tsx | 4 ++-- components/compendium-header.tsx | 9 ++++++--- components/mega-nav.tsx | 4 +--- 4 files changed, 11 insertions(+), 10 deletions(-) diff --git a/components/ability-item.tsx b/components/ability-item.tsx index a9276f9..008a208 100644 --- a/components/ability-item.tsx +++ b/components/ability-item.tsx @@ -44,11 +44,11 @@ export default function AbilityItem({ recharge: "from-sky-600 to-sky-800 dark:from-sky-700 dark:to-sky-900", }; + const isSubItem = type && (type.startsWith("Domain Spell") || type.startsWith("Death Knight Rune") || type.startsWith("Bonus Power") || type.startsWith("Arcane Shot")) return (
diff --git a/components/book-selector.tsx b/components/book-selector.tsx index be4f9b8..f19d41e 100644 --- a/components/book-selector.tsx +++ b/components/book-selector.tsx @@ -13,7 +13,7 @@ export function BookSelector() { }); return ( - +

Additional content

{enabledBooks.map( (book, index) => ( -
+
toggleEnabledBook(index) } diff --git a/components/compendium-header.tsx b/components/compendium-header.tsx index 8122f1b..f5ee0d5 100644 --- a/components/compendium-header.tsx +++ b/components/compendium-header.tsx @@ -47,15 +47,18 @@ export default function VaultHeader({

{versions && ( - bookStore.setDocumentVV(primaryLabel,"version",value)}> -
+ bookStore.setDocumentVV(primaryLabel,"version",value)} + as="div" className="max-w-[80%]" + > +
{hasMultipleOptions() && versions.map((version) => { if(version.source && !isSourceEnabled(bookStore, version.source)) { return null; } return ( - + {({active, checked}) => (
-
+
-
-