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All Content - Orcbrew 8

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0% found this document useful (0 votes)
686 views593 pages

All Content - Orcbrew 8

Uploaded by

Mestre Conceicao
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

{"Corpus Malicious" {:[Link].

e5/backgrounds {:cultist {:traits [{:name


"Community’s Favor", :description "You may have members of the cult who are
secretly placed among the many ranks of society. Taking care of your community
through these members as a means of survival and privilege has always been taught
to you.\nAccording to the identity of a fellow cult member in your community, you
can ask them for a favor to gain one of the following benefits:\nJailor. You and
maybe your friends can be freed from prison without a trial.\nMerchant. You can
permanently have a large discount in a store.\nNoble. You and your friends can be
invited to an event reserved for nobility that you would normally not be allowed to
attend.\nDetective. Traces of the deeds you committed can be removed,
investigations about you may be dropped as long as the detective lives.\nMystic.
You can access or obtain a spell, magic item, or a rare spell component.\
nLibrarian. You can gain access to forbidden tomes and books.\nThe benefits granted
by this feature are not limited to the ones mentioned above. You can work with your
GM to determine other benefits appropriate to other positions within the community.
You can also ask for several of these benefits if there are many members of your
cult in town that are spread into different positions in society. Still, you should
ask for favors sparingly as your cult can decide that you are a liability if you
abuse the help you get from your community."}], :option-pack "Corpus
Malicious", :name "Cultist", :help "Willingly, or through the manipulation or
coercion of someone else, you became a cultist. You are a member of an organization
that is secret or open in its deeds. You and your brethren believe in a common
cause, such as spreading the influence of your deity. Because you are a member of a
dark cult rather than a group of common clergies, either your deity is evil and you
live in a generally neutral-aligned or good-aligned civilization, or you have a
good-aligned or neutral-aligned deity who is not accepted among society.\nIn any
case, you and other members of your cult maintain methods wrapped in secrecy and
intrigue. You may know all the members, become aware of each other’s identity
through unique signs and symbols, or you may be in a particular cell of the cult
where the members do not know one another; only those they serve.", :profs {:skill
{:arcana true, :insight true, :performance true, :religion true}}, :treasure {:gp
15}, :equipment {:book 1, :incense 1, :vestements 1, :emblem 1, :clothes-common 1},
:key :cultist}}}, "Xanathar's Guide to Everything" {:[Link].e5/subclasses
{:war-magic {:class :wizard, :traits [{:name "Arcane Deflection", :level
2, :description "At 2nd level, you have learned to weave your magic to fortify
yourself against harm. When you are hit by an attack or you fail a saving throw,
you can use your reaction to gain a +2 bonus to your AC against that attack or a +4
bonus to that saving throw.\n\nWhen you use this feature, you can't cast spells
other than cantrips until the end of your next turn"} {:level 2, :name "Tactical
Wit", :description "Starting at 2nd level, your keen ability to assess tactical
situations allows you to act quickly in battle. You can give yourself a bonus to
your initiative rolls equal to your Intelligence modifier."} {:level 6, :name
"Power Surge", :description "Starting at 6th level, you can store magical energy
within yourself to later empower your damaging spells. In its stored form, this
energy is called a power surge.\nYou can store a maximum number of power surges
equal to your Intelligence modifier (minimum of one). Whenever you finish a long
rest, your number of power surges resets to one. Whenever you successfully end a
spell with dispel magic or counterspell, you gain one power surge, as you steal
magic from the spell you foiled. If you end a short rest with no power surges, you
gain one power surge.\n\nOnce per turn when you deal damage to a creature or object
with a wizard spell, you can spend one power surge to deal extra force damage to
that target. The extra damage equals half your wizard level."} {:level 10, :name
"Durable Magic", :description "Beginning at 10th level, the magic you channel helps
ward off harm. While you maintain concentration on a spell, you have a +2 bonus to
AC and all saving throws."} {:level 14, :name "Deflecting Shroud", :description "At
14th level, your Arcane Deflection becomes infused with deadly magic. When you use
your Arcane Deflection feature, you can cause magical energy to arc from you. Up to
three creatures of your choice that you can see within 60 feet of you each take
force damage equal to half your wizard level."}], :level-modifiers [], :option-pack
"Xanathar's Guide to Everything", :name "War Magic", :key :war-magic}, :way-of-the-
drunken-master {:class :monk, :traits [{:description "When you choose this
tradition at 3rd level, you gain proficiency in the Performance skill if you don't
already have it. Your martial arts technique mixes combat training with the
precision of a dancer and the antics of a jester. You also gain proficiency with
brewer's supplies if you don't already have it. ", :level 3, :name "Bonus
Proficiencies "} {:name "Drunken Technique ", :level 3, :description "At 3rd level,
you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever
you use Flurry of Blows, you gain the benefit of the Disengage action, and your
walking speed increases by 10 feet until the end of the current turn. "} {:name
"Tipsy Sway", :level 6, :description "Starting at 6th level, you can move in
sudden, swaying ways. You gain the following benefits. \n\nLeap to Your Feet: When
you're prone, you can stand up by spending 5 feet of movement, rather than half
your speed.\n\nRedirect Attack: When a creature misses you with a melee attack
roll, you can spend 1 ki point as a reaction to cause that attack to hit one
creature of your choice, other than the attacker, that you can see within 5 feet of
you. "} {:level 11, :name "Drunkard's Luck", :description "Starting at 11th level,
you always seem to get a lucky bounce at the right moment. When you make an ability
check, an attack roll, or a saving throw and have disadvantage on the roll, you can
spend 2 ki points to cancel the disadvantage for that roll."} {:level 17, :name
"Intoxicated Frenzy", :description "At 17th level, you gain the ability to make an
overwhelming number of attacks against a group of enemies. When you use your Flurry
of Blows, you can make up to three additional attacks with it (up to a total of
five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a
different creature this turn."}], :level-modifiers [{:type :skill-
prof, :value :performance, :level 3} {:type :tool-prof, :value :brewers-
supplies, :level 3}], :option-pack "Xanathar's Guide to Everything", :name "Way of
the Drunken Master", :key :way-of-the-drunken-master}, :path-of-the-storm-herald
{:class :barbarian, :traits [{:name "Storm Aura", :level 3, :description "Starting
at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends
10 feet from you in every direction, but not through total cover.\nYour aura has an
effect that activates when you enter your rage, and you can activate the effect
again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your
aura's effect depends on that chosen environment, as detailed below. You can change
your environment choice whenever you gain a level in this class.\nIf Your aura's
effects require a saving throw, the DC equals 8 + your proficiency bonus + your
Constitution modifier.\n\nDesert: When this effect is activated, all other
creatures in your aura take 2 fire damage each. The damage increases when you reach
certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at
15th level, and 6 at 20th level.\n\nSea: When this effect is activated, you can
choose one other creature you can see in your aura. The target must make a
Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or
half as much damage on a successful one. The damage increases when you reach
certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level,
and 4d6 at 20th level.\n\nTundra: When this effect is activated, each creature of
your choice in your aura gains 2 temporary hit points, as icy spirits inure it to
suffering. The temporary hit points increase when you reach certain levels in this
class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at
20th level."} {:level 6, :name "Storm Soul", :description "At 6th level, the storm
grants you benefits even when your aura isn't active. The benefits are based on the
environment you chose for your Storm Aura.\n\nDesert. You gain resistance to fire
damage, and you don't suffer the effects of extreme heat, as described in the
Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object
that isn't being worn or carried by anyone else and set it on fire.\n\nSea: You
gain resistance to lightning damage, and you can breathe underwater. You also gain
a swimming speed of 30 feet.\n\nTundra. You gain resistance to cold damage, and you
don't suffer the effects of extreme cold, as described in the Dungeon Master's
Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it
into ice, which melts after 1 minute. This action fails if a creature is in the
cube."} {:level 10, :name "Shielding Storm", :description "At 10th level, you learn
to use your mastery of the storm to protect others. Each creature of your choice
has the damage resistance you gained from the Storm Soul feature while the creature
is in your Storm Aura."} {:level 14, :name "Raging Storm", :description "At 14th
level, the power of the storm you channel grows mightier,
lashing out at your foes. The effect is based on the environment you chose for
your Storm Aura.\n\nDesert: Immediately after a creature in your aura hits you with
an attack, you can use your reaction to force that creature to make a Dexterity
saving throw. On a failed save, the creature takes fire damage equal to half your
barbarian level.\n\nSea: When you hit a creature in your aura with an attack, you
can use your reaction to force that creature to make a Strength saving throw. On a
failed save, the creature is knocked prone, as if struck by a wave.\n\nTundra:
Whenever the effect of your Storm Aura is activated, you can choose one creature
you can see in the aura. That creature must succeed on a Strength saving throw, or
its speed is reduced to 0 until the start of your next turn, as magical frost
covers it."}], :level-modifiers [], :option-pack "Xanathar's Guide to
Everything", :name "Path of the Storm Herald", :key :path-of-the-storm-
herald}, :the-hexblade {:class :warlock, :traits [{:name "Hexblade's
Curse", :description "Starting at 1st level, you gain the ability to place a
baleful curse on someone. As a bonus action, choose one creature you can see within
30 feet of you. The target is cursed for 1 minute. The curse ends early if the
target dies, you die, or you are incapacitated. Until the curse ends, you gain the
following benefits:\n\n- You gain a bonus to damage rolls against the cursed
target. The bonus equals your proficiency bonus.\n- Any attack roll you make
against the cursed target is a critical hit on a roll of 19 or 20 on the d20.\n- If
the cursed target dies, you regain hit points equal to your warlock level + your
Charisma modifier (minimum of 1 hit point).\n\nYou can't use this feature again
until you finish a short or long rest."} {:name "Hex Warrior", :description "At 1st
level, you acquire the training necessary to effectively arm yourself for battle.
You gain proficiency with medium armor, shields, and martial weapons.\n\nThe
influence of your patron also allows you to mystically channel your will through a
particular weapon. Whenever you finish a long rest, you can touch one weapon that
you are proficient with and that lacks the two-handed property. When you attack
with that weapon, you can use your Charisma modifier, instead of Strength or
Dexterity, for the attack and damage rolls.\n\nThis benefit lasts until you finish
a long rest. If you later gain the Pact of the Blade feature, this benefit extends
to every pact weapon you conjure with that feature, no matter the weapon's type."}
{:name "Accursed Specter", :level 6, :description "Starting at 6th level, you can
curse the soul of a person you slay, temporarily binding it to your service. When
you slay a humanoid, you can cause its spirit to rise from its corpse as a specter,
the statistics for which are in the Monster Manual. When the specter appears, it
gains temporary hit points equal to half your warlock level. Roll initiative for
the specter, which has its own turns. It obeys your verbal commands, and it gains a
special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).\
n\nThe specter remains in your service until the end of your next long rest, at
which point it vanishes to the afterlife.\n\nOnce you bind a specter with this
feature, you can't use the feature again until you finish a long rest."} {:name
"Armor of Hexes", :level 10, :description "At 10th level, your hex grows more
powerful. If the target cursed by your Hexblade's Curse hits you with an attack
roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead
misses you, regardless of its roll."} {:level 14, :name "Master of
Hexes", :description "Starting at 14th level, you can spread your Hexblade's Curse
from a slain creature to another creature. When the creature cursed by your
Hexblade's Curse dies, you can apply the curse to a different creature you can see
within 30 feet of you, provided you aren't incapacitated. When you apply the curse
in this way, you don't regain hit points from the death of the previously cursed
creature."}], :level-modifiers [{:type :weapon-prof, :value :martial}
{:type :armor-prof, :value :shields} {:type :armor-prof, :value :medium}], :option-
pack "Xanathar's Guide to Everything", :name "The Hexblade", :warlock-spells {1
{0 :shield, 1 :wrathful-smite}, 2 {0 :blur, 1 :branding-smite}, 3 {0 :blink,
1 :elemental-weapon}, 4 {0 :phantasmal-killer, 1 :staggering-smite}, 5
{0 :banishing-smite, 1 :cone-of-cold}}, :key :the-hexblade}, :law
{:class :sorcerer-divine-soul-, :traits [], :level-modifiers [{:type :spell, :value
{:ability :[Link]/cha, :level 1, :key :bless}}], :option-pack
"Xanathar's Guide to Everything", :name "Law", :key :law}, :gloom-stalker
{:class :ranger, :traits [{:name "Dread Ambusher", :level 3, :description "At 3rd
level, you master the art of the ambush. You can give yourself a bonus to your
initiative rolls equal to your Wisdom modifier.\n\nAt the start of your first turn
of each combat, your walking speed increases by 10 feet, which lasts until the end
of that turn. If you take the Attack action on that turn, you can make one
additional weapon attack as part of that action. If that attack hits, the target
takes an extra 1d8 damage of the weapon's damage type."} {:name "Umbral Sight
", :description "At 3rd level, you gain darkvision out to a range of 60 feet. If
you already have darkvision from your race, its range increases by 30 feet.\n\nYou
are also adept at evading creatures that rely on darkvision. While in darkness, you
are invisible to any creature that relies on darkvision to see you in that
darkness.", :level 3} {:level 7, :name "Iron Mind", :description "By 7th level, you
have honed your ability to resist the mind-altering powers of your prey. You gain
proficiency in Wisdom saving throws. If you already have this proficiency, you
instead gain proficiency in Intelligence or Charisma saving throws (your choice)."}
{:name "Stalker's Flurry", :description "At 11th level, you learn to attack with
such unexpected speed that you can turn a miss into another strike. Once on each of
your turns when you miss with a weapon attack, you can make another weapon attack
as part of the same action.", :level 11} {:name "Shadowy Dodge", :description
"Starting at 15th level, you can dodge in unforeseen ways, with wisps of
supernatural shadow around you. Whenever a creature makes an attack roll against
you and doesn't have advantage on the roll, you can use your reaction to impose
disadvantage on it. You must use this feature before you know the outcome of the
attack roll.", :level 15}], :level-modifiers [{:type :spell, :level 3, :value {:key
:disguise-self, :level 1, :ability :wis}} {:type :spell, :level 5, :value {:level
2, :ability :wis, :key :rope-trick}} {:type :spell, :level 9, :value {:level
3, :ability :wis, :key :fear}} {:type :spell, :level 13, :value {:level 4, :ability
:wis, :key :greater-invisibility}} {:type :spell, :level 17, :value {:level
5, :ability :wis, :key :seeming}}], :option-pack "Xanathar's Guide to
Everything", :name "Gloom Stalker", :key :gloom-stalker}, :horizon-walker
{:class :ranger, :traits [{:name "Detect Portal", :level 3, :description "At 3rd
level, you gain the ability to magically sense the presence of a planar portal. As
an action, you detect the distance and direction to the closest planar portal
within 1 mile of you.\n\nOnce you use this feature, you can't use it again until
you finish a short or long rest.\n\nSee the “Planar Travel” section in chapter 2 of
the Dungeon Master's Guide for examples of planar portals."} {:name "Planar
Warrior", :description "At 3rd level, you learn to draw on the energy of the
multiverse to augment your attacks.\n\nAs a bonus action, choose one creature you
can see within 30 feet of you. The next time you hit that creature on this turn
with a weapon attack, all damage dealt by the attack becomes force damage, and the
creature takes an extra 1d8 force damage from the attack. When you reach 11th level
in this class, the extra damage increases to 2d8.", :level 3} {:name "Ethereal
Step", :description "At 7th level, you learn to step through the Ethereal Plane. As
a bonus action, you can cast the etherealness spell with this feature, without
expending a spell slot, but the spell ends at the end of the current turn.\n\nOnce
you use this feature, you can't use it again until you finish a short or long
rest.", :level 7} {:name "Distant Strike", :level 11, :description "At 11th level,
you gain the ability to pass between the planes in the blink of an eye. When you
take the Attack action, you can teleport up to 10 feet before each attack to an
unoccupied space you can see.\n\nIf you attack at least two different creatures
with the action, you can make one additional attack with it against a third
creature."} {:name "Spectral Defense", :level 15, :description "At 15th level, your
ability to move between planes enables you to slip through the planar boundaries to
lessen the harm done to you during battle. When you take damage from an attack, you
can use your reaction to give yourself resistance to all of that attack's damage on
this turn."}], :level-modifiers [{:type :spell, :level 3, :value {:level
1, :key :protection-from-evil-and-good, :ability :wis}} {:type :spell, :level
5, :value {:key :misty-step, :level 2, :ability :wis}} {:type :spell, :level
9, :value {:level 3, :ability :wis, :key :haste}} {:type :spell, :level 13, :value
{:level 4, :ability :wis, :key :banishment}} {:type :spell, :level 17, :value
{:level 5, :ability :wis, :key :teleportation-circle}}], :option-pack "Xanathar's
Guide to Everything", :name "Horizon Walker", :key :horizon-walker}, :storm-sorcery
{:class :sorcerer, :traits [{:name "Wind Speaker", :description "The arcane magic
you command is infused with elemental air. You can speak, read,
and write Primordial. Knowing this language allows you to understand and be
understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran."}
{:name "Tempestuous Magic", :description "Starting at 1st level, you can use a
bonus action on your turn to cause whirling gusts of elemental air to briefly
surround you, immediately before or after you cast a spell of 1st level or higher.
Doing so allows you to fly up to 10 feet without provoking opportunity attacks."}
{:level 6, :name "Heart of the Storm", :description "At 6th level, you gain
resistance to lightning and thunder damage. In addition, whenever you start casting
a spell of 1st level or higher that deals lightning or thunder damage, stormy magic
erupts from you. This eruption causes creatures of your choice that you can see
within 10 feet of you to take lightning or thunder damage (choose each time this
ability activates) equal to half your sorcerer level."} {:level 6, :name "Storm
Guide", :description "At 6th level, you gain the ability to subtly control the
weather around you.\n\nIf it is raining, you can use an action to cause the rain to
stop falling in a 20-foot-radius sphere centered on you. You can end this effect as
a bonus action.\n\nIf it is windy, you can use a bonus action each round to choose
the direction that the wind blows in a 100-foot-radius sphere centered on you. The
wind blows in that direction until the end of your next turn. This feature doesn't
alter the speed of the wind."} {:level 14, :name "Storm's Fury", :description
"Starting at 14th level, when you are hit by a melee attack, you can use your
reaction to deal lightning damage to the attacker. The damage equals your sorcerer
level. The attacker must also make a Strength saving throw against your sorcerer
spell save DC. On a failed save, the attacker is pushed in a straight line up to 20
feet away from you."} {:level 18, :name "Wind Soul", :description "At 18th level,
you gain immunity to lightning and thunder damage.\n\nYou also gain a magical
flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet
for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your
Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for
1 hour. Once you reduce your flying speed in this way, you can't do so again until
you finish a short or long rest."}], :level-modifiers [{:type :damage-
resistance, :level 6, :value :thunder} {:type :damage-resistance, :level
6, :value :lightning} {:type :damage-immunity, :level 18, :value :thunder}
{:type :damage-immunity, :level 18, :value :lightning} {:type :flying-speed, :level
18, :value 60}], :option-pack "Xanathar's Guide to Everything", :name "Storm
Sorcery", :key :storm-sorcery}, :circle-of-the-shepherd {:class :druid, :traits
[{:name "Speech of the Woods", :level 2, :description "At 2nd level, you gain the
ability to converse with beasts and many fey.\n\nYou learn to speak, read, and
write Sylvan. In addition, beasts can understand your speech, and you gain the
ability to decipher their noises and motions. Most beasts lack the intelligence to
convey or understand sophisticated concepts, but a friendly beast could relay what
it has seen or heard in the recent past. This ability doesn't grant you friendship
with beasts, though you can combine this ability with gifts to curry favor with
them as you would with any non-player character. "} {:name "Spirit Totem", :level
2, :description "Starting at 2nd level, you can call forth nature spirits to
influence the world around you. As a bonus action, you can magically summon an
incorporeal spirit to a point you can see within 60 feet of you. The spirit creates
an aura in a 30-foot radius around that point. It counts as neither a creature nor
an object, though it has the spectral appearance of the creature it represents.\n\
nAs a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you're incapacitated. Once you use this
feature, you can't use it again until you finish a short or long rest. The effect
of the spirit's aura depends on the type of spirit you summon from the options
below.\n\nBear Spirit: The bear spirit grants you and your allies its might and
endurance. Each creature of your choice in the aura when the spirit appears gains
temporary hit points equal to 5 + your druid level. In addition, you and your
allies gain advantage on Strength checks and Strength saving throws while in the
aura.\n\nHawk Spirit: The hawk spirit is a consummate hunter, aiding you and your
allies with its keen sight. When a creature makes an attack roll against a target
in the spirit's aura, you can use your reaction to grant advantage to that attack
roll. In addition, you and your allies have advantage on Wisdom (Perception) checks
while in the aura.\n\nUnicorn Spirit: The unicorn spirit lends its protection to
those nearby. You and your allies gain advantage on all ability checks made to
detect creatures in the spirit's aura. In addition, if you cast a spell using a
spell slot that restores hit points to any creature inside or outside the aura,
each creature of your choice in the aura also regains hit points equal to your
druid level."} {:name "Mighty Summoner", :level 6, :description "Starting at 6th
level, beasts and fey that you conjure are more resilient than normal. Any beast or
fey summoned or created by a spell that you cast gains the following benefits: \n\
n- The creature appears with more hit points than normal: 2 extra hit points per
Hit Die it has.\n- The damage from its natural weapons is considered magical for
the purpose of overcoming immunity and resistance to non-magical attacks and
damage."} {:name "Guardian Spirit", :level 10, :description "Beginning at 10th
level, your Spirit Totem safeguards the beasts and fey that you call forth with
your magic. When a beast or fey that you summoned or created with a spell ends its
turn in your Spirit Totem aura, that creature regains a number of hit points equal
to half your druid level."} {:name "Faithful Summons ", :level 14, :description
"Starting at 14th level, the nature spirits you commune with protect you when you
are the most defenseless. If you are reduced to 0 hit points or are incapacitated
against your will, you can immediately gain the benefits of conjure animals as if
it were cast using a 9th-level spell slot. It summons four beasts of your choice
that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of
you. If they receive no commands from you, they protect you from harm and attack
your foes. The spell lasts for 1 hour, requiring no concentration, or until you
dismiss it (no action required).\n\nOnce you use this feature, you can't use it
again until you finish a long rest."}], :level-modifiers [], :option-pack
"Xanathar's Guide to Everything", :name "Circle of the Shepherd", :key :circle-of-
the-shepherd}, :inquisitive {:class :rogue, :traits [{:name "Ear for
Deceit", :level 3, :description "When you choose this archetype at 3rd level, you
develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check
to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as
an 8."} {:name " Eye for Detail", :level 3, :description "Starting at 3rd level,
you can use a bonus action to make a Wisdom (Perception) check to spot a hidden
creature or object or to make an Intelligence (Investigation) check to uncover or
decipher clues. "} {:level 3, :name "Insightful Fighting", :description "At 3rd
level, you gain the ability to decipher an opponent's tactics and develop a counter
to them. As a bonus action, you can make a Wisdom (Insight) check against a
creature you can see that isn't incapacitated, contested by the target's Charisma
(Deception) check. If you succeed, you can use your Sneak Attack against that
target even if you don't have advantage on the attack roll, but not if you have
disadvantage on it.\nThis benefit lasts for 1 minute or until you successfully use
this feature against a different target. "} {:name "Steady Eye", :level
9, :description "Starting at 9th level, you have advantage on any Wisdom
(Perception) or Intelligence (Investigation) check if you move no more than half
your speed on the same turn."} {:level 13, :name "Unerring Eye", :description
"Beginning at 13th level, your senses are almost impossible to foil. As an action,
you sense the presence of illusions, shapechangers not in their original form, and
other magic designed to deceive the senses within 30 feet of you, provided you
aren't blinded or deafened. You sense that an effect is attempting to trick you,
but you gain no insight into what is hidden or into its true nature.\nYou can use
this feature a number of times equal to your Wisdom modifier (minimum of once), and
you regain all expended uses of it when you finish a long rest."} {:name "Eye for
Weakness", :level 17, :description "At 17th level, you learn to exploit a
creature's weaknesses by carefully studying its tactics and movement. While your
Insightful Fighting feature applies to a creature, your Sneak Attack damage against
that creature increases by 3d6. "}], :level-modifiers [], :option-pack "Xanathar's
Guide to Everything", :name "Inquisitive", :key :inquisitive}, :circle-of-dreams
{:class :druid, :traits [{:level 2, :name "Balm of the Summer Court", :description
"At 2nd level, you become imbued with the blessings of the Summer Court. You are a
font of energy that offers respite from injuries. You have a pool of fey energy
represented by a number of d6s equal to your druid level.\n\nAs a bonus action, you
can choose one creature you can see within 120 feet of you and spend a number of
those dice equal to half your druid level or less. Roll the spent dice and add them
together. The target regains a number of hit points equal to
the total. The target also gains 1 temporary hit point per die spent.\nYou regain
all expended dice when you finish a long rest."} {:name "Hearth of Moonlight and
Shadow", :level 6, :description "At 6th level, home can be wherever you are. During
a short or long rest, you can invoke the shadowy power of the Gloaming Court to
help guard your respite. At the start of the rest, you touch a point in space, and
an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total
cover blocks the sphere.\n\nWhile within the sphere, you and your allies gain a +5
bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from
open flames in the sphere (a campfire, torches, or the like) isn't visible outside
it.\n\nThe sphere vanishes at the end of the rest or when you leave the sphere."}
{:name "Hidden Paths", :level 10, :description "Starting at 10th level, you can use
the hidden, magical pathways that some fey use to traverse space in the blink of an
eye. As a bonus action on your turn, you can teleport up to 60 feet to an
unoccupied space you can see. Alternatively, you can use your action to teleport
one willing creature you touch up to 30 feet to an unoccupied space you can see.\n\
nYou can use this feature a number of times equal to your Wisdom modifier (minimum
of once), and you regain all expended uses of it when you finish a long rest."}
{:level 14, :name "Walker in Dreams", :description "At 14th level, the magic of the
Feywild grants you the ability to travel mentally or physically through
dreamlands.\n\nWhen you finish a short rest, you can cast one of the following
spells, without expending a spell slot or requiring material components: dream
(with you as the messenger), scrying, or teleportation circle.\n\nThis use of
teleportation circle is special. Rather than opening a portal to a permanent
teleportation circle, it opens a portal to the last location where you finished a
long rest on your current plane of existence. If you haven't taken a long rest on
your current plane, the spell fails but isn't wasted.\n\nOnce you use this feature,
you can't use it again until you finish a long rest."}], :level-modifiers
[], :option-pack "Xanathar's Guide to Everything", :name "Circle of
Dreams", :key :circle-of-dreams}, :path-of-the-ancestral-guardian
{:class :barbarian, :traits [{:name "Ancestral Protectors", :level 3, :description
"Starting when you choose this path at 3rd level, spectral warriors appear when you
enter your rage. While you're raging, the first creature you hit with an attack on
your turn becomes the target of the warriors, which hinder its attacks. Until the
start of your next turn, that target has disadvantage on any attack roll that isn't
against you, and when the target hits a creature other than you with an attack,
that creature has resistance to the damage dealt by the attack. The effect on the
target ends early if your rage ends."} {:level 6, :name "Spirit
Shield", :description "Beginning at 6th level, the guardian spirits that aid you
can provide supernatural protection to those you defend. If you are raging and
another creature you can see within 30 feet of you takes damage, you can use your
reaction to reduce that damage by 2d6.\nWhen you reach certain levels in this class
you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level."}
{:level 10, :name "Consult the Spirits", :description "At 10th level, you gain the
ability to consult with your ancestral spirits. When you do so, you cast the augury
or clairvoyance spell, without using a spell slot or material components. Rather
than creating a spherical sensor, this use of clairvoyance invisibly summons one of
your ancestral spirits to the chosen location. Wisdom is your spellcasting ability
for these spells.\nAfter you cast either spell in this way, you can't use this
feature again until you finish a short or long rest."} {:level 14, :name "Vengeful
Ancestors", :description "At 14th level, your ancestral spirits grow powerful
enough to retaliate. When you use your Spirit Shield to reduce the damage of an
attack, the attacker takes an amount of force damage equal to the damage that your
Spirit Shield prevents."}], :level-modifiers [{:type :spell, :level 10, :value
{:level 2, :key :augury, :ability :wis}} {:type :spell, :level 10, :value {:level
3, :key :clairvoyance, :ability :wis}}], :name "Path of the Ancestral
Guardian", :option-pack "Xanathar's Guide to Everything", :key :path-of-the-
ancestral-guardian}, :college-of-swords {:class :bard, :traits [{:name "Bonus
Proficiencies", :level 3, :description "When you join the College of Swords at 3rd
level, you gain proficiency with medium armor and the scimitar.\nIf you're
proficient with a simple or martial melee weapon, you can use it as a spellcasting
focus for your bard spells."} {:level 3, :name "Fighting Style", :description "At
3rd level, you adopt a style of fighting as your specialty. Choose one of the
following options. You can't take a Fighting Style option more than once, even if
something in the game lets you choose again.\n\nDueling: When you are wielding a
melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls
with that weapon.\n\nTwo-Weapon Fighting: When you engage in two-weapon fighting,
you can add your ability modifier to the damage of the second attack."} {:level
3, :name "Blade Flourish", :description "At 3rd level, you learn to perform
impressive displays of martial prowess and speed.\nWhenever you take the Attack
action on your turn, your walking speed increases by 10 feet until the end of the
turn, and if a weapon attack that you make as part of this action hits a creature,
you can use one of the following Blade Flourish options of your choice. You can use
only one Blade Flourish option per turn.\n\nDefensive Flourish: You can expend one
use of your Bardic Inspiration to cause the weapon to deal extra damage to the
target you hit. The damage equals the number you roll on the Bardic Inspiration
die. You also add the number rolled to your AC until the start of your next turn.\
n\nSlashing Flourish: You can expend one use of your Bardic Inspiration to cause
the weapon to deal extra damage to the target you hit and to any other creature of
your choice that you can see within 5 feet of you. The damage equals the number you
roll on the Bardic Inspiration die.\n\nMobile Flourish. You can expend one use of
your Bardic Inspiration to cause the weapon to deal extra damage to the target you
hit. The damage equals the number you roll on the Bardic Inspiration die. You can
also push the target up to 5 feet away from you, plus a number of feet equal to the
number you roll on that die. You can then immediately use your reaction to move up
to your walking speed to an unoccupied space within 5 feet of the target. "}
{:level 6, :name "Extra Attack", :description "Starting at 6th level, you can
attack twice, instead of once, whenever you take the Attack action on your turn."}
{:level 14, :name "Master's Flourish", :description "Starting at 14th level,
whenever you use a Blade Flourish option, you can roll a d6 and use it instead of
expending a Bardic Inspiration die."}], :level-modifiers [{:type :weapon-
prof, :level 3, :value :scimitar} {:type :armor-prof, :level
3, :value :medium}], :option-pack "Xanathar's Guide to Everything", :name "College
of Swords", :key :college-of-swords, :level-selections [{:type :college-of-swords-
fighting-style, :num 1, :level 3}]}, :neutral {:class :sorcerer-divine-
soul-, :traits [], :level-modifiers [{:type :spell, :value
{:ability :[Link]/cha, :level 1, :key :protection-from-evil-and-
good}}], :option-pack "Xanathar's Guide to Everything", :name
"Neutral", :key :neutral}, :oath-of-conquest {:class :paladin, :traits
[{:description "You can use your Channel Divinity to exude a terrifying presence.
As an action, you force each creature of your choice that you can see within 30
feet of you to make a Wisdom saving throw. On a failed save, a creature becomes
frightened of you for 1 minute. The frightened creature can repeat this saving
throw at the end of each of its turns, ending the effect on itself on a
success.", :level 3, :name "Conquering Presence"} {:name "Guided Strike", :level 3,
:description "You can use your Channel Divinity to strike with supernatural
accuracy. When you make an attack roll, you can use your Channel Divinity to gain a
+10 bonus to the roll. You make this choice after you see the roll, but before the
DM says whether the attack hits or misses."} {:name "Aura of
Conquest", :description "Starting at 7th level, you constantly emanate a menacing
aura while you're not incapacitated. The aura extends 10 feet from you in every
direction, but not through total cover.\n\nIf a creature is frightened of you, its
speed is reduced to 0 while in the aura, and that creature takes psychic damage
equal to half your paladin level if it starts its turn there.\n\nAt 18th level, the
range of this aura increases to 30 feet.", :level 7} {:name "Scornful
Rebuke", :level 15, :description "Starting at 15th level, those who dare to strike
you are psychically punished for their audacity. Whenever a creature hits you with
an attack, that creature takes psychic damage equal to your Charisma modifier
(minimum of 1) if you're not incapacitated."} {:level 20, :name "Invincible
Conqueror", :description "At 20th level, you gain the ability to harness
extraordinary martial prowess. As an action, you can magically become an avatar of
conquest, gaining the following benefits for 1 minute:\n\n- You have resistance to
all damage.\n- When you take the Attack action on your turn, you can make one
additional attack as part of that action.\n- Your melee weapon attacks score a
critical hit on a roll of 19 or 20 on the d20.\n\nOnce you use this feature, you
can't use it again until you finish
a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide to
Everything", :name "Oath of Conquest", :key :oath-of-conquest, :paladin-spells {1
{0 :armor-of-agathys, 1 :command}, 2 {0 :hold-person, 1 :spiritual-weapon}, 3
{0 :bestow-curse, 1 :fear}, 4 {0 :dominate-beast, 1 :stoneskin}, 5 {0 :cloudkill, 1
:dominate-person}}}, :monster-slayer {:class :ranger, :traits [{:level 3, :name "
Hunter's Sense", :description "At 3rd level, you gain the ability to peer at a
creature and magically discern how best to hurt it. As an action, choose one
creature you can see within 60 feet of you. You immediately learn whether the
creature has any damage immunities, resistances, or vulnerabilities and what they
are. If the creature is hidden from divination magic, you sense that it has no
damage immunities, resistances, or vulnerabilities.\n\nYou can use this feature a
number of times equal to your Wisdom modifier (minimum of once). You regain all
expended uses of it when you finish a long rest."} {:level 3, :name "Slayer's
Prey", :description "Starting at 3rd level, you can focus your ire on one foe,
increasing the harm you inflict on it. As a bonus action, you designate one
creature you can see within 60 feet of you as the target of this feature. The first
time each turn that you hit that target with a weapon attack, it takes an extra 1d6
damage from the weapon.\n\nThis benefit lasts until you finish a short or long
rest. It ends early if you designate a different creature."} {:level 7, :name
"Supernatural Defense", :description "At 7th level, you gain extra resilience
against your prey's assaults on your mind and body. Whenever the target of your
Slayer's Prey forces you to make a saving throw and whenever you make an ability
check to escape that target's grapple, add 1d6 to your roll."} {:level 11, :name
"Magic-User's Nemesis", :description "At 11th level, you gain the ability to thwart
someone else's magic. When you see a creature casting a spell or teleporting within
60 feet of you, you can use your reaction to try to magically foil it. The creature
must succeed on a Wisdom saving throw against your spell save DC, or its spell or
teleport fails and is wasted.\nOnce you use this feature, you can't use it again
until you finish a short or long rest."} {:level 15, :name "Slayer's
Counter", :description "At 15th level, you gain the ability to counterattack when
your prey tries to sabotage you. If the target of your Slayer's Prey forces you to
make a saving throw, you can use your reaction to make one weapon attack against
the quarry. You make this attack immediately before making the saving throw. If
your attack hits, your save automatically succeeds, in addition to the attack's
normal effects."}], :level-modifiers [{:type :spell, :level 3, :value {:level
1, :ability :wis, :key :protection-from-evil-and-good}} {:type :spell, :level
5, :value {:level 2, :ability :wis, :key :zone-of-truth}} {:type :spell, :level
9, :value {:level 3, :ability :wis, :key :magic-circle}} {:type :spell, :level
13, :value {:level 4, :ability :wis, :key :banishment}} {:type :spell, :level
17, :value {:level 5, :ability :wis, :key :hold-monster}}], :option-pack
"Xanathar's Guide to Everything", :name "Monster Slayer", :key :monster-
slayer}, :way-of-the-sun-soul {:class :monk, :traits [{:name "Radiant Sun
Bolt", :level 3, :description "Starting when you choose this tradition at 3rd
level, you can hurl searing bolts of magical radiance. You gain a ranged spell
attack you can use with the Attack action. The attack has a range of 30 feet. You
are proficient with it, and you add your Dexterity modifier to its attack and
damage rolls. It deals a amount of radiant damage equal to your Martial Arts die,
as shown on the Monk table.\nWhen you use the attack action on your turn to use
this special attack, you can spend 1 ki point to make two additional attacks with
it as a bonus action.\nWhen you gain the Extra Attack feature, this special attack
can be used for any of the attacks you make as part of the Attack action."} {:name
"Searing Arc Strike", :description "At 6th level, you gain the ability to channel
your ki into searing waves of energy. Immediately after you take the Attack action
on your turn, you can spend 2 ki points to cast the 1st level spell burning hands
as a bonus action.\nYou can spend additional ki points to cast burning hands at a
higher level. Each additional ki point you spend increases the spell's level by 1.
The maximum number of ki points (2 plus any additional points) that you can spend
on the spell equals half your monk level (round down).", :level 6} {:name "Searing
Sunburst", :description "At 11th level, you gain the ability to create an orb of
light that erupts into a devastating explosion. As an action, you can create an orb
of light and hurl it at a point you choose within 150 feet, where it erupts into a
sphere of radiant light for a brief but deadly instant. Each creature in that 20
foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant
damage. A creature doesn't need to make the save if the creature is behind total
cover that is opaque.\nYou can increase the sphere's power by spending ki points.
Each point of ki you spend, up to a maximum of 3, increases the damage by
2d6.", :level 11} {:name "Sun Shield", :description "At 17th level, you become
wreathed in a luminous aura. You shed bright light in a 30 foot radius and dim
light for an additional 30 feet. You can extinguish or restore this light as a
bonus action.\nIf a creature hits you with a melee attack while this light shines,
you can use your reaction to deal radiant damage equal to 5 plus your Wisdom
modifier to the creature.", :level 17}], :level-modifiers [{:level 6, :type :spell,
:value {:level 1, :ability :wis, :key :burning-hands}}], :option-pack "Xanathar's
Guide to Everything", :name "Way of the Sun Soul", :key :way-of-the-sun-
soul}, :oath-of-redemption {:class :paladin, :traits [{:level 3, :description "You
can use your Channel Divinity to augment your presence with divine power. As a
bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the
next 10 minutes.", :name "Emissary of Peace"} {:level 3, :description "You can use
your Channel Divinity to rebuke those who use violence. Immediately after an
attacker within 30 feet of you deals damage with an attack against a creature other
than you, you can use your reaction to force the attacker to make a Wisdom saving
throw. On a failed save, the attacker takes radiant damage equal to the damage it
just dealt. On a successful save, it takes half as much damage.", :name "Rebuke the
Violent"} {:name "Aura of the Guardian", :level 7, :description "Starting at 7th
level, you can shield others from harm at the cost of your own health. When a
creature within 10 feet of you takes damage, you can use your reaction to magically
take that damage, instead of that creature taking it. This feature doesn't transfer
any other effects that might accompany the damage, and this damage can't be reduced
in any way.\nAt 18th level, the range of this aura increases to 30 feet."} {:name
"Protective Spirit", :level 15, :description "Starting at 15th level, a holy
presence mends your wounds in battle. You regain hit points equal to 1d6 + half
your paladin level if you end your turn in combat with fewer than half of your hit
points remaining and you aren't incapacitated."} {:level 20, :name "Emissary of
Redemption", :description "At 20th level, you become an avatar of peace, which
gives you two benefits:\n\n-You have resistance to all damage dealt by other
creatures (their attacks, spells, and other effects).\n-Whenever a creature hits
you with an attack, it takes radiant damage equal to half the damage you take from
the attack.\n\nIf you attack a creature, cast a spell on it, or deal damage to it
by any means but this feature, neither benefit works against that creature until
you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide to
Everything", :name "Oath of Redemption", :key :oath-of-redemption, :paladin-spells
{1 {0 :sanctuary, 1 :sleep}, 2 {0 :calm-emotions, 1 :hold-person}, 3
{0 :counterspell, 1 :hypnotic-pattern}, 4 {0 :otilukes-resilient-sphere,
1 :stoneskin}, 5 {0 :hold-monster, 1 :wall-of-force}}}, :mastermind {:class :rogue,
:key :mastermind, :level-modifiers [{:type :tool-prof, :value :disguise-kit} {:type
:tool-prof, :value :forgery-kit}], :name "Mastermind", :option-pack "Xanathar's
Guide to Everything", :traits [{:description "When you choose this archetype at 3rd
level, you gain proficiency with the disguise kit, the forgery kit, and one gaming
set of your choice (enter the gaming set manually). You also learn two languages of
your choice (enter this manually). Additionally, you can unerringly mimic the
speech patterns and accent of a creature that you hear speak for at least 1 minute,
allowing you to pass yourself off as a native speaker of a particular land,
provided that you know the language.", :level 3, :name "Master of Intrigue"}
{:description "Starting at 3rd level, you can use the Help action as a bonus
action. Additionally, when you use the Help action to aid an ally in attacking a
creature, the target of that attack can be within 30 feet of you, rather than 5
feet of you, if the target can see or hear you.", :level 3, :name "Master of
Tactics"} {:description "Starting at 9th level, if you spend at least 1 minute
observing or interacting with another creature outside combat, you can learn
certain information about its capabilities compared to your own. The DM tells you
if the creature is your equal, superior, or inferior in regard to two of the
following characteristics of your choice:\n\n- Intelligence score\n- Wisdom score\
n- Charisma score\n- Class levels (if any)\nAt the DM's option, you might also
realize you know a piece of the
creature's history or one of its personality traits, if it has any.", :level
9, :name "Insightful Manipulator "} {:description "Beginning at 13th level, you can
sometimes cause another creature to suffer an attack meant for you. When you are
targeted by an attack while a creature within 5 feet of you is granting you cover
against that attack, you can use your reaction to have the attack target that
creature instead of you.", :level 13, :name "Misdirection"} {:description "Starting
at 17th level, your thoughts can't be read by telepathy or other means, unless you
allow it. You can present false thoughts by making a Charisma (Deception) check
contested by the mind reader's Wisdom (Insight) check. Additionally, no matter what
you say, magic that would determine if you are telling the truth indicates you are
being truthful, if you so choose, and you can't be compelled to tell the truth by
magic.", :level 17, :name "Soul of Deceit"}], :disabled? false}, :scout
{:class :rogue, :traits [{:name "Skirmisher", :level 3, :description "Starting at
3rd level, you are difficult to pin down during a fight. You can move up to half
your speed as a reaction when an enemy ends its turn within 5 feet of you. This
movement doesn't provoke opportunity attacks."} {:level 3, :name
"Survivalist", :description "When you choose this archetype at 3rd level, you gain
proficiency in the Nature and Survival skills if you don't already have it. Your
proficiency bonus is doubled for any ability check you make that uses either of
those proficiencies."} {:level 9, :name "Superior Mobility", :description "At 9th
level, your walking speed increases by 10 feet. If you have a climbing or swimming
speed, this increase applies to that speed as well."} {:level 13, :name "Ambush
Master", :description "Starting at 13th level, you excel at leading ambushes and
acting first in a fight. You have advantage on initiative rolls. In addition, the
first creature you hit during the first round of a combat becomes easier for you
and others to strike; attack rolls against that target have advantage until the
start of your next turn."} {:level 17, :name "Sudden Strike", :description
"Starting at 17th level, you can strike with deadly speed. If you take the Attack
action on your turn, you can make one additional attack as a bonus action. This
attack can benefit from your Sneak Attack even if you have already used it this
turn, but you can't use your Sneak Attack against the same target more than once in
a turn."}], :level-modifiers [{:type :skill-prof, :level 3, :value :nature}
{:type :skill-prof, :level 3, :value :survival}], :option-pack "Xanathar's Guide to
Everything", :name "Scout", :key :scout, :profs {:skill-expertise-options {:options
{:nature true, :survival true}, :choose 2}}}, :grave-domain
{:class :cleric, :traits [{:description "At 1st level, you gain the ability to
manipulate the line between life and death. When you would normally roll one or
more dice to restore hit points with a spell to a creature at 0 hit points, you
instead use the highest number possible for each die.\n\nIn addition, you learn the
spare the dying cantrip, which doesn't count against the number of cleric cantrips
you know. For you, it has a range of 30 feet, and you can cast it as a bonus
action.", :name "Circle of Mortality"} {:name "Eyes of the Grave", :description "At
1st level, you gain the ability to occasionally sense the presence of the undead,
whose existence is an insult to the natural cycle of life. As an action, you can
open your awareness to magically detect undead. Until the end of your next turn,
you know the location of any undead within 60 feet of you that isn't behind total
cover and that isn't protected from divination magic. This sense doesn't tell you
anything about a creature's capabilities or identity.\n\nYou can use this feature a
number of times equal to your Wisdom modifier (minimum of once). You regain all
expended uses when you finish a long rest."} {:level 2, :name "Channel Divinity:
Path to the Grave", :description "Starting at 2nd level, you can use your Channel
Divinity to mark another creature's life force for termination.\n\nAs an action,
you choose one creature you can see within 30 feet of you, cursing it until the end
of your next turn. The next time you or an ally of yours hits the cursed creature
with an attack, the creature has vulnerability to all of that attack's damage, and
then the curse ends."} {:level 6, :name "Sentinel at Death's Door", :description
"At 6th level, you gain the ability to impede death's progress. As a reaction when
you or a creature you can see within 30 feet of you suffers a critical hit, you can
turn that hit into a normal hit. Any effects triggered by a critical hit are
canceled.\n\nYou can use this feature a number of times equal to your Wisdom
modifier (minimum of once). You regain all expended uses when you finish a long
rest."} {:level 8, :name "Potent Spellcasting", :description "Starting at 8th
level, you add your Wisdom modifier to the damage you deal with any cleric
cantrip."} {:level 17, :name "Keeper of Souls ", :description "Starting at 17th
level, you can seize a trace of vitality from a parting soul and use it to heal the
living. When an enemy you can see dies within 60 feet of you, you or one creature
of your choice that is within 60 feet of you regains hit points equal to the
enemy's number of Hit Dice. You can use this feature only if you aren't
incapacitated. Once you use it, you can't do so again until the start of your next
turn."}], :level-modifiers [{:type :spell, :value {:ability :wis, :key :spare-the-
dying-grave-domain-}}], :option-pack "Xanathar's Guide to Everything", :name "Grave
Domain", :cleric-spells {1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-
of-enfeeblement}, 3 {0 :revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward},
5 {0 :antilife-shell, 1 :raise-dead}}, :key :grave-domain}, :good
{:class :sorcerer-divine-soul-, :traits [], :level-modifiers [{:type :spell, :value
{:ability :[Link]/cha, :level 1, :key :cure-wounds}}], :option-
pack "Xanathar's Guide to Everything", :name "Good", :key :good}, :swashbuckler
{:class :rogue, :key :swashbuckler, :level-modifiers [], :name
"Swashbuckler", :option-pack "Xanathar's Guide to Everything", :traits
[{:description "When you choose this archetype at 3rd level, you learn how to land
a strike and then slip away without reprisal. During your turn, if you make a melee
attack against a creature, that creature can't make opportunity attacks against you
for the rest of your turn.", :level 3, :name "Fancy Footwork"} {:description
"Starting at 3rd level, your unmistakable confidence propels you into battle. You
can add your Charisma modifier to your initiative rolls. In addition, you don't
need advantage on your attack roll to use your Sneak Attack if no creature other
than your target is within 5 feet of you and you don't have disadvantage. All the
other rules for the Sneak Attack class feature still apply to you.", :level
3, :name "Rakish Audacity"} {:description "At 9th level, your charm becomes
extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check
contested by a creature's Wisdom (Insight) check. The creature must be able to hear
you, and the two of you must share a language.\n\n- If you succeed on the check and
the creature is hostile to you, it has disadvantage on attack rolls against targets
other than you and can't make opportunity attacks against targets other than you.
This effect lasts for 1 minute, until one of your companions attacks the target or
affects it with a spell, or until you and the target are more than 60 feet apart.\
n- If you succeed on the check and the creature isn't hostile to you, it is charmed
by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This
effect ends immediately if you or your companions do anything harmful to
it.", :level 9, :name "Panache"} {:description "Starting at 13th level, you can use
a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or
Strength (Athletics) check you make during the same turn.", :level 13, :name
"Elegant Maneuver"} {:description "Beginning at 17th level, your mastery of the
blade lets you turn failure into success in combat. If you miss with an attack
roll, you can roll it again with advantage. Once you do so, you can't use this
feature again until you finish a short or long rest.", :level 17, :name "Master
Duelist"}], :disabled? false}, :path-of-the-zealot {:class :barbarian, :traits
[{:level 3, :name "Divine Fury", :description "Starting when you choose this path
at 3rd level, you can channel divine fury into your weapon strikes. While you're
raging, the first creature you hit on each of your turns with a weapon attack takes
extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic
or radiant; you choose the type of damage when you gain this feature."} {:level
3, :name "Warrior of the Gods", :description "At 3rd level, your soul is marked for
endless battle. If a spell, such as raise dead, has the sole effect of restoring
you to life (but not undeath), the caster doesn't need material components to cast
the spell on you."} {:level 6, :name "Fanatical Focus", :description "Starting at
6th level, the divine power that fuels your rage can protect you. If you fail a
saving throw while you're raging, you can reroll it, and you must use the new roll.
You can use this ability only once per rage."} {:level 10, :name "Zealous
Presence", :description "At 10th level, you learn to channel divine power to
inspire zealotry in others. As a bonus action, you unleash a battle cry infused
with divine energy. Up to ten other creatures of your choice within 60 feet of you
that can hear you gain advantage on attack rolls and saving throws until the start
of your next
turn.\nOnce you use this feature, you can't use it again until you finish a long
rest."} {:level 14, :name "Rage beyond Death", :description "Beginning at 14th
level, the divine power that fuels your rage allows you to shrug off fatal blows.\
nWhile you're raging, having 0 hit points doesn't knock you unconscious. You still
must make death saving throws, and you suffer the normal effects of taking damage
while at 0 hit points. However, if you would die due to failing death saving
throws, you don't die until your rage ends, and you die then only if you still have
0 hit points."}], :level-modifiers [], :option-pack "Xanathar's Guide to
Everything", :name "Path of the Zealot", :key :path-of-the-zealot}, :arcane-archer
{:class :fighter, :traits [{:description "At 3rd level, you learn magical theory or
some of the secrets of nature — typical for practitioners of this elven martial
tradition. You choose to gain proficiency in either the Arcana or the Nature skill,
and you choose to learn either the prestidigitation or the druidcraft
cantrip.", :level 3, :name "Arcane Archer Lore"} {:level 3, :name "Arcane
Shot", :description "At 3rd level, you learn to unleash special magical effects
with some of your shots. When you gain this feature, you learn two Arcane Shot
options of your choice.\n Once per turn when you fire an arrow from a shortbow or
longbow as part of the Attack action, you can apply one of your Arcane Shot options
to that arrow. You decide to use the option when the arrow hits a creature, unless
the option doesn't involve an attack roll. You have two uses of this ability, and
you regain all expended uses of it when you finish a short or long rest.\n You
gain an additional Arcane Shot option of your choice when you reach certain levels
in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you
become an 18th-level fighter."} {:name "Magic Arrow", :description "At 7th level,
you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical
arrow from a shortbow or longbow, you can make it magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage. The magic
fades from the arrow immediately after it hits or misses its target.", :level 7}
{:description "At 7th level, you learn how to direct an errant arrow toward a new
target. When you make an attack roll with a magic arrow and miss, you can use a
bonus action to reroll the attack roll against a different target within 60 feet of
the original target.", :level 7, :name "Curving Shot "} {:name "Ever-Ready Shot
", :level 15, :description "Starting at 15th level, your magical archery is
available whenever battle starts. If you roll initiative and have no uses of Arcane
Shot remaining, you regain one use of it."} {:level 3, :description "The Arcane
Shot feature lets you choose options for it at certain levels. They are all magical
effects, and each one is associated with one of the schools of magic.\nIf an option
requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus
+ your Intelligence modifier.", :name "Arcane Shot Options"}], :level-modifiers [],
:option-pack "Xanathar's Guide to Everything", :name "Arcane Archer", :key :arcane-
archer, :level-selections [{:type :arcane-shots, :level 18, :num 6} {:type :arcane-
shots, :level 15, :num 5} {:type :arcane-shots, :level 10, :num 4} {:type :arcane-
shots, :level 7, :num 3} {:type :arcane-shots, :level 3, :num 2} {:type :arcane-
archer-lore, :level 3}], :profs {:skill-options {:options {:arcana true, :nature
true}}}}, :shadow-magic {:class :sorcerer, :traits [{:name "Eyes of the
Dark", :description "Starting at 1st level, you have darkvision with a range of 120
feet.\n\nWhen you reach 3rd level in this class, you learn the darkness spell,
which doesn't count against your number of sorcerer spells known. In addition, you
can cast it by spending 2 sorcery points or by expending a spell slot. If you cast
it with sorcery points, you can see through the darkness created by the spell."}
{:name "Strength of the Grave", :description "Starting at 1st level, your existence
in a twilight state between life and death makes you difficult to defeat. When
damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 +
the damage taken). On a success, you instead drop to 1 hit point. You can't use
this feature if you are reduced to 0 hit points by radiant damage or by a critical
hit.\n\nAfter the saving throw succeeds, you can't use this feature again until you
finish a long rest."} {:level 6, :name "Hound of Ill Omen", :description "At 6th
level, you gain the ability to call forth a howling creature of darkness to harass
your foes. As a bonus action, you can spend 3 sorcery points to magically summon a
hound of ill omen to target one creature you can see within 120 feet of you. The
hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the
Player's Handbook), with the following changes:\n\n- The hound is size Medium, not
Large, and it counts as a monstrosity, not a beast.\n- It appears with a number of
temporary hit points equal to half your sorcerer level.\n- It can move through
other creatures and objects as if they were difficult terrain. The hound takes 5
force damage if it ends its turn inside an object.\n- At the start of its turn, the
hound automatically knows its target's location. If the target was hidden, it is no
longer hidden from the hound.\n\nThe hound appears in an unoccupied space of your
choice within 30 feet of the target. Roll initiative for the hound. On its turn, it
can move only toward its target by the most direct route, and it can use its action
only to attack its target. The hound can make opportunity attacks, but only against
its target. Additionally, while the hound is within 5 feet of the target, the
target has disadvantage on saving throws against any spell you cast. The hound
disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit
points, or after 5 minutes."} {:level 14, :name "Shadow Walk", :description "At
14th level, you gain the ability to step from one shadow into another. When you are
in dim light or darkness, as a bonus action, you can magically teleport up to 120
feet to an unoccupied space you can see that is also in dim light or darkness."}
{:level 18, :name "Umbral Form", :description "Starting at 18th level, you can
spend 6 sorcery points as a bonus action to magically transform yourself into a
shadowy form. In this form, you have resistance to all damage except force and
radiant damage, and you can move through other creatures and objects as if they
were difficult terrain. You take 5 force damage if you end your turn inside an
object.\n\nYou remain in this form for 1 minute. It ends early if you are
incapacitated, if you die, or if you dismiss it as a bonus action."}], :level-
modifiers [{:type :spell, :level 3, :value {:level
2, :key :darkness, :ability :[Link]/cha}}], :option-pack
"Xanathar's Guide to Everything", :name "Shadow Magic", :key :shadow-
magic}, :forge-domain {:class :cleric, :traits [{:description "When you choose this
domain at 1st level, you gain proficiency with heavy armor and smith's
tools", :name "Bonus Proficiencies"} {:description "At 1st level, you gain the
ability to imbue magic into a weapon or armor. At the end of a long rest, you can
touch one nonmagical object that is a suit of armor or a simple or martial weapon.
Until the end of your next long rest or until you die, the object becomes a magic
item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage
rolls if it's a weapon\nOnce you use this feature, you can't use it again until you
finish a long rest. ", :name "Blessing of the Forge"} {:name "Channel Divinity:
Artisan's Blessing ", :level 2, :description "Starting at 2nd level, you can use
your Channel Divinity to create simple items.\n\nYou conduct an hour-long ritual
that crafts a nonmagical item that must include some metal: a simple or martial
weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal
object (see chapter 5, “Equipment,” in the Player's Handbook for examples of these
items). The creation is completed at the end of the hour, coalescing in an
unoccupied space of your choice on a surface within 5 feet of you.\n\nThe thing you
create can be something that is worth no more than 100 gp. As part of this ritual,
you must lay out metal, which can include coins, with a value equal to the
creation. The metal irretrievably coalesces and transforms into the creation at the
ritual's end, magically forming even nonmetal parts of the creation.\n\nThe ritual
can create a duplicate of a nonmagical item that contains metal, such as a key, if
you possess the original during the ritual."} {:name "Soul of the Forge", :level 6,
:description "Starting at 6th level, your mastery of the forge grants you special
abilities:\n\n- You gain resistance to fire damage.\n- While wearing heavy armor,
you gain a +1 bonus to AC."} {:name "Divine Strike", :description "At 8th level,
you gain the ability to infuse your weapon strikes with the fiery power of the
forge. Once on each of your turns when you hit a creature with a weapon attack, you
can cause the attack to deal an extra 1d8 fire damage to the target. When you reach
14th level, the extra damage increases to 2d8.", :level 8} {:name "Saint of Forge
and Fire", :level 17, :description "At 17th level, your blessed affinity with fire
and metal becomes more powerful:\n\n- You gain immunity to fire damage.\n- While
wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks."}], :level-modifiers [{:type :armor-
prof, :value :heavy} {:type :tool-prof, :value :smiths-tools} {:type :damage-
resistance, :level 6, :value :fire} {:type :damage-immunity, :level
17, :value :fire}], :option-pack "Xanathar's Guide to Everything", :name "Forge
Domain", :cleric-spells {1 {0 :identify, 1 :searing-smite}, 2 {0 :heat-metal,
1 :magic-weapon}, 3 {0 :elemental-weapon, 1 :protection-from-energy}, 4
{0 :fabricate, 1 :wall-of-fire}, 5 {0 :animate-objects, 1 :creation}}, :key :forge-
domain}, :college-of-glamour {:class :bard, :traits [{:name "Mantle of
Inspiration", :level 3, :description "When you join the College of Glamour at 3rd
level, you gain the ability to weave a song of fey magic that imbues your allies
with vigor and speed.\nAs a bonus action, you can expend one use of your Bardic
Inspiration to grant yourself a wondrous appearance. When you do so, choose a
number of creatures you can see and that can see you within 60 feet of you, up to a
number equal to your Charisma modifier (minimum of one). Each of them gains 5
temporary hit points. When a creature gains these temporary hit points, it can
immediately use its reaction to move up to its speed, without provoking opportunity
attacks. \nThe number of temporary hit points increases when you reach certain
levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at
15th level. "} {:level 3, :name "Enthralling Performance", :description "Starting
at 3rd level, you can charge your performance with seductive, fey magic.\nIf you
perform for at least 1 minute, you can attempt to inspire wonder in your audience
by singing, reciting a poem, or dancing. At the end of the performance, choose a
number of humanoids within 60 feet of you who watched and listened to all of it, up
to a number equal to your Charisma modifier (minimum of one). Each target must
succeed on a Wisdom saving throw against your spell save DC or be charmed by you.
While charmed in this way, the target idolizes you, it speaks glowingly of you to
anyone who talks to it, and it hinders anyone who opposes you, although it avoids
violence unless it was already inclined to fight on your behalf. This effect ends
on a target after 1 hour, if it takes any damage, if you attack it, or if it
witnesses you attacking or damaging any of its allies.\nIf a target succeeds on its
saving throw, the target has no hint that you tried to charm it.\nOnce you use this
feature, you can't use it again until you finish a short or long rest. "} {:level
6, :name "Mantle of Majesty", :description "At 6th level, you gain the ability to
cloak yourself in a fey magic that makes others want to serve you. As a bonus
action, you cast command, without expending a spell slot, and you take on an
appearance of unearthly beauty for 1 minute or until your concentration ends (as if
you were concentrating on a spell). During this time, you can cast command as a
bonus action on each of your turns, without expending a spell slot.\nAny creature
charmed by you automatically fails its saving throw against the command you cast
with this feature.\nOnce you use this feature, you can't use it again until you
finish a long rest. "} {:level 14, :name "Unbreakable Majesty", :description "At
14th level, your appearance permanently gains an otherworldly aspect that makes you
look more lovely and fierce.\nIn addition, as a bonus action, you can assume a
magically majestic presence for 1 minute or until you are incapacitated. For the
duration, whenever any creature tries to attack you for the first time on a turn,
the attacker must make a Charisma saving throw against your spell save DC. On a
failed save, it can't attack you on this turn, and it must choose a new target for
its attack or the attack is wasted. On a successful save, it can attack you on this
turn, but it has disadvantage on any saving throw it makes against your spells on
your next turn. \nOnce you assume this majestic presence, you can't do so again
until you finish a short or long rest."}], :level-modifiers [], :option-pack
"Xanathar's Guide to Everything", :name "College of Glamour", :key :college-of-
glamour}, :samurai- {:class :fighter, :traits [{:description "When you choose this
archetype at 3rd level, you gain proficiency in one of the following skills of your
choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one
language of your choice. If you choose a language, enter it manually.", :level
3, :name "Bonus Proficiency"} {:name "Fighting Spirit", :level 3, :description
"Starting at 3rd level, your intensity in battle can shield you and help you strike
true. As a bonus action on your turn, you can give yourself advantage on weapon
attack rolls until the end of the current turn. When you do so, you also gain 5
temporary hit points. The number of temporary hit points increases when you reach
certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\
n\nYou can use this feature three times, and you regain all expended uses of it
when you finish a long rest."} {:name "Elegant Courtier ", :description "Starting
at 7th level, your discipline and attention to detail allow you to excel in social
situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to
the check equal to your Wisdom modifier.\n\nYour self-control also causes you to
gain proficiency in Wisdom saving throws. If you already have this proficiency, you
instead gain proficiency in Intelligence or Charisma saving throws (your choice).",
:level 7} {:name "Tireless Spirit ", :description "Starting at 10th level, when you
roll initiative and have no uses of Fighting Spirit remaining, you regain one
use.", :level 10} {:name "Rapid Strike ", :description "Starting at 15th level, you
learn to trade accuracy for swift strikes. If you take the Attack action on your
turn and have advantage on an attack roll against one of the targets, you can forgo
the advantage for that roll to make an additional weapon attack against that
target, as part of the same action. You can do so no more than once per
turn.", :level 15} {:name "Strength before Death ", :description "Starting at 18th
level, your fighting spirit can delay the grasp of death. If you take damage that
reduces you to 0 hit points and doesn't kill you outright, you can use your
reaction to delay falling unconscious, and you can immediately take an extra turn,
interrupting the current turn. While you have 0 hit points during that extra turn,
taking damage causes death saving throw failures as normal, and three death saving
throw failures can still kill you. When the extra turn ends, you fall unconscious
if you still have 0 hit points.\n\nOnce you use this feature, you can't use it
again until you finish a long rest.", :level 18}], :level-modifiers [], :option-
pack "Xanathar's Guide to Everything", :name "Samurai ", :key :samurai-, :profs
{:skill-options {:options {:history true, :insight true, :perception
false, :performance true, :persuasion true}}}}, :cavalier {:class :fighter, :traits
[{:description "When you choose this archetype at 3rd level, you gain proficiency
in one of the following skills of your choice: Animal Handling, History, Insight,
Performance, or Persuasion. Alternatively, you learn one language of your choice.",
:level 3, :name "Bonus Proficiency "} {:name "Born to the Saddle ", :level
3, :description "Starting at 3rd level, your mastery as a rider becomes apparent.
You have advantage on saving throws made to avoid falling off your mount. If you
fall off your mount and descend no more than 10 feet, you can land on your feet if
you're not incapacitated.\n\nFinally, mounting or dismounting a creature costs you
only 5 feet of movement, rather than half your speed."} {:level 3, :name
"Unwavering Mark", :description "Starting at 3rd level, you can menace your foes,
foiling their attacks and punishing them for harming others. When you hit a
creature with a melee weapon attack, you can mark the creature until the end of
your next turn. This effect ends early if you are incapacitated or you die, or if
someone else marks the creature.\n\nWhile it is within 5 feet of you, a creature
marked by you has disadvantage on any attack roll that doesn't target you.\n\nIn
addition, if a creature marked by you deals damage to anyone other than you, you
can make a special melee weapon attack against the marked creature as a bonus
action on your next turn. You have advantage on the attack roll, and if it hits,
the attack's weapon deals extra damage to the target equal to half your fighter
level.\n\nRegardless of the number of creatures you mark, you can make this special
attack a number of times equal to your Strength modifier (minimum of once), and you
regain all expended uses of it when you finish a long rest."} {:level
7, :description "At 7th level, you learn to fend off strikes directed at you, your
mount, or other creatures nearby. If you or a creature you can see within 5 feet of
you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee
weapon or a shield. Roll the die, and add the number rolled to the target's AC
against that attack. If the attack still hits, the target has resistance against
the attack's damage.\n\nYou can use this feature a number of times equal to your
Constitution modifier (minimum of once), and you regain all expended uses of it
when you finish a long rest.", :name "Warding Maneuver"} {:level 10, :name "Hold
the Line", :description "At 10th level, you become a master of locking down your
enemies. Creatures provoke an opportunity attack from you when they move 5 feet or
more while within your reach, and if you hit a creature with an opportunity attack,
the target's speed is reduced to 0 until the end of the current turn."} {:level 15,
:name "Ferocious Charger", :description "Starting at 15th level, you can run down
your foes, whether you're mounted or not. If you move at least 10 feet in a
straight line right before attacking a creature and you hit it with the attack,
that target must succeed on a Strength saving throw
(DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You
can use this feature only once on each of your turns."} {:level 18, :name "Vigilant
Defender", :description "Starting at 18th level, you respond to danger with
extraordinary vigilance. In combat, you get a special reaction that you can take
once on every creature's turn, except your turn. You can use this special reaction
only to make an opportunity attack, and you can't use it on the same turn that you
take your normal reaction."}], :level-modifiers [], :option-pack "Xanathar's Guide
to Everything", :name "Cavalier", :key :cavalier, :profs {:skill-options {:options
{:animal-handling true, :history true, :insight true, :performance
true, :persuasion true}}}}, :way-of-the-kensei {:class :monk, :traits
[{:description "When you choose this tradition at 3rd level, your special martial
arts training leads you to master the use of certain weapons.\n\nKensei Weapons:
Choose two types of weapons to be your kensei weapons: one melee weapon and one
ranged weapon. Each of these weapons can be any simple or martial weapon that lacks
the heavy and special properties. The longbow is also a valid choice. You gain
proficiency with these weapons if you don't already have it. Weapons of the chosen
types are monk weapons for you. Many of this tradition's features work only with
your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you
can choose another type of weapon — either melee or ranged — to be a kensei weapon
for you, following the criteria above.", :level 3, :name "Path of the Kensei "}
{:name "Kensei's Shot", :level 3, :description "You can use a bonus action on your
turn to make your ranged attacks with a kensei weapon more deadly. When you do so,
any target you hit with a ranged attack using a kensei weapon takes an extra 1d4
damage of the weapon's type. You retain this benefit until the end of the current
turn."} {:name "Agile Parry", :description "If you make an unarmed strike as part
of the Attack action on your turn and are holding a kensei weapon, you can use it
to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the
start of your next turn, while the weapon is in your hand and you aren't
incapacitated.", :level 3} {:name "Way of the Brush", :level 3, :description "You
gain proficiency with your choice of calligrapher's supplies or painter's
supplies."} {:level 6, :name "Magic Kensei Weapons", :description "Your attacks
with your kensei weapons count as magical for the purpose of overcoming resistance
and immunity to nonmagical attacks and damage."} {:level 6, :name "Deft
Strike", :description "When you hit a target with a kensei weapon, you can spend 1
ki point to cause the weapon to deal extra damage to the target equal to your
Martial Arts die. You can use this feature only once on each of your turns."}
{:name "Sharpen the Blade", :level 11, :description "At 11th level, you gain the
ability to augment your weapons further with your ki. As a bonus action, you can
expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and
damage rolls when you attack with it. The bonus equals the number of ki points you
spent. This bonus lasts for 1 minute or until you use this feature again. This
feature has no effect on a magic weapon that already has a bonus to attack and
damage rolls. "} {:name "Unerring Accuracy", :level 17, :description "At 17th
level, your mastery of weapons grants you extraordinary accuracy. If you miss with
an attack roll using a monk weapon on your turn, you can reroll it. You can use
this feature only once on each of your turns."}], :level-modifiers [], :option-pack
"Xanathar's Guide to Everything", :name "Way of the Kensei", :key :way-of-the-
kensei, :level-selections [{:type :way-of-the-brush, :level 3}]}, :college-of-
whispers {:class :bard, :traits [{:name "Psychic Blades", :level 3, :description
"When you join the College of Whispers at 3rd level, you gain the ability to make
your weapon attacks magically toxic to a creature's mind.\nWhen you hit a creature
with a weapon attack, you can expend one use of your Bardic Inspiration to deal an
extra 2d6 psychic damage to that target. You can do so only once per round on your
turn.\nThe psychic damage increases when you reach certain levels in this class,
increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. "}
{:level 3, :name "Words of Terror", :description "At 3rd level, you learn to infuse
innocent-seeming words with an insidious magic that can inspire terror.\nIf you
speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia
in its mind. At the end of the conversation, the target must succeed on a Wisdom
saving throw against your spell save DC or be frightened of you or another creature
of your choice. The target is frightened in this way for 1 hour, until it is
attacked or damaged, or until it witnesses its allies being attacked or damaged.\
nIf the target succeeds on its saving throw, the target has no hint that you tried
to frighten it.\nOnce you use this feature, you can't use it again until you finish
a short or long rest."} {:level 6, :name "Mantle of Whispers", :description "At 6th
level, you gain the ability to adopt a humanoid's persona. When a humanoid dies
within 30 feet of you, you can magically capture its shadow using your reaction.
You retain this shadow until you use it or you finish a long rest.\nYou can use the
shadow as an action. When you do so, it vanishes, magically transforming into a
disguise that appears on you. You now look like the dead person, but healthy and
alive. This disguise lasts for 1 hour or until you end it as a bonus action. \
nWhile you're in the disguise, you gain access to all information that the humanoid
would freely share with a casual acquaintance. Such information includes general
details on its background and personal life, but doesn't include secrets. The
information is enough that you can pass yourself off as the person by drawing on
its memories.\nAnother creature can see through this disguise by succeeding on a
Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5
bonus to your check.\nOnce you capture a shadow with this feature, you can't
capture another one with it until you finish a short or long rest"} {:level
14, :name "Shadow Lore", :description "At 14th level, you gain the ability to weave
dark magic into your words and tap into a creature's deepest fears.\nAs an action,
you magically whisper a phrase that only one creature of your choice within 30 feet
of you can hear. The target must make a Wisdom saving throw against your spell save
DC. It automatically succeeds if it doesn't share a language with you or if it
can't hear you. On a successful saving throw, your whisper sounds like
unintelligible mumbling and has no effect.\nOn a failed saving throw, the target is
charmed by you for the next 8 hours or until you or your allies attack it, damage
it, or force it to make a saving throw. It interprets the whispers as a description
of its most mortifying secret. You gain no knowledge of this secret, but the target
is convinced you know it.\nThe charmed creature obeys your commands for fear that
you will reveal its secret. It won't risk its life for you or fight for you, unless
it was already inclined to do so. It grants you favors and gifts it would offer to
a close friend.\nWhen the effect ends, the creature has no understanding of why it
held you in such fear. Once you use this feature, you can't use it again until you
finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide to
Everything", :name "College of Whispers", :key :college-of-whispers}, :chaos
{:class :sorcerer-divine-soul-, :traits [], :level-modifiers [{:type :spell, :value
{:ability :[Link]/cha, :level 1, :key :bane}}], :option-pack
"Xanathar's Guide to Everything", :name "Chaos", :key :chaos}, :evil
{:class :sorcerer-divine-soul-, :traits [], :level-modifiers [{:type :spell, :value
{:ability :[Link]/cha, :level 1, :key :inflict-wounds}}], :option-
pack "Xanathar's Guide to Everything", :name "Evil", :key :evil}, :the-celestial
{:class :warlock, :traits [{:description "At 1st level, you gain the ability to
channel celestial energy to heal wounds. You have a pool of d6s that you spend to
fuel this healing. The number of dice in the pool equals 1 + your warlock level.\n\
nAs a bonus action, you can heal one creature you can see within 60 feet of you,
spending dice from the pool. The maximum number of dice you can spend at once
equals your Charisma modifier (minimum of one die). Roll the dice you spend, add
them together, and restore a number of hit points equal to the total.\n\nYour pool
regains all expended dice when you finish a long rest.", :name "Healing Light"}
{:name "Radiant Soul", :description "Starting at 6th level, your link to the
Celestial allows you to serve as a conduit for radiant energy. You have resistance
to radiant damage, and when you cast a spell that deals radiant or fire damage, you
can add your Charisma modifier to one radiant or fire damage roll of that spell
against one of its targets.", :level 6} {:name "Celestial Resilience", :level
10, :description "Starting at 10th level, you gain temporary hit points whenever
you finish a short or long rest. These temporary hit points equal your warlock
level + your Charisma modifier. Additionally, choose up to five creatures you can
see at the end of the rest. Those creatures each gain temporary hit points equal to
half your warlock level + your Charisma modifier."} {:name "Searing
Vengeance", :level 14, :description "Starting at 14th level, the radiant energy you
channel allows you to resist death. When you have to make a death saving throw at
the start of your turn, you can instead spring back to your
feet with a burst of radiant energy. You regain hit points equal to half your hit
point maximum, and then you stand up if you so choose. Each creature of your choice
that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma
modifier, and it is blinded until the end of the current turn.\nOnce you use this
feature, you can't use it again until you finish a long rest."} {:name "Bonus
Cantrips", :description "At 1st level, you learn the light and sacred flame
cantrips. They count as warlock cantrips for you, but they don't count against your
number of cantrips known."}], :level-modifiers [{:type :spell, :value {:key :light,
:ability :cha}} {:type :spell, :value {:key :sacred-flame, :ability :cha}}
{:type :damage-resistance, :value :radiant, :level 6}], :option-pack "Xanathar's
Guide to Everything", :name "The Celestial", :warlock-spells {1 {0 :cure-wounds,
1 :guiding-bolt}, 2 {0 :flaming-sphere, 1 :lesser-restoration}, 3 {0 :daylight,
1 :revivify}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike,
1 :greater-restoration}}, :key :the-celestial}}, :[Link].e5/spells {:dawn
{:description "The light of dawn shines down on a location you specify within
range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright
light glimmers there. This light is sunlight.\nWhen the cylinder appears, each
creature in it must make a Constitution saving throw, taking 4d10 radiant damage on
a failed save, or half as much damage on a successful one. A creature must also
make this saving throw whenever it ends its turn in the cylinder.\nIf you're within
60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your
turn.", :key :dawn, :school "evocation", :name "Dawn", :duration "Concentration, up
to 1 minute", :level 5, :option-pack "Xanathar's Guide to Everything", :components
{:material-component "a sunburst pendant worth at least 100 gp", :verbal
true, :somatic true, :material true}, :edit-event [:[Link]/edit-spell
{:description "The light of dawn shines down on a location you specify within
range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright
light glimmers there. This light is sunlight.\nWhen the cylinder appears, each
creature in it must make a Constitution saving throw, taking 4d10 radiant damage on
a failed save, or half as much damage on a successful one. A creature must also
make this saving throw whenever it ends its turn in the cylinder.\nIf you're within
60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your
turn.", :key :dawn, :school "evocation", :name "Dawn", :duration "Concentration, up
to 1 minute", :level 5, :option-pack "Xanathar's Guide to Everything", :components
{:material-component "a sunburst pendant worth at least 100 gp", :verbal
true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard
true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists
{:bard false, :wizard true, :cleric true}, :range "60 feet"}, :whirlwind
{:description "A whirlwind howls down to a point that you can see on the ground
within range. The whirlwind is a 10-footradius, 30-foot-high cylinder centered on
that point. Until the spell ends, you can use your action to move the whirlwind up
to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or
smaller objects that aren’t secured to anything and that aren’t worn or carried by
anyone.\nA creature must make a Dexterity saving throw the first time on a turn
that it enters the whirlwind or that the whirlwind enters its space, including when
the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed
save, or half as much damage on a successful one. In addition, a Large or smaller
creature that fails the save must succeed on a Strength saving throw or become
restrained in the whirlwind until the spell ends. When a creature starts its turn
restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless
the creature is at the top.\nA restrained creature moves with the whirlwind and
falls when the spell ends, unless the creature has some means to stay aloft. A
restrained creature can use an action to make a Strength or Dexterity check against
your spell save DC. If successful, the creature is no longer restrained by the
whirlwind and is hurled 3d6 × 10 feet away from it in a random
direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration
"Concentration, up to 1 minute", :level 7, :option-pack "Xanathar's Guide to
Everything", :components {:material-component "a piece of straw", :verbal
true, :material true}, :edit-event [:[Link]/edit-spell {:description
"A whirlwind howls down to a point on the ground you specify. The whirlwind is a
10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends,
you can use your action to move the whirlwind up to 30 feet in any direction along
the ground. The whirlwind sucks up any Medium or smaller objects that aren’t
secured to anything and that aren’t worn or carried by anyone.\nA creature must
make a Dexterity saving throw the first time on a turn that it enters the whirlwind
or that the whirlwind enters its space, including when the whirlwind first appears.
A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage
on a successful one. In addition, a Large or smaller creature that fails the save
must succeed on a Strength saving throw or become restrained in the whirlwind until
the spell ends. When a creature starts its turn restrained by the whirlwind, the
creature is pulled 5 feet higher inside it, unless the creature is at the top. A
restrained creature moves with the whirlwind and falls when the spell ends, unless
the creature has some means to stay aloft.\nA restrained creature can use an action
to make a Strength or Dexterity check against your spell save DC. If successful,
the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet
away from it in a random direction.", :key :whirlwind, :school "evocation", :name
"Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack
"Elemental Evil Player's Companion", :components {:material-component "a piece of
straw", :verbal true, :material true}, :casting-time "1 action", :spell-lists
{:druid true, :wizard true}, :range "300 feet"}], :casting-time "1 action", :spell-
lists {:druid true, :wizard true, :sorcerer true}, :range "300 feet"}, :summon-
greater-demon {:description "You utter foul words, summoning one demon from the
chaos of the Abyss. You choose the demon's type, which must be one of challenge
rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an
unoccupied space you can see within range, and the demon disappears when it drops
to 0 hit points or when the spell ends.\nRoll initiative for the demon, which has
its own turns. When you summon it and on each of your turns thereafter, you can
issue a verbal command to it (requiring no action on your part), telling it what it
must do on its next turn. If you issue no command, it spends its turn attacking any
creature within reach that has attacked it.\nAt the end of each of the demon's
turns, it makes a Charisma saving throw. The demon has disadvantage on this saving
throw if you say its true name. On a failed save, the demon continues to obey you.
On a successful save, your control of the demon ends for the rest of the duration,
and the demon spends its turns pursuing and attacking the nearest non-demons to the
best of its ability. If you stop concentrating on the spell before it reaches its
full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still
has hit points.\nAs part of casting the spell, you can form a circle on the ground
with the blood used as a material component. The circle is large enough to
encompass your space. While the spell lasts, the summoned demon can't cross the
circle or harm it, and it can't target anyone within it. Using the material
component in this manner consumes it when the spell ends.\nAt Higher Levels. When
you cast this spell using a spell slot of 5th level or higher, the challenge rating
increases by 1 for each slot level above 4th.", :key :summon-greater-demon, :school
"conjuration", :name "Summon Greater Demon", :duration "Concentration, up to 1
hour", :level 4, :option-pack "Xanathar's Guide to Everything", :components
{:verbal true, :material-component "a vial of blood from a humanoid killed within
the past 24 hours", :somatic true, :material true}, :casting-time "1
action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :steel-
wind-strike {:description "You flourish the weapon used in the casting and then
vanish to strike like the wind. Choose up to five creatures you can see within
range. Make a melee spell attack against each target. On a hit, a target takes 6d10
force damage.\nYou can then teleport to an unoccupied space you can see within 5
feet of one of the targets you hit or missed.", :key :steel-wind-strike, :school
"conjuration", :name "Steel Wind Strike", :duration "Instantaneous", :level
5, :option-pack "Xanathar's Guide to Everything", :components {:somatic
true, :material true, :material-component "a melee weapon worth at least 1
sp"}, :casting-time "1 action", :spell-lists {:sorcerer false, :ranger
true, :wizard true}, :range "30 feet"}, :tenser-s-transformation {:description "You
endow yourself with endurance and martial prowess fueled by magic. Until the spell
ends, you can't cast spells, and you gain the following benefits:\n-You gain 50
temporary hit points. If any of these remain when the spell ends, they are lost.\n-
You have advantage on attack rolls that you make with simple and martial weapons.\
n-When you hit a target with a weapon attack, that target takes an extra 2d12 force
damage.\n-You have proficiency with all armor, shields, simple weapons, and
martial weapons.\n-You have proficiency in Strength and Constitution saving
throws.\n-You can attack twice, instead of once, when you take the Attack action on
your turn. You ignore this benefit if you already have a feature, like Extra
Attack, that gives you extra attacks.\nImmediately after the spell ends, you must
succeed on a DC 15 Constitution saving throw or suffer one level of
exhaustion.", :key :tenser-s-transformation, :school "transmutation", :name
"Tenser's Transformation", :duration "Concentration, up to 10 minutes", :level
6, :option-pack "Xanathar's Guide to Everything", :components {:material-component
"a few hairs from a bull", :verbal true, :somatic true, :material true}, :casting-
time "1 action", :spell-lists {:wizard true}, :range "Self"}, :shape-water
{:description "You choose an area of water that you can see within range and that
fits within a 5-foot cube. You manipulate it in one of the following ways:\n• You
instantaneously move or otherwise change the flow of the water as you direct, up to
5 feet in any direction. This movement doesn’t have enough force to cause damage.\
n• You cause the water to form into simple shapes and animate at your direction.
This change lasts for 1 hour.\n• You change the water’s color or opacity. The water
must be changed in the same way throughout. This change lasts for 1 hour.\n• You
freeze the water, provided that there are no crea-tures in it. The water unfreezes
in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of
its non-instantaneous effects active at a time, and you can dismiss such an effect
as an action.", :key :shape-water, :school "transmutation", :name "Shape
Water", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Xanathar's
Guide to Everything", :components {:somatic true}, :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30
feet"}, :elemental-bane {:description "Choose one creature you can see within
range, and choose one of the following damage types: acid, cold, fire, lightning,
or thunder. The target must succeed on a Constitution saving throw or be affected
by the spell for its duration. The first time each turn the affected target takes
damage of the chosen type, the target takes an extra 2d6 damage of that type.
Moreover, the target loses any resistance to that damage type until the spell
ends.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level
or higher, you can target one additional creature for each slot level above 4th.
The creatures must be within 30 feet of each other when you target
them.", :key :elemental-bane, :school "transmutation", :name "Elemental
Bane", :duration "Concentration, up to 1 minute", :level 4, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:wizard true, :warlock true, :druid
true}, :range "90 feet"}, :druid-grove {:description "You invoke the spirits of
nature to protect an area outdoors or underground. The area can be as small as a
30-foot cube or as large as a 90-foot cube. Buildings and other structures are
excluded from the affected area. If you cast this spell in the same area every day
for a year, the spell lasts until dispelled.\nThe spell creates the following
effects within the area. When you cast this spell, you can specify creatures as
friends who are immune to the effects. You can also specify a password that, when
spoken aloud, makes the speaker immune to these effects.\nThe entire warded area
radiates magic. A dispel magic cast on the area, if successful, removes only one of
the following effects, not the entire area. That spell's caster chooses which
effect to end. Only when all its effects are gone is this spell dispelled.\n\nSolid
Fog: You can fill any number of 5-foot squares on the ground with thick fog, making
them heavily obscured. The fog reaches 10 feet high. In addition, every foot of
movement through the fog costs 2 extra feet. To a creature immune to this effect,
the fog obscures nothing and looks like soft mist, with motes of green light
floating in the air.\n\nGrasping Undergrowth: You can fill any number of 5-foot
squares on the ground that aren't filled with fog with grasping weeds and vines, as
if they were affected by an entangle spell. To a creature immune to this effect,
the weeds and vines feel soft and reshape themselves to serve as temporary seats or
beds.\n\nGrove Guardians: You can animate up to four trees in the area, causing
them to uproot themselves from the ground. These trees have the same statistics as
an awakened tree, which appears in the Monster Manual, except they can't speak, and
their bark is covered with druidic symbols. If any creature not immune to this
effect enters the warded area, the grove guardians fight until they have driven off
or slain the intruders. The grove guardians also obey your spoken commands (no
action required by you) that you issue while in the area. If you don't give them
commands and no intruders are present, the grove guardians do nothing. The grove
guardians can't leave the warded area. When the spell ends, the magic animating
them disappears, and the trees take root again if possible.\n\nAdditional Spell
Effect: You can place your choice of one of the following magical effects within
the warded area:\n-A constant gust of wind in two locations of your choice\n-Spike
growth in one location of your choice\n-Wind wall in two locations of your choice\
nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and
the area of spike growth is harmless.", :key :druid-grove, :school
"abjuration", :name "Druid Grove", :duration "24 hours", :level 6, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true, :material true, :material-component "mistletoe, which the spell consumes,
that was harvested with a golden sickle under the light of a full moon"}, :casting-
time "10 minutes", :spell-lists {:druid true}, :range "Touch"}, :skywrite
{:description "You cause up to ten words to form in a part of the sky you can see.
The words appear to be made of cloud and remain in place for the spell’s duration.
The words dissipate when the spell ends. A strong wind can disperse the clouds and
end the spell early.", :key :skywrite, :school "transmutation", :name
"Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :ritual true, :edit-event [:[Link]/edit-spell {:description
"You cause up to ten words to form in a part of the sky you can see. The words
appear to be made of cloud and remain in place for the spell’s duration. The words
dissipate when the spell ends. A strong wind can disperse the clouds and end the
spell early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration
"Concentration, up to 1 hour", :level 2, :option-pack "Elemental Evil Player's
Companion", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:druid true, :bard true, :wizard true}, :range
"Sight"}], :casting-time "1 action (ritual)", :spell-lists {:druid true, :bard
true, :wizard true}, :range "Sight"}, :crown-of-stars {:description "Seven star-
like motes of light appear and orbit your head until the spell ends. You can use a
bonus action to send one of the motes streaking toward one creature or object
within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the
target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended.
The spell ends early if you expend the last mote.\nIf you have four or more motes
remaining, they shed bright light in a 30-foot radius and dim light for an
additional 30 feet. If you have one to three motes remaining, they shed dim light
in a 30-foot radius.\nAt Higher Levels. When you cast this spell using a spell slot
of 8th level or higher, the number of motes created increases by two for each slot
level above 7th.", :key :crown-of-stars, :school "evocation", :name "Crown of
Stars", :duration "1 hour", :level 7, :option-pack "Xanathar's Guide to
Everything", :components {:somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range
"Self"}, :toll-the-dead {:description "You point at one creature you can see within
range, and the sound of a dolorous bell fills the air around it for a moment. The
target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the
target is missing any of its hit points, it instead takes 1d12 necrotic damage.\
nThe spell's damage increases by one die when you reach 5th level (2d8 or 2d12),
11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).", :key :toll-the-
dead, :school "necromancy", :name "Toll the Dead", :duration
"Instantaneous", :level 0, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:cleric true, :warlock true, :wizard true}, :range "60
feet"}, :power-word-pain {:description "You speak a word of power that causes waves
of intense pain to assail one creature you can see within range. If the target has
100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has
no effect on it. A target is also unaffected if it is immune to being charmed.\
nWhile the target is affected by crippling pain, any speed it has can be no higher
than 10 feet. The target also has disadvantage on attack rolls, ability checks, and
saving throws, other than Constitution saving throws. Finally, if the target tries
to cast a spell, it must first succeed on a Constitution saving throw, or the
casting fails and the spell is wasted.\nA target suffering this pain can make a
Constitution saving throw at the end of each of its turns. On a successful save,
the pain ends.", :key :power-word-pain, :school "enchantment", :name "Power Word
Pain", :duration "Instantaneous", :level 7, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :melf-s-minute-
meteors {:description "You create six tiny meteors in your space. They float in the
air and orbit you for the spell’s duration. When you cast the spell—and as a bonus
action on each of your turns thereafter—you can expend one or two of the meteors,
sending them streaking toward a point or points you choose within 120 feet of you.
Once a meteor reaches its destination or impacts against a solid surface, the
meteor explodes. Each creature within 5 feet of the point where the meteor explodes
must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed
save, or half as much damage on a successful one.\nAt Higher Levels: When you cast
this spell using a spell slot of 4th level or higher, the number of meteors created
increases by two for each slot level above 3rd.", :key :melf-s-minute-
meteors, :school "evocation", :name "Melf’s Minute Meteors", :duration
"Concentration, up to 10 minutes", :level 3, :option-pack "Xanathar's Guide to
Everything", :components {:material-component "niter, sulfur, and pine tar formed
into a bead", :material true, :somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:sorcerer true, :wizard true}, :range "Self"}, :enervation
{:description "A tendril of inky darkness reaches out from you, touching a creature
you can see within range to drain life from it. The target must make a Dexterity
saving throw. On a successful save, the target takes 2d8 necrotic damage, and the
spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the
spell ends, you can use your action on each of your turns to automatically deal 4d8
necrotic damage to the target. The spell ends if you use your action to do anything
else, if the target is ever outside the spell's range, or if the target has total
cover from you.\nWhenever the spell deals damage to a target, you regain hit points
equal to half the amount of necrotic damage the target takes.\nAt Higher Levels.
When you cast this spell using a spell slot of 6th level or higher, the damage
increases by 1d8 for each slot level above 5th.", :key :enervation, :school
"necromancy", :name "Enervation", :duration "Concentration, up to 1 minute", :level
5, :option-pack "Xanathar's Guide to Everything", :components {:verbal
true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer
true, :warlock true, :wizard true}, :range "60 feet"}, :frostbite {:description
"You cause numbing frost to form on one creature that you can see within range. The
target must make a Constitution saving throw. On a failed save, the target takes
1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes
before the end of its next turn.\nThe spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).", :key :frostbite, :school "evocation", :name "Frostbite", :duration
"Instantaneous", :level 0, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:sorcerer true, :druid true, :warlock true, :wizard
true}, :range "60 feet"}, :mind-spike {:description "You reach into the mind of one
creature you can see within range. The target must make a Wisdom saving throw,
taking 3d8 psychic damage on a failed save, or half as much damage on a successful
one. On a failed save, you also always know the target's location until the spell
ends, but only while the two of you are on the same plane of existence. While you
have this knowledge, the target can't become hidden from you, and if it's
invisible, it gains no benefit from that condition against you.\nAt Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.", :key :mind-spike, :school
"divination", :name "Mind Spike", :duration "Concentration, up to 1 hour", :level
2, :option-pack "Xanathar's Guide to Everything", :components {:somatic
true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock
true, :wizard true}, :range "60 feet"}, :wrath-of-nature {:description "You call
out to the spirits of nature to rouse them against your enemies. Choose a point you
can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube
centered on that point to become animated until the spell ends.\n\nGrasses and
Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth
is difficult terrain for your enemies.\n\nTrees: At the start of each of your
turns, each of your enemies within 10 feet of any tree in the cube must succeed on
a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\n\
nRoots and Vines: At the end of each of your turns, one creature of your choice
that is on the ground in the cube must succeed on a Strength saving throw or become
restrained until the spell ends. A restrained creature can use an action to make a
Strength (Athletics) check against your spell save DC, ending the effect on itself
on a success.\n\nRocks: As a bonus action on your turn, you can cause a loose rock
in the cube to launch at a creature you can see in the cube. Make a ranged spell
attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning
damage, and it must succeed on a Strength saving throw or fall
prone.", :key :wrath-of-nature, :school "evocation", :name "Wrath of
Nature", :duration "Concentration, up to 1 minute", :level 5, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range
"120 feet"}, :dust-devil {:description "Choose an unoccupied 5-foot cube of air
that you can see within range. An elemental force that resembles a dust devil
appears in the cube and lasts for the spell’s duration.\nAny creature that ends its
turn within 5 feet of the dust devil must make a Strength saving throw. On a failed
save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a
successful save, the creature takes half as much damage and isn’t pushed.\nAs a
bonus action, you can move the dust devil up to 30 feet in any direction. If the
dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the
material and forms a 10-foot-radius cloud of debris around itself that lasts until
the start of your next turn. The cloud heavily obscures its area.\nAt Higher
Levels: When you cast this spell using a spell slot of 3rd level or higher, the
damage increases by 1d8 for each slot level above 2nd.", :key :dust-devil, :school
"conjuration", :name "Dust Devil", :duration "Concentration, up to 1
minute", :level 2, :option-pack "Xanathar's Guide to Everything", :components
{:verbal true, :somatic true, :material true, :material-component "a pinch of
dust"}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :wizard true}, :range "60 feet"}, :earth-tremor {:description "You cause a
tremor in the ground within range. Each creature other than you in that area must
make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning
damage and is knocked prone. If the ground in that area is loose earth or stone, it
becomes difficult terrain until cleared, with each 5-foot-diameter portion
requiring at least 1 minute to clear by hand.\nAt Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth
Tremor", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true}, :edit-event
[:[Link]/edit-spell {:description "You cause a tremor in the ground
in a 10-foot radius. Each creature other than you in that area must make a
Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage
and is knocked prone. If the ground in that area is loose earth or stone, it
becomes difficult terrain until cleared.\nAt Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth
Tremor", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil Player's
Companion", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "Self
(10-foot radius)"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :wizard true, :bard true}, :range "10 feet"}, :tiny-servant {:description
"You touch one Tiny, nonmagical object that isn't attached to another object or a
surface and isn't being carried by another creature. The target animates and
sprouts little arms and legs, becoming a creature under your control until the
spell ends or the creature drops to 0 hit points. See the stat block for its
statistics.\nAs a bonus action, you can mentally command the creature if it is
within 120 feet of you. (If you control multiple creatures with this spell, you can
command any or all of them at the same time, issuing the same command to each one.)
You decide what action the creature will take and where it will move during its
next turn, or you can issue a simple, general command, such as to fetch a key,
stand watch, or stack some books. If you issue no commands, the servant does
nothing other than defend itself against hostile creatures. Once given
an order, the servant continues to follow that order until its task is complete.\
nWhen the creature drops to 0 hit points, it reverts to its original form, and any
remaining damage carries over to that form.\nAt Higher Levels. When you cast this
spell using a spell slot of 4th level or higher, you can animate two additional
objects for each slot level above 3rd.", :key :tiny-servant, :school
"transmutation", :name "Tiny Servant", :duration "8 hours", :level 3, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range
"Touch"}, :invulnerability {:description "You are immune to all damage until the
spell ends.", :key :invulnerability, :school "abjuration", :name "Invulnerability",
:duration "Concentration, up to 10 minutes", :level 9, :option-pack "Xanathar's
Guide to Everything", :components {:verbal true, :somatic true, :material
true, :material-component "a small piece of adamantine worth at least 500 gp, which
the spell consumes"}, :casting-time "1 action", :spell-lists {:wizard true}, :range
"Self"}, :mighty-fortress {:description "A fortress of stone erupts from a square
area of ground of your choice that you can see within range. The area is 120 feet
on each side, and it must not have any buildings or other structures on it. Any
creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress
has four turrets with square bases, each one 20 feet on a side and 30 feet tall,
with one turret on each corner. The turrets are connected to each other by stone
walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot
thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel
is contiguous with two other panels or one other panel and a turret. You can place
up to four stone doors in the fortress's outer wall.\nA small keep stands inside
the enclosed area. The keep has a square base that is 50 feet on each side, and it
has three floors with 10-foot-high ceilings. Each of the floors can be divided into
as many rooms as you like, provided each room is at least 5 feet on each side. The
floors of the keep are connected by stone staircases, its walls are 6 inches thick,
and interior rooms can have stone doors or open archways as you choose. The keep is
furnished and decorated however you like, and it contains sufficient food to serve
a nine-course banquet for up to 100 people each day. Furnishings, food, and other
objects created by this spell crumble to dust if removed from the fortress.\nA
staff of one hundred invisible servants obeys any command given to them by
creatures you designate when you cast the spell. Each servant functions as if
created by the unseen servant spell.\nThe walls, turrets, and keep are all made of
stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and
30 hit points per inch of thickness. It is immune to poison and psychic damage.
Reducing a section of stone to 0 hit points destroys it and might cause connected
sections to buckle and collapse at the DM's discretion.\nAfter 7 days or when you
cast this spell somewhere else, the fortress harmlessly crumbles and sinks back
into the ground, leaving any creatures that were inside it safely on the ground.\
nCasting this spell on the same spot once every 7 days for a year makes the
fortress permanent.", :key :mighty-fortress, :school "conjuration", :name "Mighty
Fortress", :duration "Instantaneous", :level 8, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :material-component "a diamond worth at
least 500 gp, which the spell consumes", :somatic true, :material true}, :casting-
time "1 minute", :spell-lists {:wizard true}, :range "1 mile"}, :find-greater-steed
{:description "You summon a spirit that assumes the form of a loyal, majestic
mount. Appearing in an unoccupied space within range, the spirit takes on a form
you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-
toothed tiger. The creature has the statistics provided in the Monster Manual for
the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
of its normal creature type. Additionally, if it has an Intelligence score of 5 or
lower, its Intelligence becomes 6, and it gains the ability to understand one
language of your choice that you speak.\nYou control the mount in combat. While the
mount is within 1 mile of you, you can communicate with it telepathically. While
mounted on it, you can make any spell you cast that targets only you also target
the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when
you dismiss it as an action. Casting this spell again re-summons the bonded mount,
with all its hit points restored and any conditions removed.\nYou can't have more
than one mount bonded by this spell or find steed at the same time. As an action,
you can release a mount from its bond, causing it to disappear permanently.\
nWhenever the mount disappears, it leaves behind any objects it was wearing or
carrying.", :key :find-greater-steed, :school "conjuration", :name "Find Greater
Steed", :duration "Instantaneous", :level 4, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true}, :casting-time "10 minutes",
:spell-lists {:paladin true}, :range "30 feet"}, :shadow-blade {:description "You
weave together threads of shadow to create a sword of solidified gloom in your
hand. This magic sword lasts until the spell ends. It counts as a simple melee
weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has
the finesse, light, and thrown properties (range 20/60). In addition, when you use
the sword to attack a target that is in dim light or darkness, you make the attack
roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end
of the turn. Thereafter, while the spell persists, you can use a bonus action to
cause the sword to reappear in your hand.\nAt Higher Levels. When you cast this
spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you
cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you
cast it using a spell slot of 7th level or higher, the damage increases to
5d8.", :key :shadow-blade, :school "illusion", :name "Shadow Blade", :duration
"Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus
action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range
"Self"}, :beast-bond {:description "You establish a telepathic link with one beast
you touch that is friendly to you or charmed by you. The spell fails if the beast's
Intelligence is 4 or higher. Until the spell ends, the link is active while you and
the beast are within line of sight of each other. Through the link, the beast can
understand your telepathic messages to it, and it can telepathically communicate
simple emotions and concepts back to you. While the link is active, the beast gains
advantage on attack rolls against any creature within 5 feet of you that you can
see.", :key :beast-bond, :school "divination", :name "Beast Bond", :duration
"Concentration, up to 10 minutes", :level 1, :option-pack "Xanathar's Guide to
Everything", :components {:material-component "a bit of fur wrapped in a
cloth", :material true, :somatic true, :verbal true}, :edit-event
[:[Link]/edit-spell {:description "You establish a telepathic link
with one beast you touch that is friendly to you or charmed by you. The spell fails
if the beast's Intelligence is 4 or higher. Until the spell ends, the link is
active while you and the beast are within line of sight of each other. Through the
link, the beast can understand your telepathic messages to it, and it can
telepathically communicate simple emotions and concepts back to you. While the link
is active, the beast gains advantage on attack rolls against any creature within 5
feet of you that you can see.", :key :beast-bond, :school "divination", :name
"Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack
"Elemental Evil", :components {:material-component "a bit of fur wrapped in a
cloth", :material true, :somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:druid true, :ranger true}, :range "Touch"}], :casting-time
"1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :transmute-
rock {:description "You choose an area of stone or mud that you can see that fits
within a 40-foot cube and is within range, and choose one of the following
effects.\nTransmute Rock to Mud. Nonmagical rock of any sort in the area becomes an
equal volume of thick, flowing mud that remains for the spell’s duration.\nThe
ground in the spell’s area becomes muddy enough that creatures can sink into it.
Each foot that a creature moves through the mud costs 4 feet of movement, and any
creature on the ground when you cast the spell must make a Strength saving throw. A
creature must also make the saving throw when it moves into the area for the first
time on a turn or ends its turn there. On a failed save, a creature sinks into the
mud and is restrained, though it can use an action to end the restrained condition
on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling,
the mud falls. Any creature under the mud when it falls must make a Dexterity
saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as
much damage on a successful one.\nTransmute Mud to Rock. Nonmagical mud or
quicksand in the area no more than 10 feet deep transforms into soft stone for the
spell’s duration. Any creature in the mud when it transforms must make a Dexterity
saving throw. On a successful save, a creature is shunted safely
to the surface in an unoccupied space. On a failed save, a creature becomes
restrained by the rock. A restrained creature, or another creature within reach,
can use an action to try to break the rock by 23 Chapter 2 | Spells succeeding on a
DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit
points, and it is immune to poison and psychic damage.", :key :transmute-
rock, :school "transmutation", :name "Transmute Rock", :duration "Until dispelled",
:level 5, :option-pack "Xanathar's Guide to Everything", :components {:material-
component "clay and water", :verbal true, :material true, :somatic true}, :edit-
event [:[Link]/edit-spell {:description "You choose an area of stone
or mud that you can see that fits within a 40-foot cube and that is within range,
and choose one of the following effects.\n\nTransmute Rock to Mud: Nonmagical rock
of any sort in the area becomes an equal volume of thick and flowing mud that
remains for the spell’s duration.\nIf you cast the spell on an area of ground, it
becomes muddy enough that creatures can sink into it. Each foot that a creature
moves through the mud costs 4 feet of movement, and any creature on the ground when
you cast the spell must make a Strength saving throw. A creature must also make
this save the first time it enters the area on a turn or ends its turn there. On a
failed save, a creature sinks into the mud and is restrained, though it can use an
action to end the restrained condition on itself by pulling itself free of the
mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud
when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning
damage on a failed save, or half as much damage on a successful one.\n\nTransmute
Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep
transforms into soft stone for the spell’s duration. Any creature in the mud when
it transforms must make a Dexterity saving throw. On a failed save, a creature
becomes restrained by the rock. The restrained creature can use an action to try to
break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the
rock around it. On a successful save, a creature is shunted safely to the surface
to an unoccupied space.", :key :transmute-rock, :school "transmutation", :name
"Transmute Rock", :duration "Instantaneous", :level 5, :option-pack "Elemental Evil
Player's Companion", :components {:material-component "clay and water", :verbal
true, :material true, :somatic true}, :casting-time "1 action", :spell-lists
{:druid true, :wizard true}, :range "120 feet"}], :casting-time "1 action", :spell-
lists {:druid true, :wizard true}, :range "120 feet"}, :thunderclap {:description
"You create a burst of thunderous sound that can be heard up to 100 feet away. Each
creature within range, other than you, must succeed on a Constitution saving throw
or take 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school
"evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack
"Xanathar's Guide to Everything", :components {:somatic true}, :edit-event
[:[Link]/edit-spell {:description "You create a burst of thunderous
sound, which can be heard 100 feet away. Each creature other than you within 5 feet
of you must make a Constitution saving throw. On a failed save, the creature takes
1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school
"evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack
"Elemental Evil Player's Companion", :components {:somatic true}, :casting-time "1
action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock
true, :wizard true}, :range "Self (5-foot radius)"}], :casting-time "1
action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock
true, :wizard true}, :range "5 feet"}, :summon-lesser-demons {:description "You
utter foul words, summoning demons from the chaos of the Abyss. Roll on the
following table to determine what appears.\n(d6) Demons Summoned\n(1–2) Two demons
of challenge rating 1 or lower\n(3–4) Four demons of challenge rating 1/2 or lower\
n(5–6) Eight demons of challenge rating 1/4 or lower\nThe DM chooses the demons,
such as manes or dretches, and you choose the unoccupied spaces you can see within
range where they appear. A summoned demon disappears when it drops to 0 hit points
or when the spell ends.\nThe demons are hostile to all creatures, including you.
Roll initiative for the summoned demons as a group, which has its own turns. The
demons pursue and attack the nearest non-demons to the best of their ability.\nAs
part of casting the spell, you can form a circle on the ground with the blood used
as a material component. The circle is large enough to encompass your space. While
the spell lasts, the summoned demons can't cross the circle or harm it, and they
can't target anyone within it. Using the material component in this manner consumes
it when the spell ends.\nAt Higher Levels. When you cast this spell using a spell
slot of 6th or 7th level, you summon twice as many demons. If you cast it using a
spell slot of 8th or 9th level, you summon three times as many
demons.", :key :summon-lesser-demons, :school "conjuration", :name "Summon Lesser
Demons", :duration "Concentration, up to 1 hour", :level 3, :option-pack
"Xanathar's Guide to Everything", :components {:material-component "a vial of blood
from a humanoid killed within the past 24 hours", :verbal true, :somatic
true, :material true}, :casting-time "1 action", :spell-lists {:warlock
true, :wizard true}, :range "60 feet"}, :illusory-dragon {:description "By
gathering threads of shadow material from the Shadowfell, you create a Huge shadowy
dragon in an unoccupied space that you can see within range. The illusion lasts for
the spell's duration and occupies its space, as if it were a creature.\nWhen the
illusion appears, any of your enemies that can see it must succeed on a Wisdom
saving throw or become frightened of it for 1 minute. If a frightened creature ends
its turn in a location where it doesn't have line of sight to the illusion, it can
repeat the saving throw, ending the effect on itself on a success.\nAs a bonus
action on your turn, you can move the illusion up to 60 feet. At any point during
its movement, you can cause it to exhale a blast of energy in a 60-foot cone
originating from its space. When you create the dragon, choose a damage type: acid,
cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an
Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed
save, or half as much damage on a successful one.\nThe illusion is tangible because
of the shadow stuff used to create it, but attacks miss it automatically, it
succeeds on all saving throws, and it is immune to all damage and conditions. A
creature that uses an action to examine the dragon can determine that it is an
illusion by succeeding on an Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it is, the creature can see
through it and has advantage on saving throws against its breath.", :key :illusory-
dragon, :school "illusion", :name "Illusory Dragon", :duration "Concentration, up
to 1 minute", :level 8, :option-pack "Xanathar's Guide to Everything", :components
{:somatic true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "120
feet"}, :storm-sphere {:description "A 20-foot-radius sphere of whirling air
springs into existence centered on a point you choose within range. The sphere
remains for the spell’s duration. Each creature in the sphere when it appears or
that ends its turn there must succeed on a Strength saving throw or take 2d6
bludgeoning damage. The sphere’s space is difficult terrain.\nUntil the spell ends,
you can use a bonus action on each of your turns to cause a bolt of lightning to
leap from the center of the sphere toward one creature you choose within 60 feet of
the center. Make a ranged spell attack. You have advantage on the attack roll if
the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\
nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception)
checks made to listen.\nAt Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the damage increases for each of its effects by 1d6
for each slot level above 4th.", :key :storm-sphere, :school "evocation", :name
"Storm Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard
true}, :range "150 feet"}, :healing-spirit {:description "You call forth a nature
spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-
foot cube you can see within range. The spirit looks like a transparent beast or
fey (your choice).\nUntil the spell ends, whenever you or a creature you can see
moves into the spirit's space for the first time on a turn or starts its turn
there, you can cause the spirit to restore 1d6 hit points to that creature (no
action required). The spirit can't heal constructs or undead.\nAs a bonus action on
your turn, you can move the spirit up to 30 feet to a space you can see.\nAt Higher
Levels. When you cast this spell using a spell slot of 3rd level or higher, the
healing increases by 1d6 for each slot level above 2nd.", :key :healing-
spirit, :school "conjuration", :name "Healing Spirit", :duration "Concentration, up
to 1 minute", :level 2, :option-pack "Xanathar's Guide to Everything", :components
{:verbal true, :somatic true}, :casting-time "1 bonus action ", :spell-lists
{:druid true, :ranger true}, :range "60 feet"}, :wall-of-light {:description "A
shimmering wall of bright light appears at a point you choose within range. The
wall appears in any orientation you choose: horizontally, vertically, or
diagonally. It can be free floating, or it can rest on a solid surface. The wall
can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of
sight, but creatures and objects can pass through it. It emits bright light out to
120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each
creature in its area must make a Constitution saving throw. On a failed save, a
creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful
save, it takes half as much damage and isn't blinded. A blinded creature can make a
Constitution saving throw at the end of each of its turns, ending the effect on
itself on a success.\nA creature that ends its turn in the wall's area takes 4d8
radiant damage.\nUntil the spell ends, you can use an action to launch a beam of
radiance from the wall at one creature you can see within 60 feet of it. Make a
ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit
or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0
feet, the spell ends.\nAt Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d8 for each slot level above
5th.", :key :wall-of-light, :school "evocation", :name "Wall of Light", :duration
"Concentration, up to 10 minutes", :level 5, :option-pack "Xanathar's Guide to
Everything", :components {:material-component "a hand mirror", :verbal
true, :somatic true, :material true}, :casting-time "1 action", :spell-lists
{:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :investiture-of-
ice {:description "Until the spell ends, ice rimes your body, and you gain the
following benefits:\n• You are immune to cold damage and have resistance to fire
damage.\n• You can move across difficult terrain created by ice or snow without
spending extra movement.\n• The ground in a 10-foot radius around you is icy and is
difficult terrain for creatures other than you. The radius moves with you.\n• You
can use your action to create a 15-foot cone of freezing wind extending from your
outstretched hand in a direction you choose. Each creature in the cone must make a
Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or
half as much damage on a successful one. A creature that fails its save against
this effect has its speed halved until the start of your next
turn.", :key :investiture-of-ice, :school "transmutation", :name "Investiture of
Ice", :duration "Concentration, up to 10 minutes", :level 6, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:wizard true, :warlock
true, :sorcerer true, :druid true}, :range "Self"}, :ice-knife {:description "You
create a shard of ice and fling it at one creature within range. Make a ranged
spell attack against the target. On a hit, the target takes 1d10 piercing damage.
Hit or miss, the shard then explodes. The target and each creature within 5 feet of
it must succeed on a Dexterity saving throw or take 2d6 cold damage.\n\nAt Higher
Levels. When you cast this spell using a spell slot of 2nd level or higher, the
cold damage increases by 1d6 for each slot level above 1st.", :key :ice-
knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level
1, :option-pack "Xanathar's Guide to Everything", :components {:material
true, :material-component "a drop of water or piece of ice", :somatic true}, :edit-
event [:[Link]/edit-spell {:description "You create a shard of ice
and fling it at one creature within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard
then explodes. The target and each creature within 5 feet of the point where the
ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-
knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level
1, :option-pack "Elemental Evil", :components {:material true, :material-component
"a drop of water or piece of ice", :somatic true}, :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60
feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :wizard true}, :range "60 feet"}, :temple-of-the-gods {:description "You
cause a temple to shimmer into existence on ground you can see within range. The
temple must fit within an unoccupied cube of space, up to 120 feet on each side.
The temple remains until the spell ends. It is dedicated to whatever god, pantheon,
or philosophy is represented by the holy symbol used in the casting.\nYou make all
decisions about the temple's appearance. The interior is enclosed by a floor,
walls, and a roof, with one door granting access to the interior and as many
windows as you wish. Only you and any creatures you designate when you cast the
spell can open or close the door.\nThe temple's interior is an open space with an
idol or altar at one end. You decide whether the temple is illuminated and whether
that illumination is bright light or dim light. The smell of burning incense fills
the air within, and the temperature is mild.\nThe temple opposes types of creatures
you choose when you cast this spell. Choose one or more of the following:
celestials, elementals, fey, fiends, or undead. If a creature of the chosen type
attempts to enter the temple, that creature must make a Charisma saving throw. On a
failed save, it can't enter the temple for 24 hours. Even if the creature can enter
the temple, the magic there hinders it; whenever it makes an attack roll, an
ability check, or a saving throw inside the temple, it must roll a d4 and subtract
the number rolled from the d20 roll.\nIn addition, the sensors created by
divination spells can't appear inside the temple, and creatures within can't be
targeted by divination spells.\nFinally, whenever any creature in the temple
regains hit points from a spell of 1st level or higher, the creature regains
additional hit points equal to your Wisdom modifier (minimum 1 hit point).\nThe
temple is made from opaque magical force that extends into the Ethereal Plane, thus
blocking ethereal travel into the temple's interior. Nothing can physically pass
through the temple's exterior. It can't be dispelled by dispel magic, and antimagic
field has no effect on it. A disintegrate spell destroys the temple instantly.\
nCasting this spell on the same spot every day for a year makes this effect
permanent.", :key :temple-of-the-gods, :school "conjuration", :name "Temple of the
Gods", :duration "24 hours", :level 7, :option-pack "Xanathar's Guide to
Everything", :components {:material-component "a holy symbol worth at least 5
gp", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-
lists {:cleric true}, :range "120 feet"}, :snilloc-s-snowball-swarm {:description
"A flurry of magic snowballs erupts from a point you choose within range. Each
creature in a 5-foot-radius sphere centered on that point must make a Dexterity
saving throw. A creature takes 3d6 cold damage on a failed save, or half as much
damage on a successful one.\nAt Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level
above 2nd.", :key :snilloc-s-snowball-swarm, :school "evocation", :name "Snilloc’s
Snowball Swarm", :duration "Instantaneous", :level 2, :option-pack "Xanathar's
Guide to Everything", :components {:verbal true, :somatic true, :material
true, :material-component "a piece of ice or a small white rock chip"}, :casting-
time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90
feet"}, :zephyr-strike {:description "You move like the wind. Until the spell ends,
your movement doesn't provoke opportunity attacks.\nOnce before the spell ends, you
can give yourself advantage on one weapon attack roll on your turn. That attack
deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking
speed increases by 30 feet until the end of that turn.", :key :zephyr-
strike, :school "transmutation", :name "Zephyr Strike", :duration "Concentration,
up to 1 minute", :level 1, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-
lists {:ranger true}, :range "Self"}, :dragon-s-breath {:description "You touch one
willing creature and imbue it with the power to spew magical energy from its mouth,
provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell
ends, the creature can use an action to exhale energy of the chosen type in a 15-
foot cone. Each creature in that area must make a Dexterity saving throw, taking
3d6 damage of the chosen type on a failed save, or half as much damage on a
successful one.\nAt Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d6 for each slot level above
2nd.", :key :dragon-s-breath, :school "transmutation", :name "Dragon's
Breath", :duration "Concentration, up to 1 minute", :level 2, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true, :material true, :material-component "a hot pepper"}, :casting-time "1 bonus
action", :spell-lists {:sorcerer true, :wizard true}, :range "Touch"}, :catnap
{:description "You make a calming gesture, and
up to three willing creatures of your choice that you can see within range fall
unconscious for the spell's duration. The spell ends on a target early if it takes
damage or someone uses an action to shake or slap it awake. If a target remains
unconscious for the full duration, that target gains the benefit of a short rest,
and it can't be affected by this spell again until it finishes a long rest.\nAt
Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
you can target one additional willing creature for each slot level above
3rd.", :key :catnap, :school "enchantment", :name "Catnap", :duration "10 minutes",
:level 3, :option-pack "Xanathar's Guide to Everything", :components {:somatic
true, :material true, :material-component "a pinch of sand"}, :casting-time "1
action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "30
feet"}, :control-winds {:description "You take control of the air in a 100-foot
cube that you can see within range. Choose one of the following effects when you
cast the spell. The effect lasts for the spell’s duration, unless you use your
action on a later turn to switch to a different effect. You can also use your
action to temporarily halt the effect or to restart one you’ve halted.\nGusts: A
wind picks up within the cube, continually blowing in a horizontal direction that
you choose. You choose the intensity of the wind: calm, moderate, or strong. If the
wind is moderate or strong, ranged weapon attacks that pass through it or that are
made against targets within the cube have disadvantage on their attack rolls. If
the wind is strong, any creature moving against the wind must spend 1 extra foot of
movement for each foot moved.\nDowndraft: You cause a sustained blast of strong
wind to blow downward from the top of the cube. Ranged weapon attacks that pass
through the cube or that are made against targets within it have disadvantage on
their attack rolls. A creature must make a Strength saving throw if it flies into
the cube for the first time on a turn or starts its turn there flying. On a failed
save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within
the cube, rising upward from the cube’s bottom edge. Creatures that end a fall
within the cube take only half damage from the fall. When a creature in the cube
makes a vertical jump, the creature can jump up to 10 feet higher than
normal.", :key :control-winds, :school "transmutation", :name "Control
Winds", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's
Guide to Everything", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300
feet"}, :sickening-radiance {:description "Dim, greenish light spreads within a 30-
foot-radius sphere centered on a point you choose within range. The light spreads
around corners, and it lasts until the spell ends.\nWhen a creature moves into the
spell's area for the first time on a turn or starts its turn there, that creature
must succeed on a Constitution saving throw or take 4d10 radiant damage, and it
suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius.
This light makes it impossible for the creature to benefit from being invisible.
The light and any levels of exhaustion caused by this spell go away when the spell
ends.", :key :sickening-radiance, :school "evocation", :name "Sickening
Radiance", :duration "Concentration, up to 10 minutes", :level 4, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock
true, :wizard true}, :range "120 feet"}, :synaptic-static {:description "You choose
a point within range and cause psychic energy to explode there. Each creature in a
20-foot-radius sphere centered on that point must make an Intelligence saving
throw. A creature with an Intelligence score of 2 or lower can't be affected by
this spell. A target takes 8d6 psychic damage on a failed save, or half as much
damage on a successful one.\nAfter a failed save, a target has muddled thoughts for
1 minute. During that time, it rolls a d6 and subtracts the number rolled from all
its attack rolls and ability checks, as well as its Constitution saving throws to
maintain concentration. The target can make an Intelligence saving throw at the end
of each of its turns, ending the effect on itself on a success.", :key :synaptic-
static, :school "enchantment", :name "Synaptic Static", :duration
"Instantaneous", :level 5, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard
true}, :range "120 feet"}, :word-of-radiance {:description "You utter a divine
word, and burning radiance erupts from you. Each creature of your choice that you
can see within range must succeed on a Constitution saving throw or take 1d6
radiant damage.\nThe spell's damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).", :key :word-of-radiance, :school
"evocation", :name "Word of Radiance", :duration "Instantaneous", :level
0, :option-pack "Xanathar's Guide to Everything", :components {:verbal
true, :material true, :material-component "a holy symbol"}, :casting-time "1
action", :spell-lists {:cleric true}, :range "5 feet"}, :scatter {:description "The
air quivers around up to five creatures of your choice that you can see within
range. An unwilling creature must succeed on a Wisdom saving throw to resist this
spell. You teleport each affected target to an unoccupied space that you can see
within 120 feet of you. That space must be on the ground or on a
floor.", :key :scatter, :school "conjuration", :name "Scatter", :duration
"Instantaneous", :level 6, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :shadow-of-moil
{:description "Flame-like shadows wreathe your body until the spell ends, causing
you to become heavily obscured to others. The shadows turn dim light within 10 feet
of you into darkness, and bright light in the same area to dim light.\nUntil the
spell ends, you have resistance to radiant damage. In addition, whenever a creature
within 10 feet of you hits you with an attack, the shadows lash out at that
creature, dealing it 2d8 necrotic damage.", :key :shadow-of-moil, :school
"necromancy", :name "Shadow of Moil", :duration "Concentration, up to 1
minute", :level 4, :option-pack "Xanathar's Guide to Everything", :components
{:verbal true, :somatic true, :material true, :material-component "an undead
eyeball encased in a gem worth at least 150 gp"}, :casting-time "1 action", :spell-
lists {:warlock true}, :range "Self"}, :chaos-bolt {:description "You hurl an
undulating, warbling mass of chaotic energy at one creature in range. Make a ranged
spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage.
Choose one of the d8s. The number rolled on that die determines the attack's damage
type, as shown below:\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7
Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy
leaps from the target to a different creature of your choice within 30 feet of it.
Make a new attack roll against the new target, and make a new damage roll, which
could cause the chaotic energy to leap again.\nA creature can be targeted only once
by each casting of this spell.\nAt Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type
rolled for each slot level above 1st.", :key :chaos-bolt, :school
"evocation", :name "Chaos Bolt", :duration "Instantaneous", :level 1, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:sorcerer true}, :range "120 feet"},
:watery-sphere {:description "You conjure up a sphere of water with a 5-foot radius
at a point you can see within range. The sphere can hover but no more than 10 feet
off the ground. The sphere remains for the spell’s duration.\nAny creature in the
sphere’s space must make a Strength saving throw. On a successful save, a creature
is ejected from that space to the nearest unoccupied space of the creature’s choice
outside the sphere. A Huge or larger creature succeeds on the saving throw
automatically, and a Large or smaller creature can choose to fail it. On a failed
save, a creature is restrained by the sphere and is engulfed by the water. At the
end of each of its turns, a restrained target can repeat the saving throw, ending
the effect on itself on a success.\nThe sphere can restrain as many as four Medium
or smaller creatures or one Large creature. If the sphere restrains a creature that
causes it to exceed this capacity, a random creature that was already restrained by
the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an
action, you can move the sphere up to 30 feet in a straight line. If it moves over
a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet
above the ground. Any creature restrained by the sphere moves with it. You can ram
the sphere into creatures, forcing them to make the saving throw.\nWhen the spell
ends, the sphere falls to the ground and extinguishes all normal flames within 30
feet of it. Any creature restrained by the sphere is knocked prone in the space
where it falls. The water then vanishes.", :key :watery-sphere, :school
"conjuration", :name "Watery Sphere", :duration "Concentration, up to 1
minute", :level 4, :option-pack "Xanathar's Guide to Everything", :components
{:material true, :material-component "a droplet
of water", :somatic true, :verbal true}, :edit-event [:[Link]/edit-
spell {:description "You conjure up a sphere of water with a 10-foot radius on a
point you can see within range. The sphere can hover in the air, but no more than
10 feet off the ground. The sphere remains for the spell’s duration.\nAny creature
in the sphere’s space must make a Strength saving throw. On a successful save, a
creature is ejected from that space to the nearest unoccupied space outside it. A
Huge or larger creature succeeds on the saving throw automatically. On a failed
save, a creature is restrained by the sphere and is engulfed by the water. At the
end of each of its turns, a restrained target can repeat the saving throw.\nThe
sphere can restrain a maximum of four Medium or smaller creatures or one Large
creature. If the sphere restrains a creature in excess of these numbers, a random
creature that was already restrained by the sphere falls out of it and lands prone
in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30
feet in a straight line. If it moves over a pit, cliff, or other drop, it safely
descends until it is hovering 10 feet over ground. Any creature restrained by the
sphere moves with it. You can ram the sphere into creatures, forcing them to make
the saving throw, but no more than once per turn.\nWhen the spell ends, the sphere
falls to the ground and extinguishes all normal flames within 30 feet of it. Any
creature restrained by the sphere is knocked prone in the space where it
falls.", :key :watery-sphere, :school "conjuration", :name "Watery
Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack
"Elemental Evil Player's Companion", :components {:material true, :material-
component "a droplet of water", :somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90
feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :wizard true}, :range "90 feet"}, :cause-fear {:description "You awaken the
sense of mortality in one creature you can see within range. A construct or an
undead is immune to this effect. The target must succeed on a Wisdom saving throw
or become frightened of you until the spell ends. The frightened target can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a
success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot level above
1st. The creatures must be within 30 feet of each other when you target
them.", :key :cause-fear, :school "necromancy", :name "Cause Fear", :duration
"Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true}, :casting-time "1 action ", :spell-lists
{:warlock true, :wizard true}, :range "60 feet"}, :magic-stone {:description "You
touch one to three pebbles and imbue them with magic. You or someone else can make
a ranged spell attack with one of the pebbles by throwing it or hurling it with a
sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a
pebble, that attacker adds your spellcasting ability modifier, not the attacker’s,
to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 +
your spellcasting ability modifier. Whether the attack hits or misses, the spell
then ends on the stone.\nIf you cast this spell again, the spell ends on any
pebbles still affected by your previous casting.", :key :magic-stone, :school
"transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic true}, :edit-
event [:[Link]/edit-spell {:description "You touch one to three
pebbles and imbue them with magic. You or someone else can make a ranged spell
attack with one of the pebbles by throwing it or hurling it with a sling. If
thrown, it has a range of 60 feet. If someone else attacks with the pebble, that
attacker adds your spellcasting ability modifier, not the attacker’s, to the attack
roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your
spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf
you cast this spell again, the spell ends early on any pebbles still affected by
it", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1
minute", :level 0, :option-pack "Elemental Evil Player's Companion", :components
{:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:druid
true, :warlock true}, :range "Touch"}], :casting-time "1 bonus action", :spell-
lists {:druid true, :warlock true}, :range "Touch"}, :infernal-calling
{:description "Uttering a dark incantation, you summon a devil from the Nine Hells.
You choose the devil's type, which must be one of challenge rating 6 or lower, such
as a barbed devil or a bearded devil. The devil appears in an unoccupied space that
you can see within range. The devil disappears when it drops to 0 hit points or
when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll
initiative for the devil, which has its own turns. It is under the Dungeon Master's
control and acts according to its nature on each of its turns, which might result
in its attacking you if it thinks it can prevail, or trying to tempt you to
undertake an evil act in exchange for limited service. The DM has the creature's
statistics.\nOn each of your turns, you can try to issue a verbal command to the
devil (no action required by you). It obeys the command if the likely outcome is in
accordance with its desires, especially if the result would draw you toward evil.
Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check
contested by its Wisdom (Insight) check. You make the check with advantage if you
say the devil's true name. If your check fails, the devil becomes immune to your
verbal commands for the duration of the spell, though it can still carry out your
commands if it chooses. If your check succeeds, the devil carries out your command
— such as “attack my enemies,” “explore the room ahead,” or “bear this message to
the queen” — until it completes the activity, at which point it returns to you to
report having done so.\nIf your concentration ends before the spell reaches its
full duration, the devil doesn't disappear if it has become immune to your verbal
commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then
it disappears.\nIf you possess an individual devil's talisman, you can summon that
devil if it is of the appropriate challenge rating plus 1, and it obeys all your
commands, with no Charisma checks required.\nAt Higher Levels. When you cast this
spell using a spell slot of 6th level or higher, the challenge rating increases by
1 for each slot level above 5th.", :key :infernal-calling, :school
"conjuration", :name "Infernal Calling", :duration "Concentration, up to 1
hour", :level 5, :option-pack "Xanathar's Guide to Everything", :components
{:material-component "a ruby worth at least 999 gp", :verbal true, :somatic
true, :material true}, :casting-time "1 minute", :spell-lists {:warlock
true, :wizard true}, :range "90 feet"}, :abi-dalzims-horrid-wilting {:description
"You draw the moisture from every creature in a 30-foot cube centered on a point
you choose within range. Each creature in that area must make a Constitution saving
throw. Constructs and undead aren't affected, and plants and water elementals make
this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a
failed save, or half as much damage on a successful one.\n\nNonmagical plants in
the area that aren't creatures, such as trees and shrubs, wither and die
instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-
Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true, :material true, :material-component "a bit of sponge"}, :edit-event
[:[Link]/edit-spell {:description "You draw the moisture from every
creature in a 30-foot cube centered on a point you choose within range. Each
creature in that area must make a Constitution saving throw. Constructs and undead
aren't affected, and plants and water elementals make this saving throw with
disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as
much damage on a successful one.\nNonmagical plants in the area that are n't
creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-
horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid
Wilting", :duration "Instantaneous", :level 8, :option-pack "Elemental
Evil", :components {:verbal true, :somatic true, :material true, :material-
component "a bit of sponge"}, :edit-event [:[Link]/edit-spell
{:description "You draw the moisture from every creature in a 30-foot cube centered
on a point you choose within range. Each creature in that area must make a
Constitution saving throw. Constructs and undead aren't affected, and plants and
water elementals make this saving throw with disadvantage. A creature takes 12d8
necrotic damage on a failed save, or half as much damage on a successful one.\
nNonmagical plants in the area that are n't creatures, such as trees and shrubs,
wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy",
:name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-
pack "Xanathars Guide to Everything (arandomstringofnum#2919)", :components
{:verbal true, :somatic true, :material true, :material-component "a bit of
sponge"}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard
true}, :range "150 feet"}],
:casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150
feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard
true}, :range "150 feet"}, :charm-monster {:description "You attempt to charm a
creature you can see within range. It must make a Wisdom saving throw, and it does
so with advantage if you or your companions are fighting it. If it fails the saving
throw, it is charmed by you until the spell ends or until you or your companions do
anything harmful to it. The charmed creature is friendly to you. When the spell
ends, the creature knows it was charmed by you.\nAt Higher Levels. When you cast
this spell using a spell slot of 5th level or higher, you can target one additional
creature for each slot level above 4th. The creatures must be within 30 feet of
each other when you target them.", :key :charm-monster, :school
"enchantment", :name "Charm Monster", :duration "1 hour", :level 4, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer
true, :warlock true, :wizard true}, :range "30 feet"}, :control-flames
{:description "You choose nonmagical flame that you can see within range and that
fits within a 5-foot cube. You affect it in one of the following ways:\n• You
instantaneously expand the flame 5 feet in one direction, provided that wood or
other fuel is present in the new location.\n• You instantaneously extinguish the
flames within the cube.\n• You double or halve the area of bright light and dim
light cast by the flame, change its color, or both. The change lasts for 1 hour.\n•
You cause simple shapes—such as the vague form of a creature, an inanimate object,
or a location—to appear within the flames and animate as you like. The shapes last
for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such an effect as
an action.", :key :control-flames, :school "transmutation", :name "Control Flames",
:duration "Instantaneous or 1 hour ", :level 0, :option-pack "Xanathar's Guide to
Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists
{:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :life-transference
{:description "You sacrifice some of your health to mend another creature's
injuries. You take 4d8 necrotic damage, and one creature of your choice that you
can see within range regains a number of hit points equal to twice the necrotic
damage you take.\nAt Higher Levels. When you cast this spell using a spell slot of
4th level or higher, the damage increases by 1d8 for each slot level above
3rd.", :key :life-transference, :school "necromancy", :name "Life
Transference", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide
to Everything", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard false, :wizard true, :cleric true}, :range "30 feet"},
:guardian-of-nature {:description "A nature spirit answers your call and transforms
you into a powerful guardian. The transformation lasts until the spell ends. You
choose one of the following forms to assume: Primal Beast or Great Tree.\n\nPrimal
Beast: Bestial fur covers your body, your facial features become feral, and you
gain the following benefits:\n-Your walking speed increases by 10 feet.\n-You gain
darkvision with a range of 120 feet.\n-You make Strength-based attack rolls with
advantage.\n-Your melee weapon attacks deal an extra 1d6 force damage on a hit.\n\
nGreat Tree: Your skin appears barky, leaves sprout from your hair, and you gain
the following benefits:\n-You gain 10 temporary hit points.\n-You make Constitution
saving throws with advantage.\n-You make Dexterity- and Wisdom-based attack rolls
with advantage.\n-While you are on the ground, the ground within 15 feet of you is
difficult terrain for your enemies. ", :key :guardian-of-nature, :school
"transmutation", :name "Guardian of Nature", :duration "Concentration, up to 1
minute", :level 4, :option-pack "Xanathar's Guide to Everything", :components
{:verbal true}, :edit-event [:[Link]/edit-spell {:description "A
nature spirit answers your call and transforms you into a powerful guardian. The
transformation lasts until the spell ends. You choose one of the following forms to
assume: Primal Beast or Great Tree.\n\nPrimal Beast: Bestial fur covers your body,
your facial features become feral, and you gain the following benefits:\n-Your
walking speed increases by 10 feet.\n-You gain darkvision with a range of 120
feet.\n-You make Strength-based attack rolls with advantage.\n-Your melee weapon
attacks deal an extra 1d6 force damage on a hit.\n\nGreat Tree: Your skin appears
barky, leaves sprout from your hair, and you gain the following benefits:\n-You
gain 10 temporary hit points.\n-You make Constitution saving throws with
advantage.\n-You make Dexterity- and Wisdom-based attack rolls with advantage.\n-
While you are on the ground, the ground within 15 feet of you is difficult terrain
for your enemies. ", :key :guardian-of-nature, :school "transmutation", :name
"Guardian of Nature", :duration "Concentration, up to 1 minute", :level 4, :option-
pack "Xanathar's Guide to Everything", :components {:verbal true}, :casting-time "1
bonus action", :spell-lists {:druid true, :paladin true}, :range
"Self"}], :casting-time "1 bonus action", :spell-lists {:druid true, :paladin
false, :ranger true}, :range "Self"}, :mental-prison {:description "You attempt to
bind a creature within an illusory cell that only it perceives. One creature you
can see within range must make an Intelligence saving throw. The target succeeds
automatically if it is immune to being charmed. On a successful save, the target
takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes
5d10 psychic damage, and you make the area immediately around the target's space
appear dangerous to it in some way. You might cause the target to perceive itself
as being surrounded by fire, floating razors, or hideous maws filled with dripping
teeth. Whatever form the illusion takes, the target can't see or hear anything
beyond it and is restrained for the spell's duration. If the target is moved out of
the illusion, makes a melee attack through it, or reaches any part of its body
through it, the target takes 10d10 psychic damage, and the spell
ends.", :key :mental-prison, :school "illusion", :name "Mental Prison", :duration
"Concentration, up to 1 minute", :level 6, :option-pack "Xanathar's Guide to
Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists
{:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :pyrotechnics
{:description "Choose an area of nonmagical flame that you can see and that fits
within a 5-foot cube within range. You can extinguish the fire in that area, and
you create either fireworks or smoke when you do so.\nFireworks. The target
explodes with a dazzling display of colors. Each creature within 10 feet of the
target must succeed on a Constitution saving throw or become blinded until the end
of your next turn.\nSmoke. Thick black smoke spreads out from the target in a 20-
foot radius, moving around corners. The area of the smoke is heavily obscured. The
smoke persists for 1 minute or until a strong wind disperses
it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration
"Instantaneous", :level 2, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true}, :edit-event
[:[Link]/edit-spell {:description "Choose an area of flame that you
can see and that can fit within a 5-foot cube within range. You can extinguish the
fire in that area, and you create either fireworks or smoke.\nFireworks: The target
explodes with a dazzling display of colors. Each creature within 10 feet of the
target must succeed on a Constitution saving throw or become blinded until the end
of your next turn.\nSmoke: Thick black smoke spreads out from the target in a 20-
foot radius, moving around corners. The area of the smoke is heavily obscured. The
smoke persists for 1 minute or until a strong wind disperses
it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration
"Instantaneous", :level 2, :option-pack "Elemental Evil Player's
Companion", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60
feet"}], :casting-time "1 action", :spell-lists {:bard true, :sorcerer
true, :wizard true}, :range "60 feet"}, :wall-of-sand {:description "You conjure up
a wall of swirling sand on the ground at a point you can see within range. You can
make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes
when the spell ends. It blocks line of sight but not movement. A creature is
blinded while in the wall’s space and must spend 3 feet of movement for every 1
foot it moves there.", :key :wall-of-sand, :school "evocation", :name "Wall of
Sand", :duration "Concentration, up to 10 minutes", :level 3, :option-pack
"Xanathar's Guide to Everything", :components {:material true, :material-component
"a handful of sand", :somatic true, :verbal true}, :casting-time "1
action", :spell-lists {:wizard true}, :range "90 feet"}, :maelstrom {:description
"A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a
point you can see within range. The point must be on ground or in a body of water.
Until the spell ends, that area is difficult terrain, and any creature that starts
its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning
damage and be pulled 10 feet toward the center.", :key :maelstrom, :school
"evocation", :name "Maelstrom", :duration "Concentration, up to
1 minute", :level 5, :option-pack "Xanathar's Guide to Everything", :components
{:material-component "paper or leaf in the shape of a funnel", :verbal
true, :somatic true, :material true}, :casting-time "1 action", :spell-lists
{:druid true}, :range "120 feet"}, :psychic-scream {:description "You unleash the
power of your mind to blast the intellect of up to ten creatures of your choice
that you can see within range. Creatures that have an Intelligence score of 2 or
lower are unaffected.\nEach target must make an Intelligence saving throw. On a
failed save, a target takes 14d6 psychic damage and is stunned. On a successful
save, a target takes half as much damage and isn't stunned. If a target is killed
by this damage, its head explodes, assuming it has one.\nA stunned target can make
an Intelligence saving throw at the end of each of its turns. On a successful save,
the stunning effect ends.", :key :psychic-scream, :school "enchantment", :name
"Psychic Scream", :duration "Instantaneous", :level 9, :option-pack "Xanathar's
Guide to Everything", :components {:somatic true}, :casting-time "1
action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard
true}, :range "90 feet"}, :wall-of-water {:description "You conjure up a wall of
water on the ground at a point you can see within range. You can make the wall up
to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up
to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the
spell ends. The wall’s space is difficult terrain.\nAny ranged weapon attack that
enters the wall’s space has disadvantage on the attack roll, and fire damage is
halved if the fire effect passes through the wall to reach its target. Spells that
deal cold damage that pass through the wall cause the area of the wall they pass
through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-
square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0
hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill
it.", :key :wall-of-water, :school "evocation", :name "Wall of Water", :duration
"Concentration, up to 10 minutes", :level 3, :option-pack "Xanathar's Guide to
Everything", :components {:material-component "a drop of water", :verbal
true, :material true, :somatic true}, :casting-time "1 action", :spell-lists
{:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :danse-macabre
{:description "Threads of dark power leap from your fingers to pierce up to five
Small or Medium corpses you can see within range. Each corpse immediately stands up
and becomes undead. You decide whether it is a zombie or a skeleton (the statistics
for zombies and skeletons are in the Monster Manual), and it gains a bonus to its
attack and damage rolls equal to your spellcasting ability modifier.\nYou can use a
bonus action to mentally command the creatures you make with this spell, issuing
the same command to all of them. To receive the command, a creature must be within
60 feet of you. You decide what action the creatures will take and where they will
move during their next turn, or you can issue a general command, such as to guard a
chamber or passageway against your foes. If you issue no commands, the creatures do
nothing except defend themselves against hostile creatures. Once given an order,
the creatures continue to follow it until their task is complete.\nThe creatures
are under your control until the spell ends, after which they become inanimate once
more.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level
or higher, you animate up to two additional corpses for each slot level above
5th.", :key :danse-macabre, :school "necromancy", :name "Danse Macabre", :duration
"Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:warlock true, :wizard true}, :range "60
feet"}, :maximilian-s-earthen-grasp {:description "You choose a 5-foot-square
unoccupied space on the ground that you can see within range. A Medium hand made
from compacted soil rises there and reaches for one creature you can see within 5
feet of it. The target must make a Strength saving throw. On a failed save, the
target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\nAs
an action, you can cause the hand to crush the restrained target, which must make a
Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or
half as much damage on a successful one.\nTo break out, the restrained target can
use its action to make a Strength check against your spell save DC. On a success,
the target escapes and is no longer restrained by the hand.\nAs an action, you can
cause the hand to reach for a different creature or to move to a different
unoccupied space within range. The hand releases a restrained target if you do
either.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name
"Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level
2, :option-pack "Xanathar's Guide to Everything", :components {:material-component
"a miniature hand sculpted from clay", :verbal true, :somatic true, :material
true}, :edit-event [:[Link]/edit-spell {:description "You choose a 5-
foot-square unoccupied space on the ground that you can see within range. A Medium
hand made from compacted soil rises there and reaches for one creature you can see
within 5 feet of it. The target must make a Strength saving throw. On a failed
save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s
duration.\nAs an action, you can cause the hand to crush the restrained target, who
must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed
save, or half as much damage on a successful one.\nTo break out, the restrained
target can make a Strength check against your spell save DC. On a success, the
target escapes and is no longer restrained by the hand.\nAs an action, you can
cause the hand to reach for a different creature or to move to a different
unoccupied space within range. The hand releases a restrained target if you do
either.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name
"Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level
2, :option-pack "Elemental Evil Player's Companion", :components {:material-
component "a miniature hand sculpted from clay", :verbal true, :somatic
true, :material true}, :casting-time "1 action", :spell-lists {:wizard
true, :sorcerer true}, :range "30 feet"}], :casting-time "1 action", :spell-lists
{:wizard true, :sorcerer true}, :range "30 feet"}, :create-homunculus {:description
"While speaking an intricate incantation, you cut yourself with a jewel-encrusted
dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip
your blood on the spell's other components and touch them, transforming them into a
special construct called a homunculus.\nThe statistics of the homunculus are in the
Monster Manual. It is your faithful companion, and it dies if you die. Whenever you
finish a long rest, you can spend up to half your Hit Dice if the homunculus is on
the same plane of existence as you. When you do so, roll each die and add your
Constitution modifier to it. Your hit point maximum is reduced by the total, and
the homunculus's hit point maximum and current hit points are both increased by it.
This process can reduce you to no lower than 1 hit point, and the change to your
and the homunculus's hit points ends when you finish your next long rest. The
reduction to your hit point maximum can't be removed by any means before then,
except by the homunculus's death.\nYou can have only one homunculus at a time. If
you cast this spell while your homunculus lives, the spell fails.", :key :create-
homunculus, :school "transmutation", :name "Create Homunculus", :duration
"Instantaneous", :level 6, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true, :material true, :material-
component "clay, ash, and mandrake root, all of which the spell consumes, and a
jewel-encrusted dagger worth at least 1,000 gp"}, :casting-time "1 hour", :spell-
lists {:wizard true}, :range "Touch"}, :earthbind {:description "Choose one
creature you can see within range. Yellow strips of magical energy loop around the
creature. The target must succeed on a Strength saving throw, or its flying speed
(if any) is reduced to 0 feet for the spell’s duration. An airborne creature
affected by this spell safely descends at 60 feet per round until it reaches the
ground or the spell ends.", :key :earthbind, :school "transmutation", :name
"Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true}, :edit-event
[:[Link]/edit-spell {:description "Choose one creature you can see
within range. Yellow strips of magical energy loop around the creature. The target
must succeed on a Strength saving throw or its flying speed (if any) is reduced to
0 feet for the spell’s duration. An airborne creature affected by this spell
descends at 60 feet per round until it reaches the ground or the spell ends.", :key
:earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration,
up to 1 minute", :level 2, :option-pack "Elemental Evil Player's
Companion", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300
feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :warlock true, :wizard true}, :range "300 feet"}, :tidal-wave {:description
"You conjure up a wave of water that crashes down on an area within range. The area
can be up to
30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that
area must make a Dexterity saving throw. On a failed save, a creature takes 4d8
bludgeoning damage and is knocked prone. On a successful save, a creature takes
half as much damage and isn’t knocked prone. The water then spreads out across the
ground in all directions, extinguishing unprotected flames in its area and within
30 feet of it, and then it vanishes.", :key :tidal-wave, :school
"conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-
pack "Xanathar's Guide to Everything", :components {:material-component "a drop of
water", :verbal true, :somatic true, :material true}, :edit-event
[:[Link]/edit-spell {:description "You conjure up a wave of water
that crashes down on an area within range. The area can be up to 30 feet long, up
to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a
Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and
is knocked prone. On a success, a creature takes half as much damage and isn’t
knocked prone. The water then spreads out across the ground in all directions,
extinguishing unprotected flames in its area and within 30 feet of
it.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration
"Instantaneous", :level 3, :option-pack "Elemental Evil Player's
Companion", :components {:material-component "a drop of water", :verbal
true, :somatic true, :material true}, :casting-time "1 action", :spell-lists
{:druid true, :wizard true}, :range "120 feet"}], :casting-time "1 action", :spell-
lists {:druid true, :wizard true, :sorcerer true}, :range "120 feet"}, :bones-of-
the-earth {:description "You cause up to six pillars of stone to burst from places
on the ground that you can see within range. Each pillar is a cylinder that has a
diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears
must be wide enough for its diameter, and you can target the ground under a
creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit
points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates
an area of difficult terrain with a 10-foot radius that lasts until the rubble is
cleared. Each 5-foot diameter portion of the area requires at least 1 minute to
clear by hand.\nIf a pillar is created under a creature, that creature must succeed
on a Dexterity saving throw or be lifted by the pillar. A creature can choose to
fail the save.\nIf a pillar is prevented from reaching its full height because of a
ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage
and is restrained, pinched between the pillar and the obstacle. The restrained
creature can use an action to make a Strength or Dexterity check (the creature’s
choice) against the spell’s save DC. On a success, the creature is no longer
restrained and must either move off the pillar or fall off it.\nAt Higher Levels.
When you cast this spell using a spell slot of 7th level or higher, you can create
two additional pillars for each slot level above 6th.", :key :bones-of-the-
earth, :school "transmutation", :name "Bones of the Earth", :duration
"Instantaneous", :level 6, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true}, :edit-event
[:[Link]/edit-spell {:description "You cause up to six pillars of
stone to burst from places on the ground that you can see within range. Each pillar
is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The
ground where a pillar appears must be wide enough for its diameter, and you can
target ground under a creature if that creature is Medium or smaller. Each pillar
has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into
rubble, which creates an area of difficult terrain with a 10-foot radius. The
rubble lasts until cleared.\nIf a pillar is created under a creature, that creature
must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can
choose to fail the save.\nIf a pillar is prevented from reaching its full height
because of a ceiling or other obstacle, a creature on the pillar takes 6d6
bludgeoning damage and is restrained, pinched between the pillar and the obstacle.
The restrained creature can use an action to make a Strength or Dexterity check
(the creature’s choice) against the spell’s saving throw DC. On a success, the
creature is no longer restrained and must either move off the pillar or fall off
it.\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or
higher, you can create two additional pillars for each slot level above 6th.", :key
:bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration
"Instantaneous", :level 6, :option-pack "Elemental Evil Player's
Companion", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:druid true}, :range "120 feet"}], :casting-time "1 action",
:spell-lists {:druid true}, :range "120 feet"}, :enemies-abound {:description "You
reach into the mind of one creature you can see and force it to make an
Intelligence saving throw. A creature automatically succeeds if it is immune to
being frightened. On a failed save, the target loses the ability to distinguish
friend from foe, regarding all creatures it can see as enemies until the spell
ends. Each time the target takes damage, it can repeat the saving throw, ending the
effect on itself on a success.\nWhenever the affected creature chooses another
creature as a target, it must choose the target at random from among the creatures
it can see within range of the attack, spell, or other ability it's using. If an
enemy provokes an opportunity attack from the affected creature, the creature must
make that attack if it is able to.", :key :enemies-abound, :school
"enchantment", :name "Enemies Abound", :duration "Concentration, up to 1
minute", :level 3, :option-pack "Xanathar's Guide to Everything", :components
{:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard
true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :create-
bonfire {:description "You create a bonfire on ground that you can see within
range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in
the bonfire’s space when you cast the spell must succeed on a Dexterity saving
throw or take 1d8 fire damage. A creature must also make the saving throw when it
moves into the bonfire’s space for the first time on a turn or ends its turn
there.\nThe bonfire ignites flammable objects in its area that aren’t being worn or
carried.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8).", :key :create-bonfire, :school
"conjuration", :name "Create Bonfire", :duration "Concentration, up to 1
minute", :level 0, :option-pack "Xanathar's Guide to Everything", :components
{:verbal true, :somatic true}, :edit-event [:[Link]/edit-spell
{:description "You create a bonfire on ground that you can see within range. Until
the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s
space when you cast the spell must succeed on a Dexterity saving throw or take 1d8
fire damage. A creature must also make the saving throw when it enters the
bonfire’s space for the first time on a turn or ends its turn there.\nThe spell’s
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire",
:duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil
Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard
true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:druid
true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :warding-
wind {:description "A strong wind (20 miles per hour) blows around you in a 10-foot
radius and moves with you, remaining centered on you. The wind lasts for the
spell’s duration. The wind has the following effects:\n• It deafens you and other
creatures in its area.\n• It extinguishes unprotected flames in its area that are
torch-sized or smaller.\n• It hedges out vapor, gas, and fog that can be dispersed
by strong wind.\n• The area is difficult terrain for creatures other than you.\n•
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in
or out of the wind.", :key :warding-wind, :school "evocation", :name "Warding
Wind", :duration "Concentration, up to 10 minutes", :level 2, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true}, :edit-event
[:[Link]/edit-spell {:description "A strong wind (20 miles per hour)
blows around you in a 10-foot radius and moves with you, remaining centered on you.
The wind lasts for the spell’s duration.\nThe wind has the following effects:\n• It
deafens you and other creatures in its area.\n• It extinguishes unprotected flames
in its area that are torch-sized or smaller.\n• The area is difficult terrain for
creatures other than you.\n• The attack rolls of ranged weapon attacks have disad-
vantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog
that can be dispersed by strong wind.", :key :warding-wind, :school
"evocation", :name "Warding Wind", :duration "1 action", :level 2, :option-pack
"Elemental Evil Player's Companion", :components {:verbal true}, :casting-time
"Concentration, up to 10 minutes", :spell-lists {:bard true, :druid true, :sorcerer
true}, :range "Self"}], :casting-time "1 action", :spell-lists {:bard true, :druid
true, :sorcerer true, :wizard true}, :range "Self"}, :ceremony {:description "You
perform a special religious ceremony that is infused with magic. When you cast the
spell, choose one of the following rites, the target of which must be within 10
feet of you throughout the casting.\n\nAtonement: You touch one willing creature
whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a
successful check, you restore the target to its original alignment.\n\nBless Water:
You touch one vial of water and cause it to become holy water.\n\nComing of Age:
You touch one humanoid who is a young adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4 and add the number rolled to the
ability check. A creature can benefit from this rite only once.\n\nDedication: You
touch one humanoid who wishes to be dedicated to your god's service. For the next
24 hours, whenever the target makes a saving throw, it can roll a d4 and add the
number rolled to the save. A creature can benefit from this rite only once.\n\
nFuneral Rite: You touch one corpse, and for the next 7 days, the target can't
become undead by any means short of a wish spell.\n\nWedding: You touch adult
humanoids willing to be bonded together in marriage. For the next 7 days, each
target gains a +2 bonus to AC while they are within 30 feet of each other. A
creature can benefit from this rite again only if
widowed.", :key :ceremony, :school "abjuration", :name "Ceremony", :duration
"Instantaneous", :level 1, :option-pack "Xanathar's Guide to
Everything", :components {:material-component "25 gp worth of powdered silver,
which the spell consumes", :verbal true, :somatic true, :material true}, :ritual
true, :edit-event [:[Link]/edit-spell {:description "You perform a
special religious ceremony that is infused with magic. When you cast the spell,
choose one of the following rites, the target of which must be within 10 feet of
you throughout the casting.\n\nAtonement: You touch one willing creature whose
alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful
check, you restore the target to its original alignment.\n\nBless Water: You touch
one vial of water and cause it to become holy water.\n\nComing of Age: You touch
one humanoid who is a young adult. For the next 24 hours, whenever the target makes
an ability check, it can roll a d4 and add the number rolled to the ability check.
A creature can benefit from this rite only once.\n\nDedication: You touch one
humanoid who wishes to be dedicated to your god's service. For the next 24 hours,
whenever the target makes a saving throw, it can roll a d4 and add the number
rolled to the save. A creature can benefit from this rite only once.\n\nFuneral
Rite: You touch one corpse, and for the next 7 days, the target can't become undead
by any means short of a wish spell.\n\nWedding: You touch adult humanoids willing
to be bonded together in marriage. For the next 7 days, each target gains a +2
bonus to AC while they are within 30 feet of each other. A creature can benefit
from this rite again only if widowed.", :key :ceremony, :school "abjuration", :name
"Ceremony", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide to
Everything", :components {:material-component "25 gp worth of powdered silver,
which the spell consumes", :verbal true, :somatic true, :material true}, :casting-
time "1 hour", :spell-lists {:cleric true, :paladin true}, :range
"Touch"}], :casting-time "1 hour (ritual)", :spell-lists {:cleric true, :paladin
true}, :range "Touch"}, :flame-arrows {:description "You touch a quiver containing
arrows or bolts. When a target is hit by a ranged weapon attack using a piece of
ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The
spell’s magic ends on the piece of ammunition when it hits or misses, and the spell
ends when twelve pieces of ammunition have been drawn from the quiver.\nAt Higher
Levels: When you cast this spell using a spell slot of 4th level or higher, the
number of pieces of ammunition you can affect with this spell increases by two for
each slot level above 3rd.", :key :flame-arrows, :school "transmutation", :name
"Flame Arrows", :duration "Concentration, up to 1 hour", :level 3, :option-pack
"Xanathar's Guide to Everything", :components {:somatic true, :verbal
true, :material-component ""}, :casting-time "1 action", :spell-lists {:druid true,
:ranger true, :sorcerer true, :wizard true}, :range "Touch"}, :absorb-elements
{:description "The spell captures some of the incoming energy, lessening its effect
on you and storing it for your next melee attack. You have resistance to the
triggering damage type until the start of your next turn. Also, the first time you
hit with a melee attack on your next turn, the target takes an extra 1d6 damage of
the triggering type, and the spell ends.\n\nAt Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6
for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name
"Absorb Elements", :duration "1 round", :level 1, :option-pack "Xanathar's Guide to
Everything", :components {:somatic true}, :edit-event [:[Link]/edit-
spell {:description "The spell captures some of the incoming energy, lessening its
effect on you and storing it for your next melee attack. You have resistance to the
triggering damage type until the start of your next turn. Also, the first time you
hit with a melee attack on your next turn, the target takes an extra 1d6 damage of
the triggering type, and the spell ends.\nAt Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6
for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name
"Absorb Elements", :duration "1 round", :level 1, :option-pack "Elemental
Evil", :components {:somatic true}, :casting-time "1 reaction, which you take when
you take acid, cold, fire, lightning, or thunder damage", :spell-lists {:bard
false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer
true, :warlock false, :wizard true}, :range "Self"}], :casting-time "1 reaction,
which you take when you take acid, cold, fire, lightning, or thunder
damage", :spell-lists {:bard false, :cleric false, :druid true, :paladin
false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"},
:vitriolic-sphere {:description "You point at a location within range, and a
glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-
foot-radius sphere. Each creature in that area must make a Dexterity saving throw.
On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at
the end of its next turn. On a successful save, a creature takes half the initial
damage and no damage at the end of its next turn.\nAt Higher Levels. When you cast
this spell using a spell slot of 5th level or higher, the initial damage increases
by 2d4 for each slot level above 4th.", :key :vitriolic-sphere, :school
"evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level
4, :option-pack "Xanathar's Guide to Everything", :components {:material-component
"a drop of giant slug bile", :verbal true, :somatic true, :material true}, :edit-
event [:[Link]/edit-spell {:description "You point at a place within
range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a
20-foot radius. Each creature in that area must make a Dexterity saving throw. On a
failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of
its next turn. On a successful save, a creature takes half the initial damage and
no damage at the end of its next turn.\nAt Higher Levels: When you cast this spell
using a spell slot of 5th level or higher, the initial damage increases by 2d4 for
each slot level above 4th.", :key :vitriolic-sphere, :school "evocation", :name
"Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental
Evil Player's Companion", :components {:material-component "a drop of giant slug
bile", :verbal true, :somatic true, :material true}, :casting-time "1
action", :spell-lists {:sorcerer true, :wizard true}, :range "150
feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard
true}, :range "150 feet"}, :maddening-darkness {:description "Magical darkness
spreads from a point you choose within range to fill a 60-foot-radius sphere until
the spell ends. The darkness spreads around corners. A creature with darkvision
can't see through this darkness. Nonmagical light, as well as light created by
spells of 8th level or lower, can't illuminate the area.\nShrieks, gibbering, and
mad laughter can be heard within the sphere. Whenever a creature starts its turn in
the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a
failed save, or half as much damage on a successful one.", :key :maddening-
darkness, :school "evocation", :name "Maddening Darkness", :duration
"Concentration, up to 10 minutes", :level 8, :option-pack "Xanathar's Guide to
Everything", :components {:material-component "a drop of pitch mixed with a drop of
mercury", :verbal true, :material true}, :casting-time "1 action", :spell-lists
{:warlock true, :wizard true}, :range "150 feet"}, :aganazzar-s-scorcher
{:description "A line of roaring flame 30 feet long and 5 feet wide emanates from
you in a direction you choose. Each creature in the line must make a Dexterity
saving throw. A creature takes 3d8 fire damage on a failed save, or half as much
damage on a successful one.\n\nAt Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level
above 2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar's
Scorcher", :duration "Instantaneous", :level 2, :option-pack "Xanathar's Guide to
Everything",
:components {:verbal true, :somatic true, :material true, :material-component "a
red dragon's scale"}, :edit-event [:[Link]/edit-spell {:description
"A line of roaring flame 30 feet long and 5 feet wide emanates from you in a
direction you choose. Each creature in the line must make a Dexterity saving throw.
A creature takes 3d8 fire damage on a failed save, or half as much damage on a
successful one.\nAt Higher Levels: When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d8 for each slot level above
2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar's
Scorcher", :duration "Instantaneous", :level 2, :option-pack "Elemental
Evil", :components {:verbal true, :somatic true, :material true, :material-
component "a red dragon's scale"}, :casting-time "1 action", :spell-lists {:wizard
true, :sorcerer true}, :range "30 feet"}], :casting-time "1 action", :spell-lists
{:wizard true, :sorcerer true}, :range "30 feet"}, :mold-earth {:description "You
choose a portion of dirt or stone that you can see within range and that fits
within a 5-foot cube. You manipulate it in one of the following ways:\n• If you
target an area of loose earth, you can instan-taneously excavate it, move it along
the ground, and deposit it up to 5 feet away. This movement doesn’t have enough
force to cause damage.\n• You cause shapes, colors, or both to appear on the dirt
or stone, spelling out words, creating images, or shap-ing patterns. The changes
last for 1 hour.\n• If the dirt or stone you target is on the ground, you cause it
to become difficult terrain. Alternatively, you can cause the ground to become
normal terrain if it is already difficult terrain. This change lasts for 1 hour.\
nIf you cast this spell multiple times, you can have no more than two of its non-
instantaneous effects active at a time, and you can dismiss such an effect as an
action.", :key :mold-earth, :school "transmutation", :name "Mold Earth", :duration
"Instantaneous or 1 hour", :level 0, :option-pack "Xanathar's Guide to Everything",
:components {:somatic true}, :casting-time "1 action", :spell-lists {:druid
true, :sorcerer true, :wizard true}, :range "30 feet"}, :catapult {:description
"Choose one object weighing 1 to 5 pounds within range that isn’t being worn or
carried. The object flies in a straight line up to 90 feet in a direction you
choose before falling to the ground, stopping early if it impacts against a solid
surface. If the object would strike a creature, that creature must make a Dexterity
saving throw. On a failed save, the object strikes the target and stops moving.
When the object strikes something, the object and what it strikes each take 3d8
bludgeoning damage.\nAt Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the maximum weight of objects that you can target with this
spell increases by 5 pounds, and the damage increases by 1d8, for each slot level
above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration
"Instantaneous", :level 1, :option-pack "Xanathar's Guide to
Everything", :components {:somatic true}, :edit-event [:[Link]/edit-
spell {:description "Choose one object weighing 1 to 5 pounds within range that
isn’t being worn or carried. The object flies in a straight line up to 90 feet in a
direction you choose before falling to the ground, stopping early if it impacts
against a solid surface. If the object would strike a creature, that creature must
make a Dexterity saving throw. On a failed save, the object strikes the target and
stops moving. In either case, both the object and the creature or solid surface
take 3d8 bludgeoning damage.\nAt Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the maximum weight of objects that you can
target with this spell increases by 5 pounds, and the damage increases by 1d8, for
each slot level above 1st.", :key :catapult, :school "transmutation", :name
"Catapult", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil
Player's Companion", :components {:somatic true}, :casting-time "1 action", :spell-
lists {:wizard true, :sorcerer true}, :range "150 feet"}], :casting-time "1
action", :spell-lists {:wizard true, :sorcerer true}, :range "60 feet"}, :holy-
weapon {:description "You imbue a weapon you touch with holy power. Until the spell
ends, the weapon emits bright light in a 30-foot radius and dim light for an
additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8
radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one
for the duration.\nAs a bonus action on your turn, you can dismiss this spell and
cause the weapon to emit a burst of radiance. Each creature of your choice that you
can see within 30 feet of you must make a Constitution saving throw. On a failed
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
successful save, a creature takes half as much damage and isn't blinded. At the end
of each of its turns, a blinded creature can make a Constitution saving throw,
ending the effect on itself on a success.", :key :holy-weapon, :school "evocation",
:name "Holy Weapon", :duration "Concentration, up to 1 hour", :level 5, :option-
pack "Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 bonus action", :spell-lists {:cleric true, :paladin
true}, :range "Touch"}, :primal-savagery {:description "You channel primal magic to
cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack.
Make a melee spell attack against one creature within 5 feet of you. On a hit, the
target takes 1d10 acid damage. After you make the attack, your teeth or fingernails
return to normal.\nThe spell's damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).", :key :primal-savagery, :school
"transmutation", :name "Primal Savagery", :duration "Instantaneous", :level
0, :option-pack "Xanathar's Guide to Everything", :components {:somatic
true}, :casting-time "1 action", :spell-lists {:druid true}, :range
"Self"}, :spare-the-dying-grave-domain- {:description "You target a living creature
within range that has 0 hit points. The creature becomes stable. This spell has no
effect on undead or constructs.", :key :spare-the-dying-grave-domain-, :school
"necromancy", :name "Spare the Dying (Grave Domain)", :duration
"Instantaneous", :level 0, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus
action", :spell-lists {:bard false, :cleric true, :druid false, :paladin
false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30
ft."}, :investiture-of-wind {:description "Until the spell ends, wind whirls around
you, and you gain the following benefits:\n• Ranged weapon attacks made against you
have disad-vantage on the attack roll.\n• You gain a flying speed of 60 feet. If
you are still flying when the spell ends, you fall, unless you can some-how prevent
it.\n• You can use your action to create a 15-foot cube of swirling wind centered
on a point you can see within 60 feet of you. Each creature in that area must make
a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed
save, or half as much damage on a successful one. If a Large or smaller creature
fails the save, that creature is also pushed up to 10 feet away from the center of
the cube.", :key :investiture-of-wind, :school "transmutation", :name "Investiture
of Wind", :duration "Concentration, up to 10 minutes", :level 6, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}, :erupting-earth {:description
"Choose a point you can see on the ground within range. A fountain of churned earth
and stone erupts in a 20-foot cube centered on that point. Each creature in that
area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage
on a failed save, or half as much damage on a successful one. Additionally, the
ground in that area becomes difficult terrain until cleared. Each 5-foot-square
portion of the area requires at least 1 minute to clear by hand.\n At Higher
Levels. When you cast this spell using a spell slot of 4th level or higher, the
damage increases by 1d12 for each slot level above 3rd.", :key :erupting-
earth, :school "transmutation", :name "Erupting Earth", :duration "Concentration,
up to 1 minute", :level 3, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true, :somatic true, :material true, :material-
component "a piece of obsidian"}, :edit-event [:[Link]/edit-spell
{:description "Choose a point you can see on the ground within range. A fountain of
churned earth and stone erupts in a 20-foot cube centered on that point. Each
creature in that area must make a Dexterity saving throw. A creature takes 3d12
bludgeoning damage on a failed save, or half as much damage on a successful one.
Additionally, the ground in that area becomes difficult terrain until cleared away.
Each 5-foot-square portion of the area requires at least 1 minute to clear by
hand.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level
or higher, the damage increases by 1d12 for each slot level above
2nd.", :key :erupting-earth, :school "transmutation", :name "Erupting
Earth", :duration "Concentration, up to 1 minute", :level 3, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true, :material true, :material-component "a piece of obsidian"}, :casting-time "1
action", :spell-lists {:wizard true, :warlock false, :druid true, :sorcerer
true}, :range "120 feet"}], :casting-time "1 action", :spell-lists
{:wizard true, :warlock false, :druid true, :sorcerer true}, :range "120
feet"}, :investiture-of-stone {:description "Until the spell ends, bits of rock
spread across your body, and you gain the following benefits:\n• You have
resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\
n• You can use your action to create a small earthquake on the ground in a 15-foot
radius centered on you. Other creatures on that ground must succeed on a Dexterity
saving throw or be knocked prone.\n• You can move across difficult terrain made of
earth or stone without spending extra movement. You can move through solid earth or
stone as if it was air and without destabilizing it, but you can’t end your
movement there. If you do so, you are ejected to the nearest unoccupied space, this
spell ends, and you are stunned until the end of your next
turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of
Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack
"Xanathar's Guide to Everything", :components {:somatic true, :verbal true}, :edit-
event [:[Link]/edit-spell {:description "Until the spell ends, bits
of rock spread across your body, and you gain the following benefits:\n• You have
resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\
n• You can use your action to create a small earthquake on the ground in a 15-foot
radius centered on you. Other creatures on that ground must succeed on a Dexterity
saving throw or be knocked prone.\n• You can move across difficult terrain made of
earth or stone without spending extra movement. You can move through solid earth or
stone as if it was air and without destabilizing it, but you can’t end your
movement there. If you do so, you are ejected to the nearest unoccupied space, this
spell ends, and you are stunned until the end of your next
turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of
Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack
"Elemental Evil Player's Companion", :components {:somatic true, :verbal
true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer
true, :warlock true, :wizard true}, :range "Self"}], :casting-time "1
action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard
true}, :range "Self"}, :negative-energy-flood {:description "You send ribbons of
negative energy at one creature you can see within range. Unless the target is
undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a
failed save, or half as much damage on a successful one. A target killed by this
damage rises up as a zombie at the start of your next turn. The zombie pursues
whatever creature it can see that is closest to it. Statistics for the zombie are
in the Monster Manual.\nIf you target an undead with this spell, the target doesn't
make a saving throw. Instead, roll 5d12. The target gains half the total as
temporary hit points.", :key :negative-energy-flood, :school "necromancy", :name
"Negative Energy Flood", :duration "Instantaneous", :level 5, :option-pack
"Xanathar's Guide to Everything", :components {:material-component "a broken bone
and a square of black silk", :verbal true, :material true}, :casting-time "1
action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :mass-
polymorph {:description "You transform up to ten creatures of your choice that you
can see within range. An unwilling target must succeed on a Wisdom saving throw to
resist the transformation. An unwilling shapechanger automatically succeeds on the
save.\nEach target assumes a beast form of your choice, and you can choose the same
form or different ones for each target. The new form can be any beast you have seen
whose challenge rating is equal to or less than the target's (or half the target's
level, if the target doesn't have a challenge rating). The target's game
statistics, including mental ability scores, are replaced by the statistics of the
chosen beast, but the target retains its hit points, alignment, and personality.\
nEach target gains a number of temporary hit points equal to the hit points of its
new form. These temporary hit points can't be replaced by temporary hit points from
another source. A target reverts to its normal form when it has no more temporary
hit points or it dies. If the spell ends before then, the creature loses all its
temporary hit points and reverts to its normal form.\nThe creature is limited in
the actions it can perform by the nature of its new form. It can't speak, cast
spells, or do anything else that requires hands or speech.\nThe target's gear melds
into the new form. The target can't activate, use, wield, or otherwise benefit from
any of its equipment.", :key :mass-polymorph, :school "transmutation", :name "Mass
Polymorph", :duration "Concentration, up to 1 hour", :level 9, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true, :material true, :material-component "a caterpillar cocoon"}, :casting-time "1
action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "120
feet"}, :primordial-ward {:description "You have resistance to acid, cold, fire,
lightning, and thunder damage for the spell’s duration.\nWhen you take damage of
one of those types, you can use your reaction to gain immunity to that type of
damage, including against the triggering damage. If you do so, the resistances end,
and you have the immunity until the end of your next turn, at which time the spell
ends.", :key :primordial-ward, :school "abjuration", :name "Primordial
Ward", :duration "Concentration, up to 1 minute", :level 6, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:druid true}, :range
"Self"}, :investiture-of-flame {:description "Flames race across your body,
shedding bright light in a 30-foot radius and dim light for an additional 30 feet
for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain
the following benefits:\n• You are immune to fire damage and have resistance to
cold damage.\n• Any creature that moves within 5 feet of you for the first time on
a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to
create a line of fire 15 feet long and 5 feet wide extending from you in a
direction you choose. Each creature in the line must make a Dexterity saving throw.
A creature takes 4d8 fire damage on a failed save, or half as much damage on a
successful one.", :key :investiture-of-flame, :school "transmutation", :name
"Investiture of Flame", :duration "Concentration, up to 10 minutes", :level
6, :option-pack "Xanathar's Guide to Everything", :casting-time "1 action", :spell-
lists {:wizard true, :warlock true, :sorcerer true, :druid true}, :range
"Self"}, :thunder-step {:description "You teleport yourself to an unoccupied space
you can see within range. Immediately after you disappear, a thunderous boom
sounds, and each creature within 10 feet of the space you left must make a
Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as
much damage on a successful one. The thunder can be heard from up to 300 feet
away.\nYou can bring along objects as long as their weight doesn't exceed what you
can carry. You can also teleport one willing creature of your size or smaller who
is carrying gear up to its carrying capacity. The creature must be within 5 feet of
you when you cast this spell, and there must be an unoccupied space within 5 feet
of your destination space for the creature to appear in; otherwise, the creature is
left behind.\nAt Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d10 for each slot level above 3rd.", :key
:thunder-step, :school "conjuration", :name "Thunder Step", :duration
"Instantaneous", :level 3, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :immolation
{:description "Flames wreathe one creature you can see within range. The target
must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or
half as much damage on a successful one. On a failed save, the target also burns
for the spell’s duration. The burning target sheds bright light in a 30-foot radius
and dim light for an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
spell ends on a successful one. These magical flames can’t be extinguished by
nonmagical means.\nIf damage from this spell kills a target, the target is turned
to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration
"Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide to
Everything", :components {:verbal true}, :edit-event [:[Link]/edit-
spell {:description "Flames wreathe one creature you can see within range. The
target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed
save, or half as much damage on a successful one. On a failed save, the target also
burns for the spell’s duration. The burning target sheds bright light in a 30-foot
radius and dim light for an additional 30 feet. At the end of each of its turns,
the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and
the spell ends on a successful one. These magical flames can’t be extinguished
through nonmagical means.\nIf damage from this spell reduces a target to 0 hit
points, the target is turned to ash.", :key :immolation, :school "evocation", :name
"Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack
"Elemental Evil Player's Companion",
:components {:verbal true}, :casting-time "1 action", :spell-lists {:wizard
true, :sorcerer true}, :range "90 feet"}], :casting-time "1 action", :spell-lists
{:wizard true, :sorcerer true}, :range "90 feet"}, :gust {:description "You seize
the air and compel it to create one of the following effects at a point you can see
within range:\n• One Medium or smaller creature that you choose must succeed on a
Strength saving throw or be pushed up to 5 feet away from you.\n• You create a
small blast of air capable of moving one object that is neither held nor carried
and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from
you. It isn’t pushed with enough force to cause damage.\n• You create a harmless
sensory affect using air, such as causing leaves to rustle, wind to slam shutters
shut, or your clothing to ripple in a breeze.", :key :gust, :school
"transmutation", :name "Gust", :duration "Instantaneous", :level 0, :option-pack
"Xanathar's Guide to Everything", :components {:verbal true, :somatic
true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard
true}, :range "30 feet"}, :snare {:description "As you cast this spell, you use the
rope to create a circle with a 5-foot radius on the ground or the floor. When you
finish casting, the rope disappears and the circle becomes a magic trap.\nThis trap
is nearly invisible, requiring a successful Intelligence (Investigation) check
against your spell save DC to be discerned.\nThe trap triggers when a Small,
Medium, or Large creature moves onto the ground or the floor in the spell's radius.
That creature must succeed on a Dexterity saving throw or be magically hoisted into
the air, leaving it hanging upside down 3 feet above the ground or the floor. The
creature is restrained there until the spell ends.\nA restrained creature can make
a Dexterity saving throw at the end of each of its turns, ending the effect on
itself on a success. Alternatively, the creature or someone else who can reach it
can use an action to make an Intelligence (Arcana) check against your spell save
DC. On a success, the restrained effect ends.\nAfter the trap is triggered, the
spell ends when no creature is restrained by it.", :key :snare, :school
"abjuration", :name "Snare", :duration "8 hours", :level 1, :option-pack
"Xanathar's Guide to Everything", :components {:material-component "25 feet of
rope, which the spell consumes", :verbal false, :somatic true, :material
true}, :edit-event [:[Link]/edit-spell {:description "As you cast
this spell, you use the rope to create a circle with a 5-foot radius on the ground
or the floor. When you finish casting, the rope disappears and the circle becomes a
magic trap.\nThis trap is nearly invisible, requiring a successful Intelligence
(Investigation) check against your spell save DC to be discerned.\nThe trap
triggers when a Small, Medium, or Large creature moves onto the ground or the floor
in the spell's radius. That creature must succeed on a Dexterity saving throw or be
magically hoisted into the air, leaving it hanging upside down 3 feet above the
ground or the floor. The creature is restrained there until the spell ends.\nA
restrained creature can make a Dexterity saving throw at the end of each of its
turns, ending the effect on itself on a success. Alternatively, the creature or
someone else who can reach it can use an action to make an Intelligence (Arcana)
check against your spell save DC. On a success, the restrained effect ends.\nAfter
the trap is triggered, the spell ends when no creature is restrained by
it.", :key :snare, :school "abjuration", :name "Snare", :duration "8 hours", :level
1, :option-pack "Xanathar's Guide to Everything", :components {:material-component
"25 feet of rope, which the spell consumes", :verbal false, :somatic
true, :material true}, :casting-time "1 minute", :spell-lists {:druid
true, :paladin true, :wizard true}, :range "Touch"}], :casting-time "1
minute", :spell-lists {:druid true, :paladin false, :wizard true, :ranger
true}, :range "Touch"}, :infestation {:description "You cause a cloud of mites,
fleas, and other parasites to appear momentarily on one creature you can see within
range. The target must succeed on a Constitution saving throw, or it takes 1d6
poison damage and moves 5 feet in a random direction if it can move and its speed
is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4,
west. This movement doesn't provoke opportunity attacks, and if the direction
rolled is blocked, the target doesn't move.\nThe spell's damage increases by 1d6
when you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).", :key :infestation, :school "conjuration", :name "Infestation", :duration
"Instantaneous", :level 0, :option-pack "Xanathar's Guide to
Everything", :components {:material-component "a living flea", :verbal
true, :somatic true, :material true}, :casting-time "1 action", :spell-lists
{:druid true, :sorcerer true, :warlock true, :wizard true}, :range "30
feet"}, :far-step {:description "You teleport up to 60 feet to an unoccupied space
you can see. On each of your turns before the spell ends, you can use a bonus
action to teleport in this way again.", :key :far-step, :school
"conjuration", :name "Far Step", :duration "Concentration, up to 1 minute", :level
5, :option-pack "Xanathar's Guide to Everything", :components {:verbal
true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true,
:wizard true}, :range "Self"}, :skill-empowerment {:description "Your magic deepens
a creature's understanding of its own talent. You touch one willing creature and
give it expertise in one skill of your choice; until the spell ends, the creature
doubles its proficiency bonus for ability checks it makes that use the chosen
skill.\nYou must choose a skill in which the target is proficient and that isn't
already benefiting from an effect, such as Expertise, that doubles its proficiency
bonus.", :key :skill-empowerment, :school "transmutation", :name "Skill
Empowerment", :duration "Concentration, up to 1 hour", :level 5, :option-pack
"Xanathar's Guide to Everything", :components {:somatic true, :verbal
true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard
true}, :range "Touch"}, :soul-cage {:description "This spell snatches the soul of a
humanoid as it dies and traps it inside the tiny cage you use for the material
component. A stolen soul remains inside the cage until the spell ends or until you
destroy the cage, which ends the spell. While you have a soul inside the cage, you
can exploit it in any of the ways described below. You can use a trapped soul up to
six times. Once you exploit a soul for the sixth time, it is released, and the
spell ends. While a soul is trapped, the dead humanoid it came from can't be
revived.\n\nSteal Life: You can use a bonus action to drain vigor from the soul and
regain 2d8 hit points.\n\nQuery Soul: You ask the soul a question (no action
required) and receive a brief telepathic answer, which you can understand
regardless of the language used. The soul knows only what it knew in life, but it
must answer you truthfully and to the best of its ability. The answer is no more
than a sentence or two and might be cryptic.\n\nBorrow Experience: You can use a
bonus action to bolster yourself with the soul's life experience, making your next
attack roll, ability check, or saving throw with advantage. If you don't use this
benefit before the start of your next turn, it is lost.\n\nEyes of the Dead: You
can use an action to name a place the humanoid saw in life, which creates an
invisible sensor somewhere in that place if it is on the plane of existence you're
currently on. The sensor remains for as long as you concentrate, up to 10 minutes
(as if you were concentrating on a spell). You receive visual and auditory
information from the sensor as if you were in its space using your senses.\nA
creature that can see the sensor (such as one using see invisibility or truesight)
sees a translucent image of the tormented humanoid whose soul you
caged.", :key :soul-cage, :school "necromancy", :name "Soul Cage", :duration "8
hours", :level 6, :option-pack "Xanathar's Guide to Everything", :components
{:material-component "a tiny silver cage worth 100 gp", :verbal true, :somatic
true, :material true}, :casting-time "1 reaction, which you take when a humanoid
you can see within 60 feet of you dies", :spell-lists {:warlock true, :wizard
true}, :range "60 feet"}}, :[Link].e5/feats {:orcish-fury {:ability-increases
#{:[Link]/str :[Link]/con}, :prereqs
#{}, :option-pack "Xanathar's Guide to Everything", :name "Orcish
Fury", :description "Your fury burns tirelessly. You gain the following benefits:\
n\nWhen you hit with an attack using a simple or martial weapon, you can roll one
of the weapon's damage dice an additional time and add it as extra damage of the
weapon's damage type. Once you use this ability, you can't use it again until you
finish a short or long rest.\n\nImmediately after you use your Relentless Endurance
trait, you can use your reaction to make one weapon attack.", :key :orcish-
fury, :path-prereqs {:race {:half-orc true, :half-orc-mark-of-finding-
true}}}, :bountiful-luck {:ability-increases #{}, :prereqs #{}, :option-pack
"Xanathar's Guide to Everything", :name "Bountiful Luck", :description "Your people
have extraordinary luck, which you have learned to mystically lend to your
companions when you see them falter. You're not sure how you do it; you just wish
it, and it happens. Surely a sign of fortune's favor!\n\nWhen an ally you can see
within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or
a saving throw, you can use your reaction to let the ally reroll the die. The ally
must use the new roll\n\nWhen
you use this ability, you can't use your Lucky racial trait before the end of your
next turn.", :key :bountiful-luck, :path-prereqs {:race {:halfling true}}}, :drow-
high-magic {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide to
Everything", :name "Drow High Magic", :description "Prerequisite: Drow subrace\nYou
learn more of the magic typical of dark elves. You learn the detect magic spell and
can cast it at will, without expending a spell slot. You also learn levitate and
dispel magic, each of which you can cast once without expending a spell slot. You
regain the ability to cast those two spells in this way when you finish a long
rest. Charisma is your spellcasting ability for all three spells.", :key :drow-
high-magic, :path-prereqs {:race {:elf true}}}, :wood-elf-magic {:ability-increases
#{}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Wood Elf
Magic", :description "Prerequisite: Wood elf subrace\n\nYou learn the magic of the
primeval woods, which are revered and protected by your people. You learn one druid
cantrip of your choice. You also learn the longstrider and pass without trace
spells, each of which you can cast once without expending a spell slot. You regain
the ability to cast these two spells in this way when you finish a long rest.
Wisdom is your spellcasting ability for all three spells.", :key :wood-elf-
magic, :path-prereqs {:race {:elf true}}}, :prodigy {:ability-increases
#{}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name
"Prodigy", :description "You have a knack for learning new things. You gain the
following benefits:\n\nYou gain one skill proficiency of your choice, one tool
proficiency of your choice, and fluency in one language of your choice.\n\nChoose
one skill in which you have proficiency. You gain expertise with that skill, which
means your proficiency bonus is doubled for any ability check you make with it. The
skill you choose must be one that isn't already benefiting from a feature, such as
Expertise, that doubles your proficiency bonus.", :props {:language-choice
1, :skill-tool-choice 2}, :key :prodigy, :path-prereqs {:race {:half-elf-mark-of-
detection- true, :human-mark-of-making- true, :half-orc true, :human-mark-of-
sentinel- true, :half-elf-mark-of-storm- true, :human true, :half-orc-mark-of-
finding- true, :human-mark-of-finding- true, :human-mark-of-passage- true, :human-
mark-of-handling- true, :half-elf true}}}, :dragon-fear {:ability-increases
#{:[Link]/str
:[Link]/con :[Link]/cha}, :prereqs #{}, :option-
pack "Xanathar's Guide to Everything", :name "Dragon Fear", :description "When
angered, you radiate menace. You gain the following benefits:\n\nInstead of
exhaling destructive energy, you can expend a use of your Breath Weapon trait to
roar, forcing each creature of your choice within 30 feet of you to make a Wisdom
saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target
automatically succeeds on the save if it can't hear or see you. On a failed save, a
target becomes frightened of you for 1 minute. If the frightened target takes any
damage, it can repeat the saving throw, ending the effect on itself on a success.",
:key :dragon-fear, :path-prereqs {:race {:dragonborn true}}}, :second-chance
{:ability-increases #{:[Link]/dex
:[Link]/con :[Link]/cha}, :prereqs #{}, :option-
pack "Xanathar's Guide to Everything", :name "Second Chance", :description "Fortune
favors you when someone tries to strike you. You gain the following benefits:\n\
nWhen a creature you can see hits you with an attack roll, you can use your
reaction to force that creature to reroll. Once you use this ability, you can't use
it again until you roll initiative at the start of combat or until you finish a
short or long rest.", :key :second-chance, :path-prereqs {:race {:halfling true}}},
:squat-nimbleness {:ability-increases
#{:[Link]/str :[Link]/dex}, :prereqs
#{}, :option-pack "Xanathar's Guide to Everything", :name "Squat
Nimbleness", :description "You are uncommonly nimble for your race. You gain the
following benefits:\n\nYou gain proficiency in the Acrobatics or Athletics skill
(your choice, enter this manually).\n\nYou have advantage on any Strength
(Athletics) or Dexterity (Acrobatics) check you make to escape from being
grappled.", :props {:speed 5, :skill-prof-or-expertise {:acrobatics
false, :athletics false}}, :key :squat-nimbleness, :path-prereqs {:race {:dwarf
true, :gnome true, :goblin true, :halfling true, :kobold true}}}, :fey-
teleportation {:ability-increases
#{:[Link]/int :[Link]/cha}, :prereqs
#{}, :option-pack "Xanathar's Guide to Everything", :name "Fey
Teleportation", :description "Prerequisite: High elf subrace\nYour study of high
elven lore has unlocked fey power that few other elves possess, except your eladrin
cousins. Drawing on your fey ancestry, you can momentarily stride through the
Feywild to shorten your path from one place to another. You gain the following
benefits:\n\nYou learn to speak, read, and write Sylvan.\n\nYou learn the misty
step spell and can cast it once without expending a spell slot. You regain the
ability to cast it in this way when you finish a short or long rest. Intelligence
is your spellcasting ability for this spell.", :key :fey-teleportation, :path-
prereqs {:race {:elf true}}, :props {:language-choice 1}}, :flames-of-phlegethos
{:ability-increases #{:[Link]/int
:[Link]/cha}, :prereqs #{}, :option-pack "Xanathar's Guide to
Everything", :name "Flames of Phlegethos", :description "You learn to call on
hellfire to serve your commands. You gain the following benefits:\n\nWhen you roll
fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage
dice, but you must use the new roll, even if it is another 1.\n\nWhenever you cast
a spell that deals fire damage, you can cause flames to wreathe you until the end
of your next turn. The flames don't harm you or your possessions, and they shed
bright light out to 30 feet and dim light for an additional 30 feet. While the
flames are present, any creature within 5 feet of you that hits you with a melee
attack takes 1d4 fire damage.", :key :flames-of-phlegethos, :path-prereqs {:race
{:tiefling true, :tiefling-scag- true, :tiefling-tobm-variant- true, :tiefling-ua-
true, :tiefling-winged- true, :tiefling-mtof-variant- true, :tiefling-scag-non-
winged-variant- true, :tiefling-scag-winged-variant- true}}}, :infernal-
constitution {:ability-increases #{:[Link]/con}, :prereqs
#{}, :option-pack "Xanathar's Guide to Everything", :name "Infernal
Constitution", :description "Fiendish blood runs strong in you, unlocking a
resilience akin to that possessed by some fiends. You gain the following benefits:\
n\nYou have resistance to cold and poison damage.\n\nYou have advantage on saving
throws against being poisoned.", :props {:damage-resistance {:cold true, :poison
true}}, :key :infernal-constitution, :path-prereqs {:race {:tiefling
true, :tiefling-scag- true, :tiefling-winged- true, :tiefling-ua- true, :tiefling-
tobm-variant- true, :tiefling-mtof-variant- true, :tiefling-scag-non-winged-
variant- true, :tiefling-scag-winged-variant- true}}}, :dwarven-fortitude
{:ability-increases #{:[Link]/con}, :prereqs #{}, :option-pack
"Xanathar's Guide to Everything", :name "Dwarven Fortitude", :description "You have
the blood of dwarf heroes flowing through your veins. You gain the following
benefits:\n\nWhenever you take the Dodge action in combat, you can spend one Hit
Die to heal yourself. Roll the die, add your Constitution modifier, and regain a
number of hit points equal to the total (minimum of 1).", :key :dwarven-
fortitude, :path-prereqs {:race {:dwarf true}}}, :elven-accuracy {:ability-
increases #{:[Link]/dex
:[Link]/int
:[Link]/wis :[Link]/cha}, :prereqs #{}, :option-
pack "Xanathar's Guide to Everything", :name "Elven Accuracy", :description "The
accuracy of elves is legendary, especially that of elf archers and spellcasters.
You have uncanny aim with attacks that rely on precision rather than brute force.
You gain the following benefits:\n\nWhenever you have advantage on an attack roll
using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice
once.", :key :elven-accuracy, :path-prereqs {:race {:elf true, :half-elf
true, :half-elf-mark-of-detection- true, :half-elf-mark-of-storm- true}}}, :dragon-
hide {:ability-increases #{:[Link]/str
:[Link]/cha :[Link]/con}, :prereqs #{}, :option-
pack "Xanathar's Guide to Everything", :name "Dragon Hide", :description "You
manifest scales and claws reminiscent of your draconic ancestors. You gain the
following benefits:\n\nYour scales harden. While you aren't wearing armor, you can
calculate your AC as 13 + your Dexterity modifier. You can use a shield and still
gain this benefit.\n\nYou grow retractable claws from the tips of your fingers.
Extending or retracting the claws requires no action. The claws are natural
weapons, which you can use to make unarmed strikes. If you hit with them, you deal
slashing damage equal to 1d4 + your Strength modifier, instead of the normal
bludgeoning damage for an unarmed strike.", :key :dragon-hide, :path-prereqs {:race
{:dragonborn true}}}, :fade-away {:ability-increases #{:[Link]/dex
:[Link]/int}, :prereqs #{}, :option-pack "Xanathar's Guide to
Everything", :name "Fade Away", :description "Your people are clever, with a knack
for illusion magic. You have learned a magical trick for fading away when you
suffer harm. You gain the following benefits:\n\nImmediately
after you take damage, you can use a reaction to magically become invisible until
the end of your next turn or until you attack, deal damage, or force someone to
make a saving throw. Once you use this ability, you can't do so again until you
finish a short or long rest.", :key :fade-away, :path-prereqs {:race {:gnome
true}}}}, :[Link].e5/selections {:college-of-swords-fighting-style {:options
[{:description "When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.", :name "Dueling"}
{:description "When you engage in two-weapon fighting, you can add your ability
modifier to the damage of the second attack.", :name "Two-Weapon Fighting"}], :name
"College of Swords Fighting Style", :option-pack "Xanathar's Guide to
Everything", :key :college-of-swords-fighting-style}, :metamagic {:options [{:name
"Careful Spell", :description "When you cast a spell that forces other creatures to
make a saving throw, you can protect some of those creatures from the spell's full
force. To do so, you spend 1 sorcery point and choose a number of those creatures
up to your Charisma modifier (minimum of one creature). A chosen creature
automatically succeeds on its saving throw against the spell. "} {:name "Distant
Spell", :description "When you cast a spell that has a range of 5 feet or greater,
you can spend 1 sorcery point to double the range of the spell. When you cast a
spell that has a range of touch, you can spend 1 sorcery point to make the range of
the spell 30 feet. "} {:name "Empowered Spell", :description "When you roll damage
for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up
to your Charisma modifier (minimum of one). You must use the new rolls. You can use
Empowered Spell even if you have already used a different Metamagic option during
the casting of the spell."} {:name "Extended Spell", :description "When you cast a
spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to
double its duration, to a maximum duration of 24 hours. "} {:name "Heightened
Spell", :description "When you cast a spell that forces a creature to make a saving
throw to resist its effects, you can spend 3 sorcery points to give one target of
the spell disadvantage on its first saving throw made against the spell. "} {:name
"Quickened Spell", :description "When you cast a spell that has a casting time of 1
action, you can spend 2 sorcery points to change the casting time to 1 bonus action
for this casting. "} {:name "Subtle Spell", :description "When you cast a spell,
you can spend 1 sorcery point to cast it without any somatic or verbal components.
"} {:name "Twinned Spell", :description "When you cast a spell that targets only
one creature and doesn't have a range of self, you can spend a number of sorcery
points equal to the spell's level to target a second creature in range with the
same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell
must be incapable of targeting more than one creature at the spell's current level.
For example, magic missile and scorching ray aren't eligible, but ray of frost
is."}], :option-pack "Xanathar's Guide to Everything", :name
"Metamagic", :key :metamagic}, :way-of-the-brush {:options [{:description "You gain
proficiency with calligrapher's supplies.", :name "Calligrapher's Supplies"}
{:description "You gain proficiency with painter's supplies.", :name "Painter's
Supplies"}], :option-pack "Xanathar's Guide to Everything", :name "Way of the
Brush", :key :way-of-the-brush}, :arcane-archer-lore {:options [{:name
"Prestidigitation", :description "You know this cantrip"} {:name
"Druidcraft", :description "You know this cantrip"}], :option-pack "Xanathar's
Guide to Everything", :name "Arcane Archer Lore", :key :arcane-archer-
lore}, :arcane-shots {:options [{:name "Banishing Arrow", :description "You use
abjuration magic to try to temporarily banish your target to a harmless location in
the Feywild. The creature hit by the arrow must also succeed on a Charisma saving
throw or be banished. While banished in this way, the target's speed is 0, and it
is incapacitated. At the end of its next turn, the target reappears in the s pace
it vacated or in the nearest unoccupied s pace if that space is occupied.\n After
you reach 18th level in this class, a target also takes 2d6 force damage when the
arrow hits it."} {:name "Beguiling Arrow", :description "Your enchantment magic
causes this arrow to temporarily beguile its target. The creature hit by the arrow
takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of
the target. The target must succeed on a Wisdom saving throw, or it is charmed by
the chosen ally until the start of your next turn. This effect ends early if the
chosen ally attacks the charmed target, deals damage to it, or forces it to make a
saving throw.\n The psychic damage increases to 4d6 when you reach 18th level in
this class."} {:name "Bursting Arrow", :description "You imbue your arrow with
force energy drawn from the school of evocation. The energy detonates after your
attack. Immediately after the arrow hits the creature, the target and all other
creatures within 10 feet of it take 2d6 force damage each.\n The force damage
increases to 4d6 when you reach 18th level in this class."} {:name "Enfeebling
Arrow", :description "You weave necromantic magic into your arrow. The creature hit
by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a
Constitution saving throw, or the damage dealt by its weapon attacks is halved
until the start of your next turn.\n The necrotic damage increases to 4d6 when
you reach 18th level in this class."} {:name "Grasping Arrow", :description "When
this arrow strikes its target, conjuration magic creates grasping, poisonous
brambles, which wrap around the target. The creature hit by the arrow takes an
extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing
damage the first time on each turn it moves 1 foot or more without teleporting. The
target or any creature that can reach it can use its action to remove the brambles
with a successful Strength (Athletics) check against your Arcane Shot save DC.
Otherwise, the brambles last for 1 minute or until you use this option again.\n
The poison damage and slashing damage both increase to 4d6 when you reach 18th
level in this class."} {:name "Piercing Arrow", :description "You use transmutation
magic to give your arrow an ethereal quality. When you use this option, you don't
make an attack roll for the attack. Instead, the arrow shoots forward in a line,
which is 1 foot wide and 30 feet long, before disappearing. The arrow passes
harmlessly through objects, ignoring cover. Each creature in that line must make a
Dexterity saving throw. On a failed save, a creature takes damage as if it were hit
by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target
takes half as much damage.\n The piercing damage increases to 2d6 when you reach
18th level in this class."} {:name "Seeking Arrow", :description "Using divination
magic, you grant your arrow the ability to seek out a target. When you use this
option, you don't make an attack roll for the attack. Instead, choose one creature
you have seen in the past minute. The arrow flies toward that creature, moving
around corners if necessary and ignoring three-quarters cover and half cover. If
the target is within the weapon's range and there is a path large enough for the
arrow to travel to the target, the target must make a Dexterity saving throw.
Otherwise, the arrow disappears after traveling as far as it can. On a failed save,
the target takes damage as if it were hit by the arrow, plus an extra 1d6 force
damage, and you learn the target's current location. On a successful save, the
target takes half as much damage, and you don't learn its location.\n The force
damage increases to 2d6 when you reach 18th level in this class."} {:name "Shadow
Arrow", :description "You weave illusion magic into your arrow, causing it to
occlude your foe's vision with shadows. The creature hit by the arrow takes an
extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable
to see anything farther than 5 feet away until the start of your next turn.\n The
psychic damage increases to 4d6 when you reach 18th level in this
class."}], :option-pack "Xanathar's Guide to Everything", :name "Arcane
Shots", :key :arcane-shots}}, :[Link].e5/invocations {:maddening-hex-requires-
5th-level-hex-spell-or-a-warlock-feature-that-curses- {:option-pack "Xanathar's
Guide to Everything", :description "As a bonus action, you cause a psychic
disturbance around the target cursed by your hex spell or by a warlock feature of
yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal
psychic damage to the cursed target and each creature of your choice that you can
see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum
of 1 damage). To use this invocation, you must be able to see the cursed target,
and it must be within 30 feet of you.", :name "Maddening Hex (Requires: 5th level,
hex spell or a warlock feature that curses)", :key :maddening-hex-requires-5th-
level-hex-spell-or-a-warlock-feature-that-curses-}, :improved-pact-weapon-requires-
pact-of-the-blade- {:option-pack "Xanathar's Guide to Everything", :description
"You can use any weapon you summon with your Pact of the Blade feature as a
spellcasting focus for your warlock spells.\n\nIn addition, the weapon gains a +1
bonus to its attack and damage rolls, unless it is a magic weapon that already has
a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow,
light crossbow, or heavy crossbow.", :name "Improved Pact Weapon (Requires: Pact
of the Blade)", :key :improved-pact-weapon-requires-pact-of-the-blade-}, :gift-of-
the-ever-living-ones-requires-pact-of-the-chain- {:option-pack "Xanathar's Guide to
Everything", :name "Gift of the Ever-Living Ones (Requires: Pact of the
Chain)", :description "Whenever you regain hit points while your familiar is within
100 feet of you, treat any dice rolled to determine the hit points you regain as
having rolled their maximum value for you.", :key :gift-of-the-ever-living-ones-
requires-pact-of-the-chain-}, :grasp-of-hadar-requires-eldritch-blast-cantrip-
{:option-pack "Xanathar's Guide to Everything", :name "Grasp of Hadar (Requires:
Eldritch Blast cantrip)", :description "Once on each of your turns when you hit a
creature with your eldritch blast, you can move that creature in a straight line 10
feet closer to you.", :key :grasp-of-hadar-requires-eldritch-blast-
cantrip-}, :gift-of-the-depths-requires-5th-level- {:option-pack "Xanathar's Guide
to Everything", :name "Gift of the Depths (Requires: 5th level)", :description "You
can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. \n\nYou
regain the ability to do so when you finish a long rest.", :key :gift-of-the-
depths-requires-5th-level-}, :relentless-hex-requires-7th-level-hex-spell-or-a-
warlock-feature-that-curses- {:option-pack "Xanathar's Guide to
Everything", :description "Your curse creates a temporary bond between you and your
target. As a bonus action, you can magically teleport up to 30 feet to an
unoccupied space you can see within 5 feet of the target cursed by your hex spell
or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To
teleport in this way, you must be able to see the cursed target.", :name
"Relentless Hex (Requires: 7th level, hex spell or a warlock feature that curses)",
:key :relentless-hex-requires-7th-level-hex-spell-or-a-warlock-feature-that-
curses-}, :tomb-of-levistus-requires-5th-level- {:option-pack "Xanathar's Guide to
Everything", :description "As a reaction when you take damage, you can entomb
yourself in ice, which melts away at the end of your next turn. You gain 10
temporary hit points per warlock level, which take as much of the triggering damage
as possible. Immediately after you take the damage, you gain vulnerability to fire
damage, your speed is reduced to 0, and you are incapacitated. These effects,
including any remaining temporary hit points, all end when the ice melts.\n\nOnce
you use this invocation, you can't use it again until you finish a short or long
rest.", :name "Tomb of Levistus (Requires: 5th level)", :key :tomb-of-levistus-
requires-5th-level-}, :lance-of-lethargy-requires-eldritch-blast-cantrip- {:option-
pack "Xanathar's Guide to Everything", :description "Once on each of your turns
when you hit a creature with your eldritch blast, you can reduce that creature's
speed by 10 feet until the end of your next turn.", :name "Lance of Lethargy
(Requires: Eldritch Blast cantrip)", :key :lance-of-lethargy-requires-eldritch-
blast-cantrip-}, :shroud-of-shadow-requires-15th-level- {:option-pack "Xanathar's
Guide to Everything", :description "You can cast invisibility at will, without
expending a spell slot.", :name "Shroud of Shadow (Requires: 15th
level)", :key :shroud-of-shadow-requires-15th-level-}, :ghostly-gaze-requires-7th-
level- {:option-pack "Xanathar's Guide to Everything", :name "Ghostly Gaze
(Requires: 7th level)", :description "As an action, you gain the ability to see
through solid objects to a range of 30 feet. Within that range, you have darkvision
if you don't already have it. This special sight lasts for 1 minute or until your
concentration ends (as if you were concentrating on a spell). During that time, you
perceive objects as ghostly, transparent images. \n\nOnce you use this invocation,
you can't use it again until you finish a short or long rest.", :key :ghostly-gaze-
requires-7th-level-}, :eldritch-smite-requires-5th-level-pact-of-the-blade-
{:option-pack "Xanathar's Guide to Everything", :name "Eldritch Smite (Requires:
5th level, Pact of the Blade)", :description "Once per turn when you hit a creature
with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8
force damage to the target, plus another 1d8 per level of the spell slot, and you
can knock the target prone if it is Huge or smaller.", :key :eldritch-smite-
requires-5th-level-pact-of-the-blade-}, :aspect-of-the-moon-requires-pact-of-the-
tome- {:option-pack "Xanathar's Guide to Everything", :description "You no longer
need to sleep and can't be forced to sleep by any means. To gain the benefits of a
long rest, you can spend all 8 hours doing light activity, such as reading your
Book of Shadows and keeping watch.", :name "Aspect of the Moon (Requires: Pact of
the Tome)", :key :aspect-of-the-moon-requires-pact-of-the-tome-}, :cloak-of-flies-
requires-5th-level- {:option-pack "Xanathar's Guide to Everything", :name "Cloak of
Flies (Requires: 5th level)", :description "As a bonus action, you can surround
yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet
from you in every direction, but not through\ntotal cover. It lasts until you're
incapacitated or you dismiss it as a bonus action.\nThe aura grants you advantage
on Charisma (Intimidation) checks but disadvantage on all other Charisma checks.
Any other creature that starts its turn in the aura takes poison damage equal to
your Charisma modifier (minimum of O damage).\nOnce you use this invocation, you
can't use it again until you finish a short or long rest.", :key :cloak-of-flies-
requires-5th-level-}, :trickster-s-escape-requires-7th-level- {:option-pack
"Xanathar's Guide to Everything", :description "You can cast freedom of movement
once on yourself without expending a spell slot. You regain the ability to do so
when you finish a long rest.", :name "Trickster's Escape (Requires: 7th
level)", :key :trickster-s-escape-requires-7th-level-}}, :[Link].e5/classes
{:sorcerer-divine-soul- {nil nil, :key :sorcerer-divine-soul-, :level-modifiers
[{:type :weapon-prof, :value :crossbow-light} {:type :weapon-prof, :value :dart}
{:type :weapon-prof, :value :sling} {:type :weapon-prof, :value :dagger}
{:type :weapon-prof, :value :quarterstaff}], :name "Sorcerer (Divine
Soul)", :option-pack "Xanathar's Guide to Everything", :subclass-title
"Affinity", :level-selections [{:type :metamagic, :num 2, :level 3}
{:type :metamagic, :level 10} {:type :metamagic, :level 17}], :spellcasting
{:level-factor 1, :known-mode :schedule, :ability
:[Link]/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8
1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :cantrips? true, :cantrips-known {1 4, 4 1,
10 1}, :spell-list {0 #{:shape-water :dancing-lights :ray-of-frost :acid-
splash :mage-hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-
illusion :thunderclap :fire-bolt :guidance :word-of-radiance :mending :sacred-flame
:resistance :shocking-grasp :control-flames :friends :virtue :chill-touch :true-
strike :create-bonfire :spare-the-dying :mold-earth :poison-spray :sword-
burst :hand-of-radiance :light :blade-
ward :thaumaturgy :prestidigitation :gust :infestation :message :green-flame-
blade}, 1 #{:thunderwave :create-or-destroy-water :guiding-hand :ray-of-
sickness :detect-magic :earth-tremor :shield :purify-food-and-drink :feather-
fall :detect-evil-and-good :ice-knife :magic-missile :protection-from-evil-and-good
:witch-bolt :command :fog-cloud :chaos-bolt :bless :sudden-awakening :comprehend-
languages :bane :disguise-self :shield-of-faith :inflict-wounds :false-
life :healing-word :expeditious-retreat :ceremony :absorb-elements :charm-
person :catapult :guiding-bolt :sanctuary :detect-poison-and-disease :cure-
wounds :mage-armor :burning-hands :sleep :color-spray :jump :silent-
image :chromatic-orb}, 2 #{:crown-of-madness :augury :calm-emotions :spiritual-
weapon :gentle-repose :blindness-deafness :prayer-of-healing :mind-spike :dust-
devil :scorching-ray :zone-of-truth :shadow-blade :silence :protection-from-
poison :continual-flame :enhance-ability :lesser-restoration :enlarge-
reduce :shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-
self :suggestion :see-invisibility :detect-thoughts :levitate :mirror-image :cloud-
of-daggers :phantasmal-force :warding-bond :find-
traps :blur :pyrotechnics :maximilian-s-earthen-
grasp :invisibility :earthbind :warding-wind :locate-animals-or-plants :aganazzar-
s-scorcher :aid :hold-person :gust-of-wind :spider-
climb :darkness :knock :web :misty-step}, 3 #{:animate-
dead :daylight :sending :counterspell :blink :sleet-storm :water-breathing :melf-s-
minute-meteors :stinking-cloud :remove-curse :clairvoyance :dispel-magic :create-
food-and-water :spirit-guardians :mass-healing-word :hypnotic-
pattern :catnap :feign-death :meld-into-stone :glyph-of-warding :haste :life-
transference :fly :tongues :revivify :magic-circle :major-image :slow :wall-of-
water :tidal-wave :enemies-abound :lightning-bolt :protection-from-energy :flame-
arrows :fireball :bestow-curse :speak-with-dead :erupting-earth :beacon-of-
hope :water-walk :fear :thunder-step :gaseous-form}, 4 #{:dimension-door :ice-storm
:confusion :blight :dominate-beast :banishment :polymorph :storm-sphere :locate-
creature :sickening-radiance :control-water :watery-sphere :wall-of-fire :charm-
monster :divination :freedom-of-movement :vitriolic-sphere :guardian-of-
faith :greater-invisibility :death-ward :stone-shape :stoneskin}, 5
#{:dawn :creation :greater-restoration :seeming :cloudkill :animate-
objects :enervation :mass-cure-wounds :commune :wall-of-light :dispel-evil-and-good
:raise-dead :dominate-person :control-winds :insect-plague :synaptic-static :cone-
of-cold :hold-monster :teleportation-circle :planar-binding :flame-strike
:legend-lore :hallow :holy-weapon :wall-of-
stone :telekinesis :contagion :scrying :immolation :geas :far-step :skill-
empowerment}, 6 #{:move-earth :planar-ally :globe-of-invulnerability :chain-
lightning :mass-suggestion :sunbeam :investiture-of-ice :forbiddance :harm :blade-
barrier :scatter :arcane-gate :true-seeing :find-the-path :heroes-feast :mental-
prison :heal :disintegrate :word-of-recall :investiture-of-wind :investiture-of-
stone :eyebite :investiture-of-flame :create-undead :circle-of-death}, 7
#{:whirlwind :crown-of-stars :power-word-pain :prismatic-spray :conjure-
celestial :symbol :divine-word :temple-of-the-gods :regenerate :delayed-blast-
fireball :plane-shift :reverse-gravity :etherealness :teleport :fire-storm :finger-
of-death :resurrection}, 8 #{:control-weather :abi-dalzims-horrid-wilting :holy-
aura :dominate-monster :earthquake :sunburst :power-word-stun :antimagic-
field :incendiary-cloud}, 9 #{:meteor-swarm :astral-projection :power-word-
kill :wish :time-stop :mass-heal :psychic-scream :gate :true-resurrection :mass-
polymorph}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save
{:[Link]/cha true, :[Link]/con true}, :skill-
expertise-options {:choose 0, :options {}}, :skill-options {:choose 2, :options
{:arcana true, :deception true, :insight true, :intimidation true, :persuasion
true, :religion true}}}, :disabled? true, :hit-die 6, :traits [{:name "Font of
Magic", :description "At 2nd level, you tap into a deep wellspring of magic within
yourself. This wellspring is represented by sorcery points, which allow you to
create a variety of magical effects.\n• You have sorcery points equal to your
sorcerer level. You regain all spent sorcery points when you finish a long rest.\n•
You can use your sorcery points to gain additional spell slots, or sacrifice spell
slots to gain additional sorcery points. You learn other ways to use your sorcery
points as you reach higher levels. Creating Spell Slots. You can transform
unexpended sorcery points into one spell slot as a bonus action on your turn. The
Creating Spell Slots table shows the cost of creating a spell slot of a given
level. You can create spell slots no higher in level than 5th. Any spell slot you
create with this feature vanishes when you finish a long rest. 1st level = 2
sorcery points, 2nd lvl = 3sp, 3rd lvl = 5 sp, 4rth lvl = 6 sp, 5th lvl = 7 sp.\n•
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can
expend one spell slot and gain a number of sorcery points equal to the slot's
level.", :level 2} {:name "Metamagic", :level 3, :description "At 3rd level, you
gain the ability to twist your spells to suit your needs. You gain two Metamagic
options of your choice. You gain another one at 10th and 17th level. You can use
only one Metamagic option on a spell when you cast it, unless otherwise noted."}
{:name "Sorcerous Restoration", :level 20, :description "At 20th level, you regain
4 expended sorcery points whenever you finish a short rest."} {:description "Your
link to the divine allows you to learn spells from the cleric class. When your
Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer
spell of 1st level or higher, you can choose the new spell from the cleric spell
list or the sorcerer spell list. You must otherwise obey all the restrictions for
selecting the spell, and it becomes a sorcerer spell for you. \nIn addition, choose
an affinity for the source of your divine power: good, evil, law, chaos, or
neutrality. You learn an additional spell based on that affinity, as shown below.
It is a sorcerer spell for you, but it doesn't count against your number of
sorcerer spells known. If you later replace this spell, you must replace it with a
spell from the cleric spell list.\n\nAffinity--Spell\nGood--cure wounds\nEvil--
inflict wounds\nLaw--bless\nChaos--bane\nNeutrality--protection from evil and
good", :name "Divine Magic"} {:description "Starting at 1st level, divine power
guards your destiny. If you fail a saving throw or miss with an attack roll, you
can roll 2d4 and add it to the total, possibly changing the outcome. Once you use
this feature, you can't use it again until you finish a short or long rest.", :name
"Favored by the Gods"} {:description "Starting at 6th level, the divine energy
coursing through you can empower healing spells. Whenever you or an ally within 5
feet of you rolls dice to determine the number of hit points a spell restores, you
can spend 1 sorcery point to reroll any number of those dice once, provided you
aren't incapacitated. You can use this feature only once per turn.", :name
"Empowered Healing", :level 6} {:description "Starting at 14th level, you can use a
bonus action to manifest a pair of spectral wings from your back. While the wings
are present, you have a flying speed of 30 feet. The wings last until you're
incapacitated, you die, or you dismiss them as a bonus action.\nThe affinity you
chose for your Divine Magic feature determines the appearance of the spectral
wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly
wings for neutrality.", :name "Otherworldly Wings", :level 14} {:name "Unearthly
Recovery", :description "At 18th level, you gain the ability to overcome grievous
injuries. As a bonus action when you have fewer than half of your hit points
remaining, you can regain a number of hit points equal to half your hit point
maximum.\nOnce you use this feature, you can't use it again until you finish a long
rest.", :level 18}]}}}, "Tashas_Cauldron_of_Everything_Revised"
{:[Link].e5/subclasses {:swarmkeeper {:class :ranger, :traits [{:description "A
swarm of intangible nature spirits has bonded itself to you and can assist you in
battle. Until you die, the swarm remains in your space, crawling on you or flying
and skittering around you within your space. You determine its appearance, or you
generate its appearance by rolling on the Swarm Appearance table.\n\nOnce on each
of your turns, you can cause the swarm to assist you in one of the following ways,
immediately after you hit a creature with an attack:\n\n • The attack’s target
takes 1d6 piercing damage from the swarm.\n • The attack’s target must succeed
on a Strength saving throw against your spell save DC or be moved by the swarm up
to 15 feet horizontally in a direction of your choice.\n • You are moved by the
swarm 5 feet horizontally in a direction of your choice.", :name "Gathered
Swarm", :level 3} {:name "Writhing Tide", :level 7, :description "You can condense
part of your swarm into a focused mass that lifts you up. As a bonus action, you
gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or
until you are incapacitated.\n\nYou can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long
rest."} {:level 11, :name "Mighty Swarm", :description "Your Gathered Swarm grows
mightier in the following ways:\n\n • The damage of Gathered Swarm increases to
1d8.\n • If a creature fails its saving throw against being moved by Gathered
Swarm, you can also cause the swarm to knock the creature prone.\n • When you
are moved by Gathered Swarm, it gives you half cover until the start of your next
turn."} {:name "Swarming Dispersal", :level 15, :description "You can discorporate
into your swarm, avoiding danger. When you take damage, you can use your reaction
to give yourself resistance to that damage. You vanish into your swarm and then
teleport to an unoccupied space that you can see within 30 feet of you, where you
reappear with the swarm.\n\nYou can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long
rest."}], :level-modifiers [{:type :spell, :level 3, :value {:key :mage-
hand, :ability :[Link]/wis}} {:type :spell, :level 3, :value
{:level 1, :ability :[Link]/wis, :key :faerie-fire}}
{:type :spell, :level 5, :value {:level 2, :ability
:[Link]/wis, :key :web}} {:type :spell, :level 9, :value {:level
3, :ability :[Link]/wis, :key :gaseous-form}}
{:type :spell, :level 13, :value {:level 4, :ability
:[Link]/wis, :key :arcane-eye}} {:type :spell, :level 17, :value
{:level 5, :ability :[Link]/wis, :key :insect-plague}}], :name
"Swarmkeeper", :option-pack "Tasha's Cauldron of
Everything", :key :swarmkeeper}, :college-of-creation {:class :bard, :traits
[{:name "Mote of Potential", :level 3, :description "Whenever you give a creature a
Bardic Inspiration die, you can utter a note from the Song of Creation to create a
Tiny mote of potential, which orbits within 5 feet of that creature. The mote is
intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost.
The mote looks like a musical note, a star, a flower, or another symbol of art or
life that you choose.\n\nWhen the creature uses the Bardic Inspiration die, the
mote provides an additional effect based on whether the die benefits an ability
check, an attack roll, or a saving throw, as detailed below:\n\nAbility Check. When
the creature rolls the Bardic Inspiration die to add it to an ability check, the
creature can roll the Bardic Inspiration die again and choose which roll to use, as
the mote pops and emits colorful, harmless sparks for a moment.\n\nAttack Roll.
Immediately after the creature rolls the Bardic Inspiration die to add it to an
attack roll against a target, the mote thunderously shatters. The target and each
creature of your choice that you can see within 5 feet of it must succeed on a
Constitution saving throw against your spell save DC or take thunder damage equal
to the number rolled on the Bardic Inspiration die.\n\nSaving Throw. Immediately
after the creature rolls the
Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the
sound of soft music, causing the creature to gain temporary hit points equal to the
number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of
1 temporary hit point)."} {:name "Animating Performance", :level 6, :description
"As an action, you can target a Large or smaller nonmagical item you can see within
30 feet of you and animate it. The animate item uses the Dancing Item stat block,
which uses your proficiency bonus (PB). The item is friendly to you and your
companions and obeys your commands. It lives for 1 hour, until it is reduced to 0
hit points, or until you die.\n\nIn combat, the item shares your initiative count,
but it takes its turn immediately after yours. It can move and use its reaction on
its own, but the only action it takes on its turn is the Dodge action, unless you
take a bonus action on your turn to command it to take another action. That action
can be one in its stat block or some other action. If you are incapacitated, the
item can take any action of its choice, not just Dodge.\n\nWhen you use your Bardic
Inspiration feature, you can command the item as part of the same bonus action you
use for Bardic Inspiration.\n\nOnce you animate an item with this feature, you
can’t do so again until you finish a long rest, unless you expend a spell slot of
3rd level or higher to use this feature again. You can have only one item animated
by this feature at a time; if you use this action and already have a dancing item
from this feature, the first one immediately becomes inanimate."} {:name "Creative
Crescendo", :level 14, :description "When you use your Performance of Creation
feature, you can create more than one item at once. The number of items equals your
Charisma modifier (minimum of two items). If you create an item that would exceed
that number, you choose which of the previously created items disappears. Only one
of these items can be of the maximum size you can create; the rest must be Small or
Tiny.\n\nYou are no longer limited by gp value when creating items with Performance
of Creation."} {:level 3, :description "As an action, you can channel the magic of
the Song of Creation to create one nonmagical item of your choice in an unoccupied
space within 10 feet of you. The item must appear on a surface or in a liquid that
can support it. The gp value of the item can’t be more than 20 times your bard
level, and the item must be Medium or smaller. The item glimmers softly, and a
creature can faintly hear music when touching it. The created item disappears after
a number of hours equal to your proficiency bonus. For examples of items you can
create, see the equipment chapter of the Player’s Handbook.\n\nOnce you create an
item with this feature, you can’t do so again until you finish a long rest, unless
you expend a spell slot of 2nd level or higher to use this feature again. You can
have only one item created by this feature at a time; if you use this action and
already have an item from this feature, the first one immediately vanishes.\n\nThe
size of the item you can create with this feature increases by one size category
when you reach 6th level (Large) and 14th level (Huge).", :name "Performance of
Creation"}], :level-modifiers [], :option-pack "Tasha's Cauldron of
Everything", :name "College of Creation", :key :college-of-creation}, :order-domain
{:class :cleric, :traits [{:name "Voice of Authority", :description "Starting at
1st level, you can invoke the power of law to drive an ally to attack. If you cast
a spell with a spell slot of 1st level or higher and target an ally with the spell,
that ally can use their reaction immediately after the spell to make one weapon
attack against a creature of your choice that you can see.\nIf the spell targets
more than one ally, you choose the ally who can make the attack.\n\n"} {:name
"Channel Divinity: Order's Demand", :description "Starting at 2nd level, you can
use your Channel Divinity to exert an intimidating presence over others.\nAs an
action, you present your holy symbol, and each creature of your choice that can see
or hear you within 30 feet of you must succeed on a Wisdom saving throw or be
charmed by you until the end of your next turn or until the charmed creature takes
any damage. You can also cause any of the charmed creatures to drop what they are
holding when they fail the saving throw.\n\n\n", :level 2, :type :action} {:name
"Embodiment of the Law", :description "At 6th level, you become remarkably adept at
channeling magical energy to compel others.\nIf you cast a spell of the enchantment
school using a spell slot of 1st level or higher, you can change the spell's
casting time to 1 bonus action for this casting, provided the spell's casting time
is normally 1 action.\nYou can use this feature a number of times equal to your
Wisdom modifier (minimum of once), and you regain all expended uses of it when you
finish a long rest.\n\n", :level 6} {:name "Divine Strike", :level 8, :description
"At 8th level, you gain the ability to infuse your weapon strikes with divine
energy. Once on each of your turns when you hit a creature with a weapon attack,
you can cause the attack to deal an extra 1d8 psychic damage to the target. When
you reach 14th level, the extra damage increases to 2d8.\n\n"} {:description
"Starting at 17th level, enemies you designate for destruction wilt under the
combined efforts of you and your allies. If you deal your Divine Strike damage to a
creature on your turn, you can curse that creature until the start of your next
turn. The next time one of your allies hits the cursed creature with an attack, the
target also takes 2d8 psychic damage, and the curse ends. You can curse a creature
in this way only once per turn.\n\n", :level 17, :name "Order's Wrath"}], :level-
modifiers [{:type :armor-prof, :value :heavy}], :option-pack
"Tashas_Cauldron_of_Everything (1)", :cleric-spells {1 {0 :command, 1 :heroism}, 2
{0 :hold-person, 1 :zone-of-truth}, 3 {0 :mass-healing-word, 1 :slow}, 4
{0 :compulsion, 1 :locate-creature}, 5 {1 :dominate-person, 0 :commune}}, :profs
{:skill-options {:options {:intimidation true, :persuasion true}}}, :name "Order
Domain", :key :order-domain}, :oath-of-the-watchers {:class :paladin, :traits
[{:description "You gain the following Channel Divinity options. See the Sacred
Oath class feature for how Channel Divinity works.\n\nWatcher’s Will. You can use
your Channel Divinity to invest your presence with the warding power of your faith.
As an action, you can choose a number of creatures you can see within 30 feet of
you, up to a number equal to your Charisma modifier (minimum of one creature). For
1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and
Charisma saving throws.\n\nAbjure the Extraplanar. You can use your Channel
Divinity to castigate unworldly beings. As an action, you present your holy symbol
and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that
can hear you must make a Wisdom saving throw. On a failed save, the creature is
turned for 1 minute or until it takes damage.\n\nA turned creature must spend its
turns trying to move as far away from you as it can, and it can’t willingly end its
move in a space within 30 feet of you. For its action, it can use only the Dash
action or try to escape from an effect that prevents it from moving. If there’s
nowhere to move, the creature can take the Dodge action.", :name "Channel
Divinity", :level 3} {:name "Aura of the Sentinel", :level 7, :description "You
emit an aura of alertness while you aren’t incapacitated. When you and any
creatures of your choice within 10 feet of you roll initiative, you all gain a
bonus to initiative equal to your proficiency bonus.\n\nAt 18th level, the range of
this aura increases to 30 feet."} {:name "Vigilant Rebuke", :description "You’ve
learned how to chastise anyone who dares wield beguilements against you and your
wards. Whenever you or a creature you can see within 30 feet of you succeeds on an
Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to
deal 2d8 + your Charisma modifier force damage to the creature that forced the
saving throw.", :level 15} {:level 20, :description "You manifest a spark of divine
power in defense of the mortal realms. As a bonus action, you gain the following
benefits for 1 minute:\n\n • You gain truesight with a range of 120 feet.\n •
You have advantage on attack rolls against aberrations, celestials, elementals,
fey, and fiends.\n • When you hit a creature with an attack roll and deal damage
to it, you can also force it to make a Charisma saving throw against your spell
save DC. On a failed save, the creature is magically banished to its native plane
of existence if it’s currently not there. On a successful save, the creature can’t
be banished by this feature for 24 hours.\n\nOnce you use this bonus action, you
can’t use it again until you finish a long rest, unless you expend a 5th-level
spell slot to use it again.", :name "Mortal Bulwark"}], :level-modifiers [], :name
"Oath of the Watchers", :option-pack "Tasha's Cauldron of Everything", :paladin-
spells {1 {0 :alarm, 1 :detect-magic}, 2 {0 :moonbeam, 1 :see-invisibility}, 3
{0 :counterspell, 1 :nondetection}, 4 {0 :aura-of-purity, 1 :banishment}, 5
{0 :hold-monster, 1 :scrying}}, :key :oath-of-the-watchers}, :peace-domain
{:class :cleric, :traits [{:name "Implement of Peace", :description "You gain
proficiency in the Insight, Performance, or Persuasion skill (your choice)."}
{:level 1, :name "Emboldening Bond", :description "You can forge an empowering bond
among people who are at peace with one another. As an action, you choose a number
of willing creatures within 30 feet of you (this can include yourself) equal to
your proficiency bonus.
You create a magical bond among them for 10 minutes or until you use this feature
again. While any bonded creature is within 30 feet of another, the creature can
roll a d4 and add the number rolled to an attack roll, an ability check, or a
saving throw it makes. Each creature can add the d4 no more than once per turn.\n\
nYou can use this feature a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest."} {:level 2, :name
"Channel Divinity: Balm of Peace", :description "You can use your Channel Divinity
to make your very presence a soothing balm. As an action, you can move up to your
speed, without provoking opportunity attacks, and when you move within 5 feet of
any other creature during this action, you can restore a number of hit points to
that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A
creature can receive this healing only once whenever you take this action."}
{:level 6, :name "Protective Bond", :description "The bond you forge between people
helps them protect each other. When a creature affected by your Emboldening Bond
feature is about to take damage, a second bonded creature within 30 feet of the
first can use its reaction to teleport to an unoccupied space within 5 feet of the
first creature. The second creature then takes all the damage instead."} {:level 8,
:name "Potent Spellcasting", :description "Starting at 8th level, you can add your
Wisdom modifier to the damage you deal with any cleric cantrip."} {:level 17, :name
"Expansive Bond", :description "The benefits of your Emboldening Bond and
Protective Bond features now work when the creatures are within 60 feet of each
other. Moreover, when a creature uses Protective Bond to take someone else’s
damage, the creature has resistance to that damage."}], :level-modifiers [], :name
"Peace Domain", :option-pack "Tasha's Cauldron of Everything", :cleric-spells {1 {0
:heroism, 1 :sanctuary}, 2 {0 :aid, 1 :warding-bond}, 3 {0 :beacon-of-hope,
1 :sending}, 4 {0 :aura-of-purity, 1 :resilient-sphere}, 5 {0 :greater-restoration,
1 :telepathic-bond}}, :key :peace-domain}, :twilight-domain
{:class :cleric, :traits [{:name "Bonus Proficiencies", :description "You gain
proficiency with martial weapons and heavy armor."} {:description "You can see
through the deepest gloom. You have darkvision out to a range of 300 feet. In that
radius, you can see in dim light as if it were bright light and in darkness as if
it were dim light.\n\nAs an action, you can magically share the darkvision of this
feature with willing creatures you can see within 10 feet of you, up to a number of
creatures equal to your Wisdom modifier (minimum of one creature). The shared
darkvision lasts for 1 hour. Once you share it, you can’t do so again until you
finish a long rest, unless you expend a spell slot of any level to share it
again.", :name "Eyes of Night"} {:name "Vigilant Blessing", :description "The night
has taught you to be vigilant. As an action, you give one creature you touch
(including possibly yourself) advantage on the next initiative roll the creature
makes. This benefit ends immediately after the roll or if you use this feature
again."} {:name "Channel Divinity: Twilight Sanctuary", :description "You can use
your Channel Divinity to refresh your allies with soothing twilight.\n\nAs an
action, you present your holy symbol, and a sphere of twilight emanates from you.
The sphere is centered on you, has a 30-foot radius, and is filled with dim light.
The sphere moves with you, and it lasts for 1 minute or until you are incapacitated
or die. Whenever a creature (including you) ends its turn in the sphere, you can
grant that creature one of these benefits: \n\n • Give it 1d6 temporary hit
points.\n • End one effect causing it to be charmed or frightened.", :level 2}
{:level 6, :description "You can draw on the mystical power of night to rise into
the air. As a bonus action when you are in dim light or darkness, you can magically
give yourself a flying speed equal to your walking speed for 1 minute. You can use
this bonus action a number of times equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest.", :name "Steps of Night"} {:name
"Divine Strike", :level 8, :description "You gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns when you hit a creature with
a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When
you reach 14th level, the extra damage increases to 2d8."} {:level 17, :name
"Twilight Shroud", :description "The twilight that you summon offers a protective
embrace: you and your allies have half cover while in the sphere created by your
Twilight Sanctuary."}], :level-modifiers [{:type :weapon-prof, :value :martial}
{:type :armor-prof, :value :heavy}], :option-pack "Tasha's Cauldron of Everything",
:name "Twilight Domain", :cleric-spells {1 {0 :faerie-fire, 1 :sleep}, 2
{0 :moonbeam, 1 :see-invisibility}, 3 {0 :aura-of-vitality, 1 :tiny-hut}, 4
{0 :aura-of-life, 1 :greater-invisibility}, 5 {0 :circle-of-power,
1 :mislead}}, :key :twilight-domain}, :oath-of-glory {:class :paladin, :traits
[{:level 3, :name "Channel Divinity: Peerless Athlete", :description "As a bonus
action, you can use your Channel Divinity to augment your athleticism. For the next
10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics)
checks; you can carry, push, drag, and lift twice as much weight as normal; and the
distance of your long and high jumps increases by 10 feet (this extra distance
costs movement as normal).\n", :type :b-action} {:level 3, :name "Channel Divinity:
Inspiring Smite", :description "Immediately after you deal damage to a creature
with your Divine Smite feature, you can use your Channel Divinity as a bonus action
and distribute temporary hit points to creatures of your choice within 30 feet of
you, which can include you. The total number of temporary hit points equals 2d8 +
your level in this class, divided among the chosen creatures however you like.\
n", :type :b-action} {:name "Aura of Alacrity", :level 7, :description "You emanate
an aura that fills you and your companions with supernatural speed, allowing you to
race across a battlefield in formation. Your walking speed increases by 10 feet. In
addition, if you aren't incapacitated, the walking speed of any ally who starts
their turn within 5 feet of you increases by 10 feet until the end of that turn.\
nWhen you reach 18th level in this class, the range of the aura increases to 10
feet.\n\n"} {:level 15, :name "Glorious Defense", :description "You can turn
defense into a sudden strike. When you or another creature you can see within 10
feet of you is hit by an attack roll, you can use your reaction to grant a bonus to
the target's AC against that attack, potentially causing it to miss. The bonus
equals your Charisma modifier (minimum of +1). If the attack misses, you can make
one weapon attack against the attacker as part of this reaction, provided the
attacker is within your weapon's range.\nYou can use this feature a number of times
equal to your Charisma modifier (minimum of once), and you regain all expended uses
when you finish a long rest.\n\n", :type :reaction} {:name "Living
Legend", :description "You can empower yourself with the legends—whether true or
exaggerated—of your great deeds. As a bonus action, you gain the following benefits
for 1 minute:\n\nYou are blessed with an otherworldly presence, gaining advantage
on all Charisma checks.\nOnce on each of your turns when you make a weapon attack
and miss, you can cause that attack to hit instead.\nIf you fail a saving throw,
you can use your reaction to reroll it. You must use this new roll.\n\nOnce you use
this feature, you can't use it again until you finish a long rest, unless you
expend a 5th-level spell slot to use it again.\n\n", :level 20}], :level-modifiers
[], :option-pack "Tashas_Cauldron_of_Everything (1)", :name "Oath of
Glory", :paladin-spells {1 {0 :guiding-bolt, 1 :heroism}, 2 {0 :enhance-ability,
1 :magic-weapon}, 3 {0 :haste, 1 :protection-from-energy}, 4 {0 :compulsion,
1 :freedom-of-movement}, 5 {0 :commune, 1 :flame-strike}}, :key :oath-of-
glory}, :armorer {:class :artificer, :traits [{:name "Tools of the Trade", :level
3, :description "You gain proficiency with heavy armor. You also gain proficiency
with smith's tools. If you already have this tool proficiency, you gain proficiency
with one other type of artisan's tools of your choice."} {:description "Your
metallurgical pursuits have led to you making armor a conduit for your artificer
magic. As an action, you can turn a suit of heavy armor you are wearing into arcane
armor, provided you have smith's tools in hand.\n You gain the following benefits
while wearing the power armor:\n • If the armor normally has a Strength
requirement, the power armor lacks this requirement for you.\n • You can use the
power armor as a spellcasting focus for your artificer spells.\n • The power
armor attaches to you and can't be removed against your will. It also expands to
cover your entire body, and it replaces any missing limbs, functioning identically
to a body part it is replacing.\n • You can doff or don the armor as an action\n\
n The armor continues to be arcane armor until you doff it, you don another suit
of armor, or you die.", :level 3, :name "Arcane Armor"} {:name "Armor
Model", :level 3, :description "You can customize your arcane armor. When you do
so, choose one of the following armor models: guardian or infiltrator. The model
you choose gives you special benefits while you wear it.\n Each model includes a
special weapon. When you attack with that weapon, you can use your Intelligence
modifier, instead of Strength or Dexterity, for the attack and damage rolls.\n
You
can change your power armor's model whenever you finish a short or long rest,
provided you have smith's tools in hand."} {:description "You learn how to use your
artificer infusions to specially modify your Arcane Armor. That armor now counts as
separate items for the purposes of your Infuse Items feature: armor (the chest
piece), boots, helmet, and the armor’s special weapon. Each of those items can bear
one of your infusions, and the infusions transfer over if you change your armor’s
model with the Armor Model feature. In addition, the maximum number of items you
can infuse at once increases by 2, but those extra items must be part of your
Arcane Armor.", :name "Armor Modifications", :level 9} {:name "Perfected
Armor", :level 15, :description "Your Arcane Armor gains additional benefits based
on its model, as shown below.\n\nGuardian. \nWhen a Huge or smaller creature you
can see ends its turn within 30 feet of you, you can use your reaction to magically
force the creature to make a Strength saving throw against your spell save DC,
pulling the creature up to 30 feet toward you to an unoccupied space. If you pull
the target to a space within 5 feet of you, you can make a melee weapon attack
against it as part of this reaction.\n\nYou can use this reaction a number of times
equal to your proficiency bonus, and you regain all expended uses of it when you
finish a long rest.\n\nInfiltrator. \nAny creature that takes lightning damage from
your Lightning Launcher glimmers with magical light until the start of your next
turn. The glimmering creature sheds dim light in a 5-foot radius, and it has
disadvantage on attack rolls against you, as the light jolts it if it attacks you.
In addition, the next attack roll against it has advantage, and if that attack
hits, the target takes an extra 1d6 lightning damage."}], :level-modifiers
[{:type :armor-prof, :level 3, :value :heavy} {:type :tool-prof, :value :smiths-
tools, :level 3} {:type :spell, :level 3, :value {:level
1, :ability :[Link]/int, :key :magic-missile}}
{:type :spell, :level 3, :value {:ability :[Link]/int, :level
1, :key :thunderwave}} {:type :spell, :level 5, :value
{:ability :[Link]/int, :level 2, :key :mirror-image}}
{:type :spell, :level 5, :value {:ability :[Link]/int, :level
2, :key :shatter}} {:type :spell, :level 9, :value
{:ability :[Link]/int, :level 3, :key :hypnotic-pattern}}
{:type :spell, :level 9, :value {:ability :[Link]/int, :level
3, :key :lightning-bolt}} {:type :spell, :level 13, :value
{:ability :[Link]/int, :level 4, :key :fire-shield}}
{:type :spell, :level 13, :value {:ability :[Link]/int, :level
4, :key :greater-invisibility}} {:type :spell, :level 17, :value
{:ability :[Link]/int, :level 5, :key :passwall}}
{:type :spell, :level 17, :value {:ability :[Link]/int, :level
5, :key :wall-of-force}} {:type :num-attacks, :level 5, :value 2}], :name
"Armorer", :option-pack "Tasha's Cauldron of Everything", :level-selections [{:type
:armor-model, :level 3}], :key :armorer}, :the-genie-marid-
{:class :warlock, :traits [{:name "Genie's Vessel", :description "Your patron gifts
you a magical vessel that grants you a measure of the genie’s power. The vessel is
a Tiny object, and you can use it as a spellcasting focus for your warlock spells.
You decide what the object is, or you can determine what it is randomly by rolling
on the Genie’s Vessel table.\n\nWhile you are touching the vessel, you can use it
in the following ways:\n\nBottled Respite. As an action, you can magically vanish
and enter your vessel, which remains in the space you left. The interior of the
vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20
feet high, and resembles your vessel. The interior is appointed with cushions and
low tables and is a comfortable temperature. While inside, you can hear the area
around your vessel as if you were in its space. You can remain inside the vessel up
to a number of hours equal to twice your proficiency bonus. You exit the vessel
early if you use a bonus action to leave, if you die, or if the vessel is
destroyed. When you exit the vessel, you appear in the unoccupied space closest to
it. Any objects left in the vessel remain there until carried out, and if the
vessel is destroyed, every object stored there harmlessly appears in the unoccupied
spaces closest to the vessel’s former space. Once you enter the vessel, you can’t
enter again until you finish a long rest.\n\nGenie’s Wrath. Once during each of
your turns when you hit with an attack roll, you can deal extra cold damage to the
target equal to your proficiency bonus. \n\nThe vessel’s AC equals your spell save
DC. Its hit points equal your warlock level plus your proficiency bonus, and it is
immune to poison and psychic damage.\n\nIf the vessel is destroyed or you lose it,
you can perform a 1-hour ceremony to receive a replacement from your patron. This
ceremony can be performed during a short or long rest, and the previous vessel is
destroyed if it still exists. The vessel vanishes in a flare of elemental power
when you die."} {:name "Elemental Gift", :level 6, :description "You begin to take
on characteristics of your patron’s kind. You now have resistance to cold damage.\
n\nIn addition, as a bonus action, you can give yourself a flying speed of 30 feet
that lasts for 10 minutes, during which you can hover. You can use this bonus
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest."} {:name "Sanctuary Vessel", :level
10, :description "When you enter your Genie’s Vessel via the Bottled Respite
feature, you can now choose up to five willing creatures that you can see within 30
feet of you, and the chosen creatures are drawn into the vessel with you.\n\nAs a
bonus action, you can eject any number of creatures from the vessel, and everyone
is ejected if you leave or die or if the vessel is destroyed.\n\nIn addition,
anyone (including you) who remains within the vessel for at least 10 minutes gains
the benefit of finishing a short rest, and anyone can add your proficiency bonus to
the number of hit points they regain if they spend any Hit Dice as part of a short
rest there."} {:level 14, :name "Limited Wish", :description "You entreat your
patron to grant you a small wish. As an action, you can speak your desire to your
Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and
has a casting time of 1 action. The spell can be from any class’s spell list, and
you don’t need to meet the requirements in that spell, including costly components;
the spell simply takes effect as part of this action.\n\nOnce you use this feature,
you can’t use it again until you finish 1d4 long rests."}], :level-modifiers
[{:type :weapon-prof, :value :martial} {:type :armor-prof, :value :shields}
{:type :armor-prof, :value :medium} {:type :damage-resistance, :value :cold, :level
6}], :option-pack "Tasha's Cauldron of Everything", :name "The Genie
(Marid)", :warlock-spells {1 {0 :detect-evil-and-good, 1 :fog-cloud}, 2
{0 :phantasmal-force, 1 :blur}, 3 {0 :create-food-and-water, 1 :sleet-storm}, 4
{0 :phantasmal-killer, 1 :control-water}, 5 {0 :creation, 1 :cone-of-
cold}}, :key :the-genie-marid-}, :psi-warrior {:class :fighter, :traits [{:name
"Psionic Power", :description "You harbor a wellspring of psionic energy within
yourself. This energy is represented by your Psionic Energy dice, which are each a
d6. You have a number of these dice equal to twice your proficiency bonus, and they
fuel various psionic powers you have, which are detailed below.\n\nSome of your
powers expend the Psionic Energy die they use, as specified in a power’s
description, and you can’t use a power if it requires you to use a die when your
dice are all expended. You regain all your expended Psionic Energy dice when you
finish a long rest. In addition, as a bonus action, you can regain one expended
Psionic Energy die, but you can’t do so again until you finish a short or long
rest.\n\nWhen you reach certain levels in this class, the size of your Psionic
Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).\
n\nThe powers below use your Psionic Energy dice.\n\nProtective Field, Psionic
Strike, Telekinetic Movement ", :level 3} {:level 7, :name "Telekinetic
Adept", :description "You have mastered new ways to use your telekinetic abilities,
detailed below.\n\nPsi-Powered Leap. As a bonus action, you can propel your body
with your mind. You gain a flying speed equal to twice your walking speed until the
end of the current turn. Once you take this bonus action, you can’t do so again
until you finish a short or long rest, unless you expend a Psionic Energy die to
take it again.\n\nTelekinetic Thrust. When you deal damage to a target with your
Psionic Strike, you can force the target to make a Strength saving throw against a
DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save
fails, you can knock the target prone or move it up to 10 feet in any direction
horizontally."} {:level 10, :name "Guarded Mind", :description "The psionic energy
flowing through you has bolstered your mind. You have resistance to psychic damage.
Moreover, if you start your turn charmed or frightened, you can expend a Psionic
Energy die and end every effect on yourself subjecting you to those conditions."}
{:level 15, :name "Bulwark of Force", :description "You can shield yourself and
others with telekinetic force. As a bonus action, you can choose creatures, which
can include you, that you can see within 30 feet of you, up to a number of
creatures equal to your Intelligence modifier (minimum of one creature). Each of
the chosen creatures is
protected by half cover for 1 minute or until you’re incapacitated.\n\nOnce you
take this bonus action, you can’t do so again until you finish a long rest, unless
you expend a Psionic Energy die to take it again.", :type :b-action} {:level
18, :name "Telekinetic Master", :description "Your ability to move creatures and
objects with your mind is matched by few. You can cast the telekinesis spell,
requiring no components, and your spellcasting ability for the spell is
Intelligence. On each of your turns while you concentrate on the spell, including
the turn when you cast it, you can make one attack with a weapon as a bonus
action.\n\nOnce you cast the spell with this feature, you can’t do so again until
you finish a long rest, unless you expend a Psionic Energy die to cast it again."}
{:description "When you or another creature you can see within 30 feet of you takes
damage, you can use your reaction to expend one Psionic Energy die, roll the die,
and reduce the damage taken by the number rolled plus your Intelligence modifier
(minimum reduction of 1), as you create a momentary shield of telekinetic
force.", :name "Protective Field", :type :reaction, :level 3} {:description "As a
bonus action, you can propel your body with your mind. You gain a flying speed
equal to twice your walking speed until the end of the current turn. Once you take
this bonus action, you can’t do so again until you finish a short or long rest,
unless you expend a Psionic Energy die to take it again.", :name "Psi-Powered
Leap", :level 7} {:description "You can propel your weapons with psionic force.
Once on each of your turns, immediately after you hit a target within 30 feet of
you with an attack and deal damage to it with a weapon, you can expend one Psionic
Energy die, rolling it and dealing force damage to the target equal to the number
rolled plus your Intelligence modifier.", :name "Psionic Strike", :level 3}
{:description "As a bonus action, you can calm your mind for a moment and restore
your Psionic Talent die to its starting size. You then can't use Psi Replenishment
again until you finish a long rest.", :name "Psi Replenishment", :type :b-
action, :level 3} {:level 3, :name "Telekinetic Movement", :description "You can
move an object or a creature with your mind. As an action, you target one loose
object that is Large or smaller or one willing creature, other than yourself. If
you can see the target and it is within 30 feet of you, you can move it up to 30
feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you
can move it to or from your hand. Either way, you can move the target horizontally,
vertically, or both. Once you take this action, you can’t do so again until you
finish a short or long rest, unless you expend a Psionic Energy die to take it
again.\n\n"} {:level 7, :description "When you deal damage to a target with your
Psionic Strike, you can force the target to make a Strength saving throw against a
DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save
fails, you can knock the target prone or move it up to 10 feet in any direction
horizontally.", :name "Telekinetic Thrust"}], :level-modifiers [{:type :damage-
resistance, :level 10, :value :poison} {:type :damage-resistance, :level 10, :value
:psychic} {:type :spell, :value {:level
5, :key :telekinesis, :ability :[Link]/int}, :level 18}], :option-
pack "Tasha's Cauldron of Everything", :name "Psi Warrior", :level-selections
[], :key :psi-warrior}, :phantom {:class :rogue, :traits [{:name "Whispers of the
Dead", :description "Echoes of those who have died cling to you. Whenever you
finish a short or long rest, you can choose one skill or tool proficiency that you
lack and gain it, as a ghostly presence shares its knowledge with you. You lose
this proficiency when you use this feature to choose a different proficiency that
you lack.", :level 3} {:level 3, :name "Wails from the Grave", :description "As you
nudge someone closer to the grave, you can channel the power of death to harm
someone else as well. Immediately after you deal your Sneak Attack damage to a
creature on your turn, you can target a second creature that you can see within 30
feet of the first creature. Roll half the number of Sneak Attack dice for your
level (round up), and the second creature takes necrotic damage equal to the roll’s
total, as wails of the dead sound around them for a moment.\n\nYou can use this
feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest."} {:level 9, :name "Tokens of the
Departed", :description "When a life ends in your presence, you’re able to snatch a
token from the departing soul, a sliver of its life essence that takes physical
form: as a reaction when a creature you can see dies within 30 feet of you, you can
open your free hand and cause a Tiny trinket to appear there, a soul trinket. The
DM determines the trinket’s form or has you roll on the Trinkets table in the
Player’s Handbook to generate it.\n\nYou can have a maximum number of soul trinkets
equal to your proficiency bonus, and you can’t create one while at your maximum.\n\
nYou can use soul trinkets in the following ways:\n\n • While a soul trinket is
on your person, you have advantage on death saving throws and Constitution saving
throws, for your vitality is enhanced by the life essence within the object.\n •
When you deal Sneak Attack damage on your turn, you can destroy one of your soul
trinkets that’s on your person and then immediately use Wails from the Grave,
without expending a use of that feature.\n • As an action, you can destroy one
of your soul trinkets, no matter where it’s located. When you do so, you can ask
the spirit associated with the trinket one question. The spirit appears to you and
answers in a language it knew in life. It’s under no obligation to be truthful, and
it answers as concisely as possible, eager to be free. The spirit knows only what
it knew in life, as determined by the DM."} {:level 13, :name "Ghost
Walk", :description "You can phase partially into the realm of the dead, becoming
like a ghost. As a bonus action, you assume a spectral form. While in this form,
you have a flying speed of 10 feet, you can hover, and attack rolls have
disadvantage against you. You can also move through creatures and objects as if
they were difficult terrain, but you take 1d10 force damage if you end your turn
inside a creature or an object.\n\nYou stay in this form for 10 minutes or until
you end it as a bonus action. To use this feature again, you must finish a long
rest or destroy one of your soul trinkets as part of the bonus action you use to
activate Ghost Walk."} {:name "Death’s Friend", :description "Your association with
death has become so close that you gain the following benefits:\n\n • When you
use your Wails from the Grave, you can deal the necrotic damage to both the first
and the second creature.\n • At the end of a long rest, a soul trinket appears
in your hand if you don’t have any soul trinkets, as the spirits of the dead are
drawn to you.", :level 17}], :level-modifiers [], :name "Phantom", :option-pack
"Tasha's Cauldron of Everything", :key :phantom}, :path-of-the-beast
{:class :barbarian, :traits [{:name "Form of the Beast", :level 3, :description
"When you enter your rage, you can transform, revealing the bestial power within
you. Until the rage ends, you manifest a natural weapon. It counts as a simple
melee weapon for you, and you add your Strength modifier to the attack and damage
rolls when you attack with it, as normal.\n\nYou choose the weapon’s form each time
you rage:\n\nBite. Your mouth transforms into a bestial muzzle or great mandibles
(your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns
when you damage a creature with this bite, you regain a number of hit points equal
to your proficiency bonus, provided you have less than half your hit points when
you hit.\n\nClaws. Each of your hands transforms into a claw, which you can use as
a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your
turns when you attack with a claw using the Attack action, you can make one
additional claw attack as part of the same action.\n\nTail. You grow a lashing,
spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If
a creature you can see within 10 feet of you hits you with an attack roll, you can
use your reaction to swipe your tail and roll a d8, applying a bonus to your AC
equal to the number rolled, potentially causing the attack to miss you."} {:name
"Bestial Soul", :level 6, :description "The feral power within you increases,
causing the natural weapons of your Form of the Beast to count as magical for the
purpose of overcoming resistance and immunity to nonmagical attacks and damage.\n\
nYou can also alter your form to help you adapt to your surroundings. When you
finish a short or long rest, choose one of the following benefits, which lasts
until you finish your next short or long rest:\n\n •You gain a swimming speed
equal to your walking speed, and you can breathe underwater.\n •You gain a
climbing speed equal to your walking speed, and you can climb difficult surfaces,
including upside down on ceilings, without needing to make an ability check.\n
•When you jump, you can make a Strength (Athletics) check and extend your jump by a
number of feet equal to the check’s total. You can make this special check only
once per turn."} {:level 10, :name "Infectious Fury", :description "When you hit a
creature with your natural weapons while you are raging, the beast within you can
curse your target with rabid fury. The target must succeed on a Wisdom saving throw
(DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one
of the following
effects (your choice):\n\n •The target must use its reaction to make a melee
attack against another creature of your choice that you can see.\n •The target
takes 2d12 psychic damage.\n\nYou can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long
rest."} {:name "Call the Hunt", :level 14, :description "The beast within you grows
so powerful that you can spread its ferocity to others and gain resilience from
them joining your hunt. When you enter your rage, you can choose a number of other
willing creatures you can see within 30 feet of you equal to your Constitution
modifier (minimum of one creature). You gain 5 temporary hit points for each
creature that accepts this feature. Until the rage ends, the chosen creatures can
each use the following benefit once on each of their turns: when the creature hits
a target with an attack roll and deals damage to it, the creature can roll a d6 and
gain a bonus to the damage equal to the number rolled.\n\nYou can use this feature
a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest."}], :level-modifiers [], :option-pack "Tasha's
Cauldron of Everything", :name "Path of the Beast", :key :path-of-the-beast}, :fey-
wanderer {:class :ranger, :traits [{:name "Fey Wanderer Magic", :description "You
learn an additional spell when you reach certain levels in this class, as shown in
the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it
doesn’t count against the number of ranger spells you know.\n\n3rd\tcharm person\
n5th\tmisty step\n9th\tdispel magic\n13th\tdimension door\n17th\tmislead", :level
3} {:level 3, :name "Otherworldly Glamour", :description "Your fey qualities give
you a supernatural charm. As a result, whenever you make a Charisma check, you gain
a bonus to the check equal to your Wisdom modifier (minimum of +1)."} {:name
"Dreadful Strikes", :level 3, :description "You can augment your weapon strikes
with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you
hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the
target, which can take this extra damage only once per turn.\n\nThe extra damage
increases to 1d6 when you reach 11th level in this class."} {:level 7, :name
"Beguiling Twist", :description "The magic of the Feywild guards your mind. You
have advantage on saving throws against being charmed or frightened.\n\nIn
addition, whenever you or a creature you can see within 120 feet of you succeeds on
a saving throw against being charmed or frightened, you can use your reaction to
force a different creature you can see within 120 feet of you to make a Wisdom
saving throw against your spell save DC. If the save fails, the target is charmed
or frightened by you (your choice) for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a successful
save."} {:level 11, :name "Fey Reinforcements", :description "The royal courts of
the Feywild have blessed you with the assistance of fey beings: you know summon fey
(a spell in chapter 3). It doesn’t count against the number of ranger spells you
know, and you can cast it without a material component. You can also cast it once
without a spell slot, and you regain the ability to do so when you finish a long
rest.\n\nWhenever you start casting the spell, you can modify it so that it doesn’t
require concentration. If you do so, the spell’s duration becomes 1 minute for that
casting."} {:level 15, :description "You can slip in and out of the Feywild to move
in a blink of an eye: you can cast misty step without expending a spell slot. You
can do so a number of times equal to your Wisdom modifier (minimum of once), and
you regain all expended uses when you finish a long rest.\n\nIn addition, whenever
you cast misty step, you can bring along one willing creature you can see within 5
feet of you. That creature teleports to an unoccupied space of your choice within 5
feet of your destination space.", :name "Misty Wanderer"}], :level-modifiers
[{:type :spell, :level 3, :value {:level 1, :ability
:[Link]/wis, :key :charm-person}} {:type :spell, :level 5, :value
{:level 2, :ability :[Link]/wis, :key :misty-step}} {:type :spell,
:level 9, :value {:level 3, :ability :[Link]/wis, :key :dispel-
magic}} {:type :spell, :level 13, :value {:level
4, :ability :[Link]/wis, :key :dimension-door}}
{:type :spell, :level 17, :value {:level 5, :ability
:[Link]/wis, :key :mislead}} {:type :saving-throw-
advantage, :level 3, :value :charmed} {:type :saving-throw-advantage, :level
3, :value :frightened}], :option-pack "Tasha's Cauldron of Everything", :name "Fey
Wanderer", :profs {:skill-options {:options {:deception true, :performance
true, :persuasion true}, :choose 1}}, :key :fey-wanderer}, :the-fathomless
{:class :warlock, :traits [{:name "Tentacle of the Deeps", :description "You can
magically summon a spectral tentacle that strikes at your foes. As a bonus action,
you create a 10-foot-long tentacle at a point you can see within 60 feet of you.
The tentacle lasts for 1 minute or until you use this feature to create another
tentacle.\n\nWhen you create the tentacle, you can make a melee spell attack
against one creature within 10 feet of it. On a hit, the target takes 1d8 cold
damage, and its speed is reduced by 10 feet until the start of your next turn. When
you reach 10th level in this class, the damage increases to 2d8.\n\nAs a bonus
action on your turn, you can move the tentacle up to 30 feet and repeat the
attack.\n\nYou can summon the tentacle a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a long rest."} {:name "Gift
of the Sea", :description "You gain a swimming speed of 40 feet, and you can
breathe underwater."} {:name "Oceanic Soul", :description "You are now even more at
home in the depths. You gain resistance to cold damage. In addition, when you are
fully submerged, any creature that is also fully submerged can understand your
speech, and you can understand theirs.", :level 6} {:description "Your Tentacle of
the Deeps can defend you and others, interposing itself between them and harm. When
you or a creature you can see takes damage while within 10 feet of the tentacle,
you can use your reaction to choose one of those creatures and reduce the damage to
that creature by 1d8. When you reach 10th level in this class, the damage reduced
by the tentacle increases to 2d8.", :name "Guardian Coil", :level 6} {:description
"You learn the spell Evard’s black tentacles. It counts as a warlock spell for you,
but it doesn’t count against the number of spells you know. You can also cast it
once without a spell slot, and you regain the ability to do so when you finish a
long rest.\n\nWhenever you cast this spell, your patron’s magic bolsters you,
granting you a number of temporary hit points equal to your warlock level.
Moreover, damage can’t break your concentration on this spell.", :name "Grasping
Tentacles", :level 10} {:name "Fathomless Plunge", :description "You can magically
open temporary conduits to watery destinations. As an action, you can teleport
yourself and up to five other willing creatures that you can see within 30 feet of
you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away
in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each
of you appearing in an unoccupied space within 30 feet of the others.\n\nOnce you
use this feature, you can’t use it again until you finish a short or long
rest.", :level 14}], :level-modifiers [{:type :damage-resistance, :level
6, :value :cold}], :option-pack "Tasha's Cauldron of Everything", :name "The
Fathomless", :warlock-spells {1 {0 :create-or-destroy-water, 1 :thunderwave}, 2
{0 :gust-of-wind, 1 :silence}, 3 {0 :lightning-bolt, 1 :sleet-storm}, 4
{0 :control-water, 1 :summon-elemental}, 5 {0 :arcane-hand, 1 :cone-of-cold}}, :key
:the-fathomless}, :clockwork-soul {:class :sorcerer, :traits [{:description "At
your option, you can pick from or roll on the Manifestations of Mechanus table to
create a way your connection to the plane manifests while you are casting a spell.\
n\nManifestations of Mechanus\nd6 Manifestation\n1 Large, spectral cogwheels
appear hovering behind you.\n2 The hands of a clock appear in your eyes.\n3
Your skin glows with a golden, metallic sheen.\n4 Your features become
unnaturally angular, like geometric objects.\n5 Your spellcasting focus takes
the form of a miniature Spawning Stone or other creation of Primus.\n6 The
ringing of a clock can be heard by you and those affected by your magic.", :name
"Manifestations of Mechanus"} {:name "Restore Balance", :description "Your
connection to the plane of absolute order allows you to equalize chaotic moments.
When a creature you can see within 60 feet of you is about to roll a d20 with
advantage or disadvantage, you can use your reaction to prevent the roll from being
affected by advantage and disadvantage.\n\nYou can use this feature a number of
times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest."} {:name "Bastion of Law", :level 6, :description "You can tap
into the grand equation of existence to imbue a creature with a shimmering shield
of order. As an action, you can expend 1 to 5 sorcery points to create a magical
ward around yourself or another creature you can see within 30 feet of you. The
ward lasts until you finish a long rest or until you use this feature again.\n\nThe
ward is represented by a number of d8s equal to the number of sorcery points spent
to create it. When the warded creature takes damage, it can expend a number
of those dice, roll them, and reduce the damage taken by the total rolled on those
dice."} {:name "Trance of Order", :level 14, :description "You gain the ability to
align your consciousness to the endless calculations of Mechanus. As a bonus
action, you can enter this state for 1 minute. For the duration, attack rolls
against you can’t benefit from advantage, and whenever you make an attack roll, an
ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as
a 10.\n\nOnce you use this bonus action, you can’t use it again until you finish a
long rest, unless you spend 5 sorcery points to use it again."} {:name "Clockwork
Cavalcade", :level 18, :description "You summon spirits of order to expunge
disorder around you. As an action, you summon the spirits in a 30-foot cube
originating from you. The spirits look like modrons or other constructs of your
choice. The spirits are intangible and invulnerable, and they create the following
effects within the cube before vanishing:\n\n • The spirits restore up to 100
hit points, divided as you choose among any number of creatures of your choice in
the cube.\n • Any damaged objects entirely in the cube are repaired instantly.\n
• Every spell of 6th level or lower ends on creatures and objects of your choice in
the cube.\nOnce you use this action, you can’t use it again until you finish a long
rest, unless you spend 7 sorcery points to use it again."}], :level-modifiers
[{:type :spell, :value {:level 1, :key :alarm, :ability
:[Link]/cha}} {:type :spell, :value {:level 1, :key :protection-
from-evil-and-good, :ability :[Link]/cha}} {:type :spell, :level
3, :value {:level 2, :ability :[Link]/cha, :key :aid}}
{:type :spell, :level 3, :value {:level 2, :ability
:[Link]/cha, :key :lesser-restoration}} {:type :spell, :level
5, :value {:level 3, :ability :[Link]/cha, :key :dispel-magic}}
{:type :spell, :level 5, :value {:level 3, :ability
:[Link]/cha, :key :protection-from-energy}} {:type :spell, :level
7, :value {:level 4, :ability :[Link]/cha, :key :freedom-of-
movement}} {:type :spell, :level 7, :value {:level
4, :ability :[Link]/cha, :key :summon-construct}}
{:type :spell, :level 9, :value {:level 5, :ability
:[Link]/cha, :key :greater-restoration}} {:type :spell, :level
9, :value {:level 5, :ability :[Link]/cha, :key :wall-of-force}}],
:option-pack "Tasha's Cauldron of Everything", :name "Clockwork
Soul", :key :clockwork-soul}, :way-of-mercy {:class :monk, :traits [{:name
"Implements of Mercy", :description "You gain proficiency in the Insight and
Medicine skills, and you gain proficiency with the herbalism kit.\n\nYou also gain
a special mask, which you often wear when using the features of this subclass. You
determine its appearance, or generate it randomly by rolling on the Merciful Mask
table.", :level 3} {:name "Hands of Healing", :level 3, :description "Your mystical
touch can mend wounds. As an action, you can spend 1 ki point to touch a creature
and restore a number of hit points equal to a roll of your Martial Arts die + your
Wisdom modifier.\n\nWhen you use your Flurry of Blows, you can replace one of the
unarmed strikes with a use of this feature without spending a ki point for the
healing."} {:name "Hands of Harm", :description "You use your ki to inflict wounds.
When you hit a creature with an unarmed strike, you can spend 1 ki point to deal
extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom
modifier. You can use this feature only once per turn.", :level 3} {:name
"Physician’s Touch", :level 6, :description "You can administer even greater cures
with a touch, and if you feel it’s necessary, you can use your knowledge to cause
harm.\n\nWhen you use Hand of Healing on a creature, you can also end one disease
or one of the following conditions affecting the creature: blinded, deafened,
paralyzed, poisoned, or stunned.\n\nWhen you use Hand of Harm on a creature, you
can subject that creature to the poisoned condition until the end of your next
turn."} {:level 11, :name "Flurry of Healing and Harm", :description "You can now
mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now
replace each of the unarmed strikes with a use of your Hand of Healing, without
spending ki points for the healing.\n\nIn addition, when you make an unarmed strike
with Flurry of Blows, you can use Hand of Harm with that strike without spending
the ki point for Hand of Harm. You can still use Hand of Harm only once per turn."}
{:level 17, :name "Hand of Ultimate Mercy", :description "Your mastery of life
energy opens the door to the ultimate mercy. As an action, you can touch the corpse
of a creature that died within the past 24 hours and expend 5 ki points. The
creature then returns to life, regaining a number of hit points equal to 4d10 +
your Wisdom modifier. If the creature died while subject to any of the following
conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned,
and stunned.\n\nOnce you use this feature, you can’t use it again until you finish
a long rest."}], :level-modifiers [{:type :tool-prof, :value :herbalism-kit, :level
3} {:type :skill-prof, :value :insight} {:type :skill-
prof, :value :medicine}], :option-pack "Tasha's Cauldron of Everything", :name "Way
of Mercy", :key :way-of-mercy, :profs {:skill-options {:choose 1, :options
{:insight false, :medicine false}}}}, :path-of-wild-magic
{:class :barbarian, :traits [{:name "Magic Awareness", :description "As an action,
you can open your awareness to the presence of concentrated magic. Until the end of
your next turn, you know the location of any spell or magic item within 60 feet of
you that isn’t behind total cover. When you sense a spell, you learn which school
of magic it belongs to.\n\nYou can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long
rest.", :level 3} {:name "Wild Surge", :description "The magical energy roiling
inside you sometimes erupts from you. When you enter your rage, roll on the Wild
Magic table to determine the magical effect produced.\n\nIf the effect requires a
saving throw, the DC equals 8 + your proficiency bonus + your Constitution
modifier.\n\n1 - Shadowy tendrils lash around you. Each creature of your choice
that you can see within 30 feet of you must succeed on a Constitution saving throw
or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.\n\n2 - You
teleport up to 30 feet to an unoccupied space you can see. Until your rage ends,
you can use this effect again on each of your turns as a bonus action.\n\n3 - An
intangible spirit, which looks like a flumph or a pixie (your choice), appears
within 5 feet of one creature of your choice that you can see within 30 feet of
you. At the end of the current turn, the spirit explodes, and each creature within
5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage.
Until your rage ends, you can use this effect again, summoning another spirit, on
each of your turns as a bonus action.\n\n4 - Magic infuses one weapon of your
choice that you are holding. Until your rage ends, the weapon’s damage type changes
to force, and it gains the light and thrown properties, with a normal range of 20
feet and a long range of 60 feet. If the weapon leaves your hand, the weapon
reappears in your hand at the end of the current turn.\n\n5 - Whenever a creature
hits you with an attack roll before your rage ends, that creature takes 1d6 force
damage, as magic lashes out in retribution.\n\n6 - Until your rage ends, you are
surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while
within 10 feet of you, your allies gain the same bonus.\n\n7 - Flowers and vines
temporarily grow around you; until your rage ends, the ground within 15 feet of you
is difficult terrain for your enemies.\n\n8 - A bolt of light shoots from your
chest. Another creature of your choice that you can see within 30 feet of you must
succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded
until the start of your next turn. Until your rage ends, you can use this effect
again on each of your turns as a bonus action.", :level 3} {:name "Bolstering
Magic", :level 6, :description "You can harness your wild magic to bolster yourself
or a companion. As an action, you can touch one creature (which can be yourself)
and confer one of the following benefits of your choice to that creature:\n\n
•For 10 minutes, the creature can roll a d3 whenever making an attack roll or an
ability check and add the number rolled to the d20 roll.\n\n •Roll a d3. The
creature regains one expended spell slot, the level of which equals the number
rolled or lower (the creature’s choice). Once a creature receives this benefit,
that creature can’t receive it again until after a long rest.\n\nYou can take this
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest"} {:description "When you are imperiled
during your rage, the magic within you can lash out; immediately after you take
damage or fail a saving throw while raging, you can use your reaction to roll on
the Wild Magic table and immediately produce the effect rolled. This effect
replaces your current Wild Magic effect.", :name "Unstable Backlash", :level 10}
{:name "Controlled Surge", :description "Whenever you roll on the Wild Magic table,
you can roll the die twice and choose which of the two effects to unleash. If you
roll the same number on both dice, you can ignore the number and choose any effect
on the table.", :level 14}], :level-modifiers [], :name "Path of Wild
Magic", :option-pack
"Tasha's Cauldron of Everything", :key :path-of-wild-magic}, :circle-of-the-stars
{:class :druid, :traits [{:level 2, :name "Star Map", :description "You’ve created
a star chart as part of your heavenly studies. It is a Tiny object and can serve as
a spellcasting focus for your druid spells. You determine its form by rolling on
the Star Map table or by choosing one.\n\nWhile holding this map, you have these
benefits:\n\n • You know the guidance cantrip.\n • You have the guiding bolt
spell prepared. It counts as a druid spell for you, and it doesn’t count against
the number of spells you can have prepared.\n • You can cast guiding bolt
without expending a spell slot. You can do so a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.\n\
nIf you lose the map, you can perform a 1-hour ceremony to magically create a
replacement. This ceremony can be performed during a short or long rest, and it
destroys the previous map."} {:level 2, :name "Starry Form", :description "As a
bonus action, you can expend a use of your Wild Shape feature to take on a starry
form, rather than transforming into a beast.\n\nWhile in your starry form, you
retain your game statistics, but your body becomes luminous; your joints glimmer
like stars, and glowing lines connect them as on a star chart. This form sheds
bright light in a 10-foot radius and dim light for an additional 10 feet. The form
lasts for 10 minutes. It ends early if you dismiss it (no action required), are
incapacitated, die, or use this feature again.\n\nWhenever you assume your starry
form, choose which of the following constellations glimmers on your body; your
choice gives you certain benefits while in the form:\n\nArcher. A constellation of
an archer appears on you. When you activate this form, and as a bonus action on
your subsequent turns while it lasts, you can make a ranged spell attack, hurling a
luminous arrow that targets one creature within 60 feet of you. On a hit, the
attack deals radiant damage equal to 1d8 + your Wisdom modifier.\n\nChalice. A
constellation of a life-giving goblet appears on you. Whenever you cast a spell
using a spell slot that restores hit points to a creature, you or another creature
within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.\n\
nDragon. A constellation of a wise dragon appears on you. When you make an
Intelligence or a Wisdom check or a Constitution saving throw to maintain
concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10."}
{:level 6, :description "Whenever you finish a long rest, you can consult your Star
Map for omens. When you do so, roll a die. Until you finish your next long rest,
you gain access to a special reaction based on whether you rolled an even or an odd
number on the die:\n\nWeal (even). Whenever a creature you can see within 30 feet
of you is about to make an attack roll, a saving throw, or an ability check, you
can use your reaction to roll a d6 and add the number rolled to the total.\n\nWoe
(odd). Whenever a creature you can see within 30 feet of you is about to make an
attack roll, a saving throw, or an ability check, you can use your reaction to roll
a d6 and subtract the number rolled from the total.\n\nYou can use this reaction a
number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.", :name "Cosmic Omen"} {:level 10, :description "The
constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice
becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and
can hover.\n\nMoreover, at the start of each of your turns while in your Starry
Form, you can change which constellation glimmers on your body.", :name "Twinkling
Constellations"} {:level 14, :description "While in your Starry Form, you become
partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing
damage.", :name "Full of Stars"}], :level-modifiers [{:type :spell, :value {:level
0, :key :guidance, :ability :[Link]/wis}, :level 2} {:type :spell,
:value {:level 1, :key :guiding-bolt, :ability
:[Link]/wis}, :level 2}], :option-pack "Tasha's Cauldron of
Everything", :name "Circle of the Stars", :key :circle-of-the-stars}, :the-genie-
dao- {:class :warlock, :traits [{:name "Genie's Vessel", :description "Your patron
gifts you a magical vessel that grants you a measure of the genie’s power. The
vessel is a Tiny object, and you can use it as a spellcasting focus for your
warlock spells. You decide what the object is, or you can determine what it is
randomly by rolling on the Genie’s Vessel table.\n\nWhile you are touching the
vessel, you can use it in the following ways:\n\nBottled Respite. As an action, you
can magically vanish and enter your vessel, which remains in the space you left.
The interior of the vessel is an extradimensional space in the shape of a 20-foot-
radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed
with cushions and low tables and is a comfortable temperature. While inside, you
can hear the area around your vessel as if you were in its space. You can remain
inside the vessel up to a number of hours equal to twice your proficiency bonus.
You exit the vessel early if you use a bonus action to leave, if you die, or if the
vessel is destroyed. When you exit the vessel, you appear in the unoccupied space
closest to it. Any objects left in the vessel remain there until carried out, and
if the vessel is destroyed, every object stored there harmlessly appears in the
unoccupied spaces closest to the vessel’s former space. Once you enter the vessel,
you can’t enter again until you finish a long rest.\n\nGenie’s Wrath. Once during
each of your turns when you hit with an attack roll, you can deal extra bludgeoning
damage to the target equal to your proficiency bonus. \n\nThe vessel’s AC equals
your spell save DC. Its hit points equal your warlock level plus your proficiency
bonus, and it is immune to poison and psychic damage.\n\nIf the vessel is destroyed
or you lose it, you can perform a 1-hour ceremony to receive a replacement from
your patron. This ceremony can be performed during a short or long rest, and the
previous vessel is destroyed if it still exists. The vessel vanishes in a flare of
elemental power when you die."} {:name "Elemental Gift", :level 6, :description
"You begin to take on characteristics of your patron’s kind. You now have
resistance to a bludgeoning damage.\n\nIn addition, as a bonus action, you can give
yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can
hover. You can use this bonus action a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a long rest."} {:name
"Sanctuary Vessel", :level 10, :description "When you enter your Genie’s Vessel via
the Bottled Respite feature, you can now choose up to five willing creatures that
you can see within 30 feet of you, and the chosen creatures are drawn into the
vessel with you.\n\nAs a bonus action, you can eject any number of creatures from
the vessel, and everyone is ejected if you leave or die or if the vessel is
destroyed.\n\nIn addition, anyone (including you) who remains within the vessel for
at least 10 minutes gains the benefit of finishing a short rest, and anyone can add
your proficiency bonus to the number of hit points they regain if they spend any
Hit Dice as part of a short rest there."} {:level 14, :name "Limited
Wish", :description "You entreat your patron to grant you a small wish. As an
action, you can speak your desire to your Genie’s Vessel, requesting the effect of
one spell that is 6th level or lower and has a casting time of 1 action. The spell
can be from any class’s spell list, and you don’t need to meet the requirements in
that spell, including costly components; the spell simply takes effect as part of
this action.\n\nOnce you use this feature, you can’t use it again until you finish
1d4 long rests."}], :level-modifiers [{:type :weapon-prof, :value :martial}
{:type :armor-prof, :value :shields} {:type :armor-prof, :value :medium}
{:type :damage-resistance, :value :bludgeoning, :level 6}], :option-pack "Tasha's
Cauldron of Everything", :name "The Genie (Dao)", :warlock-spells {1 {0 :detect-
evil-and-good, 1 :sanctuary}, 2 {0 :phantasmal-force, 1 :spike-growth}, 3
{0 :create-food-and-water, 1 :meld-into-stone}, 4 {0 :phantasmal-killer, 1 :stone-
shape}, 5 {0 :creation, 1 :wall-of-stone}}, :key :the-genie-dao-}, :circle-of-
spores {:class :druid, :traits [{:name "Halo of Spores", :description "Starting at
2nd level, you are surrounded by invisible, necrotic spores that are harmless until
you unleash them on a creature nearby. When a creature you can see moves into a
space within 10 feet of you or starts its turn there, you can use your reaction to
deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution
saving throw against your spell save DC. The necrotic damage increases to 1d6 at
6th level, 1d8 at 10th level, and 1d10 at 14th level.\n\n", :level
2, :type :reaction} {:description "At 2nd level, you gain the ability to channel
magic into your spores. As an action, you can expend a use of your Wild Shape
feature to awaken those spores, rather than transforming into a beast form, and you
gain 4 temporary hit points for each level you have in this class. While this
feature is active, you gain the following benefits:\nWhen you deal your Halo of
Spores damage, roll the damage die a second time and add it to the total.\nYour
melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.\n\
nThese benefits last for 10 minutes, until you lose all these temporary hit points,
or until you use your Wild Shape again.\n\n\n", :level 2, :type :action,
:name "Symbiotic Entity"} {:level 6, :name "Fungal Infestation", :description "At
6th level, your spores gain the ability to infest a corpse and animate it. If a
beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use
your reaction to animate it, causing it to stand up immediately with 1 hit point.
The creature uses the zombie stat block in the Monster Manual. It remains animate
for 1 hour, after which time it collapses and dies.\nIn combat, the zombie's turn
comes immediately after yours. It obeys your mental commands, and the only action
it can take is the Attack action, making one melee attack.\nYou can use this
feature a number of times equal to your Wisdom modifier (minimum of once), and you
regain all expended uses of it when you finish a long rest.\n\n"} {:name "Spreading
Spores", :level 10, :type :b-action, :description "At 10th level, you gain the
ability to seed an area with deadly spores. As a bonus action while your Symbiotic
Entity feature is active, you can hurl spores up to 30 feet away, where they swirl
in a 10-foot cube for 1 minute. The spores disappear early if you use this feature
again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature
is no longer active.\nWhenever a creature moves into the cube or starts its turn
there, that creature takes your Halo of Spores damage, unless the creature succeeds
on a Constitution saving throw against your spell save DC. A creature can take this
damage no more than once per turn.\n\nWhile the cube of spores persists, you can't
use your Halo of Spores reaction.\n\n"}], :level-modifiers [{:type :spell, :level
3, :value {:level 2, :key :blindness-deafness, :ability
:[Link]/wis}} {:type :spell, :level 3, :value {:level
2, :key :gentle-repose, :ability :[Link]/wis}}
{:type :spell, :level 5, :value {:level 3, :ability
:[Link]/wis, :key :animate-dead}} {:type :spell, :level 5, :value
{:ability :[Link]/wis, :level 3, :key :gaseous-form}}
{:type :spell, :level 7, :value {:ability :[Link]/wis, :level
4, :key :blight}} {:type :spell, :level 7, :value
{:ability :[Link]/wis, :level 4, :key :confusion}}
{:type :spell, :level 9, :value {:ability :[Link]/wis, :level
5, :key :cloudkill}} {:type :spell, :level 9, :value
{:ability :[Link]/wis, :level 5, :key :contagion}}
{:type :spell, :level 2, :value {:ability
:[Link]/wis, :key :chill-touch}}], :option-pack
"Tashas_Cauldron_of_Everything (1)", :name "Circle of Spores", :key :circle-of-
spores}, :way-of-the-astral-self {:class :monk, :traits [{:name "Arms of the Astral
Self", :level 3, :description "Your mastery of your ki allows you to summon a
portion of your astral self. As a bonus action, you can spend 1 ki point to summon
the arms of your astral self. When you do so, each creature of your choice that you
can see within 10 feet of you must succeed on a Dexterity saving throw or take
force damage equal to two rolls of your Martial Arts die.\n\nFor 10 minutes, these
spectral arms hover near your shoulders or surround your arms (your choice). You
determine the arms’ appearance, and they vanish early if you are incapacitated or
die.\n\nWhile the spectral arms are present, you gain the following benefits:\n\n
• You can use your Wisdom modifier in place of your Strength modifier when making
Strength checks and Strength saving throws.\n • You can use the spectral arms to
make unarmed strikes.\n • When you make an unarmed strike with the arms on your
turn, your reach for it is 5 feet greater than normal.\n • The unarmed strikes
you make with the arms can use your Wisdom modifier in place of your Strength or
Dexterity modifier for the attack and damage rolls, and their damage type is
force."} {:name "Visage of the Astral Self", :level 6, :description "You can summon
the visage of your astral self. As a bonus action, or as part of the bonus action
you take to activate Arms of the Astral Self, you can spend 1 ki point to summon
this visage for 10 minutes. It vanishes early if you are incapacitated or die.\n\
nThe spectral visage covers your face like a helmet or mask. You determine its
appearance.\n\nWhile the spectral visage is present, you gain the following
benefits.\n\nAstral Sight. You can see normally in darkness, both magical and
nonmagical, to a distance of 120 feet.\n\nWisdom of the Spirit. You have advantage
on Wisdom (Insight) and Charisma (Intimidation) checks.\n\nWord of the Spirit. When
you speak, you can direct your words to a creature of your choice that you can see
within 60 feet of you, making it so only that creature can hear you. Alternatively,
you can amplify your voice so that all creatures within 600 feet can hear you."}
{:level 11, :name "Body of the Astral Self", :description "When you have both your
astral arms and visage summoned, you can cause the body of your astral self to
appear (no action required). This spectral body covers your physical form like a
suit of armor, connecting with the arms and visage. You determine its appearance.\
n\nWhile the spectral body is present, you gain the following benefits.\n\nDeflect
Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you
can use your reaction to deflect it. When you do so, the damage you take is reduced
by 1d10 + your Wisdom modifier (minimum reduction of 1).\n\nEmpowered Arms. Once on
each of your turns when you hit a target with the Arms of the Astral Self, you can
deal extra damage to the target equal to your Martial Arts die."} {:level 17, :name
"Awakened Astral Self", :description "Your connection to your astral self is
complete, allowing you to unleash its full potential. As a bonus action, you can
spend 5 ki points to summon the arms, visage, and body of your astral self and
awaken it for 10 minutes. This awakening ends early if you are incapacitated or
die.\n\nWhile your astral self is awakened, you gain the following benefits.\n\
nArmor of the Spirit. You gain a +2 bonus to Armor Class.\n\nAstral Barrage.
Whenever you use the Extra Attack feature to attack twice, you can instead attack
three times if all the attacks are made with your astral arms."}], :level-modifiers
[], :option-pack "Tasha's Cauldron of Everything", :name "Way of the Astral
Self", :key :way-of-the-astral-self}, :the-genie-djinni- {:class :warlock, :traits
[{:name "Genie's Vessel", :description "Your patron gifts you a magical vessel that
grants you a measure of the genie’s power. The vessel is a Tiny object, and you can
use it as a spellcasting focus for your warlock spells. You decide what the object
is, or you can determine what it is randomly by rolling on the Genie’s Vessel
table.\n\nWhile you are touching the vessel, you can use it in the following ways:\
n\nBottled Respite. As an action, you can magically vanish and enter your vessel,
which remains in the space you left. The interior of the vessel is an
extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and
resembles your vessel. The interior is appointed with cushions and low tables and
is a comfortable temperature. While inside, you can hear the area around your
vessel as if you were in its space. You can remain inside the vessel up to a number
of hours equal to twice your proficiency bonus. You exit the vessel early if you
use a bonus action to leave, if you die, or if the vessel is destroyed. When you
exit the vessel, you appear in the unoccupied space closest to it. Any objects left
in the vessel remain there until carried out, and if the vessel is destroyed, every
object stored there harmlessly appears in the unoccupied spaces closest to the
vessel’s former space. Once you enter the vessel, you can’t enter again until you
finish a long rest.\n\nGenie’s Wrath. Once during each of your turns when you hit
with an attack roll, you can deal extra thunder damage to the target equal to your
proficiency bonus. \n\nThe vessel’s AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it is immune to poison
and psychic damage.\n\nIf the vessel is destroyed or you lose it, you can perform a
1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it
still exists. The vessel vanishes in a flare of elemental power when you die."}
{:name "Elemental Gift", :level 6, :description "You begin to take on
characteristics of your patron’s kind. You now have resistance to thunder damage.\
n\nIn addition, as a bonus action, you can give yourself a flying speed of 30 feet
that lasts for 10 minutes, during which you can hover. You can use this bonus
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest."} {:name "Sanctuary Vessel", :level
10, :description "When you enter your Genie’s Vessel via the Bottled Respite
feature, you can now choose up to five willing creatures that you can see within 30
feet of you, and the chosen creatures are drawn into the vessel with you.\n\nAs a
bonus action, you can eject any number of creatures from the vessel, and everyone
is ejected if you leave or die or if the vessel is destroyed.\n\nIn addition,
anyone (including you) who remains within the vessel for at least 10 minutes gains
the benefit of finishing a short rest, and anyone can add your proficiency bonus to
the number of hit points they regain if they spend any Hit Dice as part of a short
rest there."} {:level 14, :name "Limited Wish", :description "You entreat your
patron to grant you a small wish. As an action, you can speak your desire to your
Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and
has a casting time of 1 action. The spell can be from
any class’s spell list, and you don’t need to meet the requirements in that spell,
including costly components; the spell simply takes effect as part of this action.\
n\nOnce you use this feature, you can’t use it again until you finish 1d4 long
rests."}], :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-
prof, :value :shields} {:type :armor-prof, :value :medium} {:type :damage-
resistance, :value :thunder, :level 6}], :option-pack "Tasha's Cauldron of
Everything", :name "The Genie (Djinni)", :warlock-spells {1 {0 :detect-evil-and-
good, 1 :thunderwave}, 2 {0 :phantasmal-force, 1 :gust-of-wind}, 3 {0 :create-food-
and-water, 1 :wind-wall}, 4 {0 :phantasmal-killer, 1 :greater-invisibility}, 5
{0 :creation, 1 :seeming}}, :key :the-genie-djinni-}, :order-of-scribes
{:class :wizard, :traits [{:name "Wizardly Quill", :description "As a bonus action,
you can magically create a Tiny quill in your free hand. The magic quill has the
following properties:\n\n • The quill doesn’t require ink. When you write with
it, it produces ink in a color of your choice on the writing surface.\n • The
time you must spend to copy a spell into your spellbook equals 2 minutes per spell
level if you use the quill for the transcription.\n • You can erase anything you
write with the quill if you wave the feather over the text as a bonus action,
provided the text is within 5 feet of you.\n\nThis quill disappears if you create
another one or if you die.", :level 2} {:level 2, :description "Using specially
prepared inks and ancient incantations passed down by your wizardly order, you have
awakened an arcane sentience within your spellbook.\n\nWhile you are holding the
book, it grants you the following benefits:\n\n • You can use the book as a
spellcasting focus for your wizard spells.\n • When you cast a wizard spell with
a spell slot, you can temporarily replace its damage type with a type that appears
in another spell in your spellbook, which magically alters the spell’s formula for
this casting only. The latter spell must be of the same level as the spell slot you
expend.\n • When you cast a wizard spell as a ritual, you can use the spell’s
normal casting time, rather than adding 10 minutes to it. Once you use this
benefit, you can’t do so again until you finish a long rest.\n\nIf necessary, you
can replace the book over the course of a short rest by using your Wizardly Quill
to write arcane sigils in a blank book or a magic spellbook to which you’re
attuned. At the end of the rest, your spellbook’s consciousness is summoned into
the new book, which the consciousness transforms into your spellbook, along with
all its spells. If the previous book still existed somewhere, all the spells vanish
from its pages.", :name "Awakened Spellbook"} {:name "Manifest Mind", :description
"You can conjure forth the mind of your Awakened Spellbook. As a bonus action while
the book is on your person, you can cause the mind to manifest as a Tiny spectral
object, hovering in an unoccupied space of your choice within 60 feet of you. The
spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in
a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar
from the past (your choice).\n\nWhile manifested, the spectral mind can hear and
see, and it has darkvision with a range of 60 feet. The mind can telepathically
share with you what it sees and hears (no action required).\n\nWhenever you cast a
wizard spell on your turn, you can cast it as if you were in the spectral mind’s
space, instead of your own, using its senses. You can do so a number of times per
day equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.\n\nAs a bonus action, you can cause the spectral mind to hover
up to 30 feet to an unoccupied space that you or it can see. It can pass through
creatures but not objects.\n\nThe spectral mind stops manifesting if it is ever
more than 300 feet away from you, if someone casts dispel magic on it, if the
Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as
a bonus action.\n\nOnce you conjure the mind, you can’t do so again until you
finish a long rest, unless you expend a spell slot of any level to conjure it
again.", :level 6} {:name "Master Scrivener", :description "Whenever you finish a
long rest, you can create one magic scroll by touching your Wizardly Quill to a
blank piece of paper or parchment and causing one spell from your Awakened
Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you
when you make the scroll.\n\nThe chosen spell must be of 1st or 2nd level and must
have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced,
counting as one level higher than normal. You can cast the spell from the scroll by
reading it as an action. The scroll is unintelligible to anyone else, and the spell
vanishes from the scroll when you cast it or when you finish your next long rest.\
n\nYou are also adept at crafting spell scrolls, which are described in the
treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to
make such a scroll are halved if you use your Wizardly Quill.", :level 10} {:name
"One with the Word", :description "Your connection to your Awakened Spellbook has
become so profound that your soul has become entwined with it. While the book is on
your person, you have advantage on all Intelligence (Arcana) checks, as the
spellbook helps you remember magical lore.\n\nMoreover, if you take damage while
your spellbook’s mind is manifested, you can prevent all of that damage to you by
using your reaction to dismiss the spectral mind, using its magic to save yourself.
Then roll 3d6. The spellbook temporarily loses spells of your choice that have a
combined spell level equal to that roll or higher. For example, if the roll’s total
is 9, spells vanish from the book that have a combined level of at least 9, which
could mean one 9th-level spell, three 3rd-level spells, or some other combination.
If there aren’t enough spells in the book to cover this cost, you drop to 0 hit
points.\n\nUntil you finish 1d6 long rests, you are incapable of casting the lost
spells, even if you find them on a scroll or in another spellbook. After you finish
the required number of rests, the spells reappear in the spellbook.\n\nOnce you use
this reaction, you can’t do so again until you finish a long rest.", :level
14}], :level-modifiers [], :name "Order of Scribes", :option-pack "Tasha's Cauldron
of Everything", :key :order-of-scribes}, :college-of-eloquence
{:class :bard, :traits [{:name "Silver Tongue", :description "You are a master at
saying the right thing at the right time. When you make a Charisma (Persuasion) or
Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.\n\
n", :level 3} {:name "Unsettling Words", :description "You can spin words laced
with magic that unsettle a creature and cause it to doubt itself. As a bonus
action, you can expend one use of your Bardic Inspiration and choose one creature
you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature
must subtract the number rolled from the next saving throw it makes before the
start of your next turn.\n\n", :level 3, :type :b-action} {:level 6, :name
"Unfailing Inspiration", :description "Your inspiring words are so persuasive that
others feel driven to succeed. When a creature adds one of your Bardic Inspiration
dice to its ability check, attack roll, or saving throw and the roll fails, the
creature can keep the Bardic Inspiration die.\n\n"} {:level 6, :description "You
have gained the ability to make your speech intelligible to any creature. As an
action, choose one or more creatures within 60 feet of you, up to a number equal to
your Charisma modifier (minimum of one creature). The chosen creatures can
magically understand you, regardless of the language you speak, for 1 hour.\nOnce
you use this feature, you can't use it again until you finish a long rest, unless
you expend a spell slot to use it again.\n\n\n\n", :type :action, :name "Universal
Speech"} {:name "Infectious Inspiration", :level 14, :description "When you
successfully inspire someone, the power of your eloquence can now spread to someone
else. When a creature within 60 feet of you adds one of your Bardic Inspiration
dice to its ability check, attack roll, or saving throw and the roll succeeds, you
can use your reaction to encourage a different creature (other than yourself) that
can hear you within 60 feet of you, giving it a Bardic Inspiration die without
expending any of your Bardic Inspiration uses.\nYou can use this reaction a number
of times equal to your Charisma modifier (minimum of once), and you regain all
expended uses when you finish a long rest.\n\n", :type :reaction}], :level-
modifiers [], :option-pack "Tashas_Cauldron_of_Everything (1)", :name "College of
Eloquence", :key :college-of-eloquence}, :rune-knight {:class :fighter, :traits
[{:name "Bonus Proficencies", :level 3, :description "You gain proficiency with
Smith's tools, and you learn to read, write, and speak Giant. Add this language
proficiency manually. "} {:name "Rune Carver", :description "You can use magic
runes to enhance your gear. You learn two runes of your choice, from among the
runes described below, and each time you gain a level in this class, you can
replace one rune you know with a different one from this feature. When you reach
certain levels in this class, you learn additional runes.\n\nWhenever you finish a
long rest, you can touch a number of objects equal to the number of runes you know,
and you inscribe a different rune onto each of the objects. To be eligible, an
object must be a weapon, a suit of armor, a shield, a piece of jewelry, or
something else you can wear or hold in a hand. Your
rune remains on an object until you finish a long rest, and an object can bear
only one of your runes at a time.\n\nIf a rune has a level requirement, you must be
at least that level in this class to learn the rune. If a rune requires a saving
throw, your Rune Magic save DC equals 8 + your proficiency bonus + your
Constitution modifier.", :level 3} {:name "Giant Might ", :description "You have
learned how to imbue yourself with the might of giants. As a bonus action, you
magically gain the following benefits, which last for 1 minute:\n\n • If you are
smaller than Large, you become Large, along with anything you are wearing. If you
lack the room to become Large, your size doesn’t change.\n • You have advantage
on Strength checks and Strength saving throws.\n • Once on each of your turns,
one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage
to a target on a hit.\n\nYou can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses of it when you finish a long
rest.", :level 3} {:level 7, :description "You learn to invoke your rune magic to
protect your allies. When another creature you can see within 60 feet of you is hit
by an attack roll, you can use your reaction to force the attacker to reroll the
d20 and use the new roll.\n\nYou can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long
rest.", :name "Runic Shield"} {:name "Great Stature", :level 10, :description "The
magic of your runes permanently alters you. When you gain this feature, roll 3d4.
You grow a number of inches in height equal to the roll.\n\nMoreover, the extra
damage you deal with your Giant’s Might feature increases to 1d8.\n"} {:name
"Master of Runes", :description "You can invoke each rune you know from your Rune
Carver feature twice, rather than once, and you regain all expended uses when you
finish a short or long rest.", :level 15} {:name "Runic Juggernaut", :level
18, :description "You learn how to amplify your rune-powered transformation. As a
result, the extra damage you deal with the Giant’s Might feature increases to 1d10.
Moreover, when you use that feature, your size can increase to Huge, and while you
are that size, your reach increases by 5 feet."}], :level-modifiers [{:type :tool-
prof, :value :smiths-tools, :level 3}], :name "Rune Knight", :option-pack "Tasha's
Cauldron of Everything", :level-selections [{:type :rune-magic, :level 15, :num 5}
{:type :rune-magic, :level 10, :num 4} {:type :rune-magic, :level 7, :num 3} {:type
:rune-magic, :level 3, :num 2}], :key :rune-knight}, :soulknife
{:class :rogue, :traits [{:name "Psionic Talent", :description "You harbor a
wellspring of psionic energy within yourself. This energy is represented by your
Psionic Energy dice, which are each a d6. You have a number of these dice equal to
twice your proficiency bonus, and they fuel various psionic powers you have, which
are detailed below.\n\nSome of your powers expend the Psionic Energy die they use,
as specified in a power’s description, and you can’t use a power if it requires you
to use a die when your dice are all expended. You regain all your expended Psionic
Energy dice when you finish a long rest. In addition, as a bonus action, you can
regain one expended Psionic Energy die, but you can’t do so again until you finish
a short or long rest.\n\nWhen you reach certain levels in this class, the size of
your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th
level (d12).", :level 3} {:level 3, :name "Psychic Blades", :description "You can
manifest your psionic power as shimmering blades of psychic energy. When you are
about to make a melee or ranged weapon attack against a creature, you can manifest
a psychic blade from your free hand and make the attack with that blade. This magic
blade is a simple melee weapon with the finesse and thrown properties. It has a
normal range of 60 feet and no long range, and on a hit, it deals psychic damage
equal to 1d6 plus the ability modifier you used for the attack roll. The blade
vanishes immediately after it hits or misses its target, and it leaves no mark on
its target if it deals damage.\n After you attack with the blade, you can make a
melee or ranged weapon attack with a second psychic blade as a bonus action on the
same turn, provided your other hand is free to create it. The damage die of this
bonus attack is 1d4, instead of 1d6. "} {:level 9, :name "Soul
Blades", :description "Your Psychic Blades are now an expression of your psi-
suffused soul, giving you these powers that use your Psionic Energy dice:\n\nHoming
Strikes. If you make an attack roll with your Psychic Blades and miss the target,
you can roll one Psionic Energy die and add the number rolled to the attack roll.
If this causes the attack to hit, you expend the Psionic Energy die.\n\nPsychic
Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend
one Psionic Energy die and roll it, and throw the blade at an unoccupied space you
can see, up to a number of feet away equal to 10 times the number rolled. You then
teleport to that space, and the blade vanishes."} {:level 13, :name "Psychic Veil",
:description "You can weave a veil of psychic static to mask yourself. As an
action, you can magically become invisible, along with anything you are wearing or
carrying, for 1 hour or until you dismiss this effect (no action required). This
invisibility ends early immediately after you deal damage to a creature or you
force a creature to make a saving throw.\n\nOnce you use this feature, you can’t do
so again until you finish a long rest, unless you expend a Psionic Energy die to
use this feature again.", :type :action} {:level 17, :name "Rend
Mind", :description "You can sweep your Psychic Blades directly through a
creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a
creature, you can force that target to make a Wisdom saving throw (DC equal to 8 +
your proficiency bonus + your Dexterity modifier). If the save fails, the target is
stunned for 1 minute. The stunned target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.\n\nOnce you use this
feature, you can’t do so again until you finish a long rest, unless you expend
three Psionic Energy dice to use it again."} {:description "When your nonpsionic
training fails you, your psionic power can help: if you fail an ability check using
a skill or tool with which you have proficiency, you can roll one Psionic Energy
die and add the number rolled to the check, potentially turning failure into
success. You expend the die only if the roll succeeds.", :name "Psionic Talent:
Psi-Bolstered Knack", :level 3} {:name "Psionic Talent: Psychic
Whispers", :description "You can establish telepathic communication between
yourself and others—perfect for quiet infiltration. As an action, choose one or
more creatures you can see, up to a number of creatures equal to your proficiency
bonus, and then roll one Psionic Energy die. For a number of hours equal to the
number rolled, the chosen creatures can speak telepathically with you, and you can
speak telepathically with them. To send or receive a message (no action required),
you and the other creature must be within 1 mile of each other. A creature can’t
use this telepathy if it can’t speak any languages, and a creature can end the
telepathic connection at any time (no action required). You and the creature don’t
need to speak a common language to understand each other.\n\nThe first time you use
this power after each long rest, you don’t expend the Psionic Energy die. All other
times you use the power, you expend the die.", :level 3} {:description "As a bonus
action, you can calm your mind for a moment and restore your Psionic Talent die to
its starting size. You then can't use Psi Replenishment again until you finish a
long rest.", :name "Psionic Talent: Psi Replenishment", :type :b-action, :level
3}], :level-modifiers [], :option-pack "Tasha's Cauldron of Everything", :name
"Soulknife", :level-selections [], :key :soulknife}, :circle-of-wildfire
{:class :druid, :traits [{:name "Summon Wildfire Spirit", :description "You can
summon the primal spirit bound to your soul. As an action, you can expend one use
of your Wild Shape feature to summon your wildfire spirit, rather than assuming a
beast form.\n\nThe spirit appears in an unoccupied space of your choice that you
can see within 30 feet of you. Each creature within 10 feet of the spirit (other
than you) when it appears must succeed on a Dexterity saving throw against your
spell save DC or take 2d6 fire damage.\n\nThe spirit is friendly to you and your
companions and obeys your commands. See this creature’s game statistics in the
Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several
places. You determine the spirit’s appearance. Some spirits take the form of a
humanoid figure made of gnarled branches covered in flame, while others look like
beasts wreathed in fire.\n\nIn combat, the spirit shares your initiative count, but
it takes its turn immediately after yours. The only action it takes on its turn is
the Dodge action, unless you take a bonus action on your turn to command it to take
another action. That action can be one in its stat block or some other action. If
you are incapacitated, the spirit can take any action of its choice, not just
Dodge.\n\nThe spirit manifests for 1 hour, until it is reduced to 0 hit points,
until you use this feature to summon the spirit again, or until you die.", :level
2} {:level 6, :name "Enhanced Bond", :description "The bond with your wildfire
spirit enhances your destructive and restorative spells. Whenever you cast a spell
that deals fire damage or restores hit points while
your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the
number rolled to one damage or healing roll of the spell.\n\nIn addition, when you
cast a spell with a range other than self, the spell can originate from you or your
wildfire spirit."} {:level 10, :name "Cauterizing Flames", :description "You gain
the ability to turn death into magical flames that can heal or incinerate. When a
Small or larger creature dies within 30 feet of you or your wildfire spirit, a
harmless spectral flame springs forth in the dead creature’s space and flickers
there for 1 minute. When a creature you can see enters that space, you can use your
reaction to extinguish the spectral flame there and either heal the creature or
deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.\
n\nYou can use this reaction a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest."} {:name "Blazing
Revival", :level 14, :description "The bond with your wildfire spirit can save you
from death. If the spirit is within 120 feet of you when you are reduced to 0 hit
points and thereby fall unconscious, you can cause the spirit to drop to 0 hit
points. You then regain half your hit points and immediately rise to your feet.\n\
nOnce you use this feature, you can’t use it again until you finish a long
rest."}], :level-modifiers [{:type :spell, :level 3, :value {:level
2, :key :flaming-sphere, :ability :[Link]/wis}}
{:type :spell, :level 3, :value {:level 2, :key :scorching-
ray, :ability :[Link]/wis}} {:type :spell, :level 5, :value
{:level 3, :key :plant-growth, :ability :[Link]/wis}}
{:type :spell, :level 5, :value {:level
3, :key :revivify, :ability :[Link]/wis}} {:type :spell, :level 7,
:value {:level 4, :key :aura-of-life, :ability :[Link]/wis}}
{:type :spell, :level 7, :value {:level 4, :key :fire-
shield, :ability :[Link]/wis}} {:type :spell, :level 9, :value
{:level 5, :ability :[Link]/wis, :key :flame-strike}}
{:type :spell, :level 9, :value {:level 5, :key :mass-cure-
wounds, :ability :[Link]/wis}} {:type :spell, :level 2, :value
{:level 1, :key :burning-hands}} {:type :spell, :level 2, :value {:level
1, :key :cure-wounds}}], :option-pack "Tasha's Cauldron of Everything", :name
"Circle of Wildfire", :key :circle-of-wildfire}, :aberrant-mind
{:class :sorcerer, :traits [{:name "Telepathic Speech", :description "You can form
a telepathic connection between your mind and the mind of another. As a bonus
action, choose one creature you can see within 30 feet of you. You and the chosen
creature can speak telepathically with each other while the two of you are within a
number of miles of each other equal to your Charisma modifier (minimum of 1 mile).
To understand each other, you each must speak mentally in a language the other
knows.\n\nThe telepathic connection lasts for a number of minutes equal to your
sorcerer level. It ends early if you are incapacitated or die or if you use this
ability to form a connection with a different creature.", :level 1} {:level
6, :name "Psionic Sorcery", :description "When you cast any spell of 1st level or
higher from your Psionic Spells feature, you can cast it by expending a spell slot
as normal or by spending a number of sorcery points equal to the spell’s level. If
you cast the spell using sorcery points, it requires no verbal or somatic
components, and it requires no material components, unless they are consumed by the
spell."} {:description "You gain resistance to psychic damage, and you have
advantage on saving throws against being charmed or frightened.", :name "Psychic
Defenses", :type :b-action, :level 6} {:description "You can unleash the aberrant
truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery
points to magically transform your body for 10 minutes. For each sorcery point you
spend, you can gain one of the following benefits of your choice, the effects of
which last until the transformation ends:\n\n • You can see any invisible
creature within 60 feet of you, provided it isn’t behind total cover. Your eyes
also turn black or become writhing sensory tendrils.\n • You gain a flying speed
equal to your walking speed, and you can hover. As you fly, your skin glistens with
mucus or shines with an otherworldly light.\n • You gain a swimming speed equal
to twice your walking speed, and you can breathe underwater. Moreover, gills grow
from your neck or fan out from behind your ears, your fingers become webbed, or you
grow writhing cilia that extend through your clothing.\n • Your body, along with
any equipment you are wearing or carrying, becomes slimy and pliable. You can move
through any space as narrow as 1 inch without squeezing, and you can spend 5 feet
of movement to escape from nonmagical restraints or being grappled.", :name
"Revelation in Flesh", :level 14} {:level 18, :name "Warping
Implosion", :description "You can unleash your aberrant power as a space-warping
anomaly. As an action, you can teleport to an unoccupied space you can see within
120 feet of you. Immediately after you disappear, each creature within 30 feet of
the space you left must make a Strength saving throw. On a failed save, a creature
takes 3d10 force damage and is pulled straight toward the space you left, ending in
an unoccupied space as close to your former space as possible. On a successful
save, the creature takes half as much damage and isn’t pulled.\n\nOnce you use this
feature, you can’t do so again until you finish a long rest, unless you spend 5
sorcery points to use it again."}], :level-modifiers [{:type :spell, :level
1, :value {:level 1, :ability :[Link]/cha, :key :arms-of-hadar}}
{:type :spell, :level 1, :value {:level 1, :ability
:[Link]/cha, :key :dissonant-whispers}} {:type :spell, :level
1, :value {:level 0, :ability :[Link]/cha, :key :mind-sliver}}
{:type :spell, :level 3, :value {:level 2, :ability
:[Link]/cha, :key :calm-emotions}} {:type :spell, :level 3, :value
{:level 2, :ability :[Link]/cha, :key :detect-thoughts}}
{:type :spell, :level 5, :value {:level 3, :ability
:[Link]/cha, :key :hunger-of-hadar}} {:type :spell, :level
5, :value {:level 3, :ability :[Link]/cha, :key :sending}}
{:type :spell, :level 7, :value {:level 4, :ability
:[Link]/cha, :key :black-tentacles}} {:type :spell, :level
7, :value {:level 4, :ability :[Link]/cha, :key :summon-
aberration}} {:type :spell, :value {:level 5, :ability
:[Link]/cha, :key :telepathic-bond}, :level 9}
{:type :spell, :value {:level 5, :ability
:[Link]/cha, :key :telekinesis}, :level 9}], :option-pack "Tasha's
Cauldron of Everything", :name "Aberrant Mind", :level-selections
[], :key :aberrant-mind}, :the-genie-efreeti- {:class :warlock, :traits [{:name
"Genie's Vessel", :description "Your patron gifts you a magical vessel that grants
you a measure of the genie’s power. The vessel is a Tiny object, and you can use it
as a spellcasting focus for your warlock spells. You decide what the object is, or
you can determine what it is randomly by rolling on the Genie’s Vessel table.\n\
nWhile you are touching the vessel, you can use it in the following ways:\n\
nBottled Respite. As an action, you can magically vanish and enter your vessel,
which remains in the space you left. The interior of the vessel is an
extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and
resembles your vessel. The interior is appointed with cushions and low tables and
is a comfortable temperature. While inside, you can hear the area around your
vessel as if you were in its space. You can remain inside the vessel up to a number
of hours equal to twice your proficiency bonus. You exit the vessel early if you
use a bonus action to leave, if you die, or if the vessel is destroyed. When you
exit the vessel, you appear in the unoccupied space closest to it. Any objects left
in the vessel remain there until carried out, and if the vessel is destroyed, every
object stored there harmlessly appears in the unoccupied spaces closest to the
vessel’s former space. Once you enter the vessel, you can’t enter again until you
finish a long rest.\n\nGenie’s Wrath. Once during each of your turns when you hit
with an attack roll, you can deal extra fire damage to the target equal to your
proficiency bonus. \n\nThe vessel’s AC equals your spell save DC. Its hit points
equal your warlock level plus your proficiency bonus, and it is immune to poison
and psychic damage.\n\nIf the vessel is destroyed or you lose it, you can perform a
1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it
still exists. The vessel vanishes in a flare of elemental power when you die."}
{:name "Elemental Gift", :level 6, :description "You begin to take on
characteristics of your patron’s kind. You now have resistance to fire damage.\n\
nIn addition, as a bonus action, you can give yourself a flying speed of 30 feet
that lasts for 10 minutes, during which you can hover. You can use this bonus
action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest."} {:name "Sanctuary Vessel", :level
10, :description "When you enter your Genie’s Vessel via the Bottled Respite
feature, you can now choose up to five willing creatures that you can see within 30
feet of you, and the chosen creatures are drawn into the vessel with you.\n\nAs a
bonus action, you can eject any number of creatures from the vessel, and everyone
is
ejected if you leave or die or if the vessel is destroyed.\n\nIn addition, anyone
(including you) who remains within the vessel for at least 10 minutes gains the
benefit of finishing a short rest, and anyone can add your proficiency bonus to the
number of hit points they regain if they spend any Hit Dice as part of a short rest
there."} {:level 14, :name "Limited Wish", :description "You entreat your patron to
grant you a small wish. As an action, you can speak your desire to your Genie’s
Vessel, requesting the effect of one spell that is 6th level or lower and has a
casting time of 1 action. The spell can be from any class’s spell list, and you
don’t need to meet the requirements in that spell, including costly components; the
spell simply takes effect as part of this action.\n\nOnce you use this feature, you
can’t use it again until you finish 1d4 long rests."}], :level-modifiers
[{:type :weapon-prof, :value :martial} {:type :armor-prof, :value :shields}
{:type :armor-prof, :value :medium} {:type :damage-resistance, :value :fire, :level
6}], :option-pack "Tasha's Cauldron of Everything", :name "The Genie
(Efreeti)", :warlock-spells {1 {0 :detect-evil-and-good, 1 :burning-hands}, 2
{0 :phantasmal-force, 1 :scorching-ray}, 3 {0 :create-food-and-water, 1 :fireball},
4 {0 :phantasmal-killer, 1 :fire-shield}, 5 {0 :creation, 1 :flame-
strike}}, :key :the-genie-efreeti-}}, :[Link].e5/selections {:armor-model
{:options [{:name "Guardian", :description "You design your armor to be in the
front line of conflict. It has the following features:\n\nThunder Gauntlets. Each
of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding
anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the
gauntlet has disadvantage on attack rolls against targets other than you until the
start of your next turn, as the armor magically emits a distracting pulse when the
creature attacks someone else.\n\nDefensive Field. As a bonus action, you can gain
temporary hit points equal to your level in this class, replacing any temporary hit
points you already have. You lose these temporary hit points if you doff the armor.
You can use this bonus action a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest."} {:name
"Infiltrator", :description "You customize your armor for subtle undertakings. It
has the following features:\n\nLightning Launcher. A gemlike node appears on one of
your armored fists or on the chest (your choice). It counts as a simple ranged
weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals
1d6 lightning damage on a hit. Once on each of your turns when you hit a creature
with it, you can deal an extra 1d6 lightning damage to that target.\n\nPowered
Steps. Your walking speed increases by 5 feet.\n\nDampening Field. You have
advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage
on such checks, the advantage and disadvantage cancel each other, as
normal."}], :name "Armor Model", :option-pack "Tasha's Cauldron of
Everything", :key :armor-model}, :rune-magic {:options [{:name "Hill Rune (7th
Level or Higher)", :description "This rune’s magic bestows a resilience reminiscent
of a hill giant. While wearing or carrying an object that bears this rune, you have
advantage on saving throws against being poisoned, and you have resistance against
poison damage.\n\nIn addition, you can invoke the rune as a bonus action, gaining
resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you
invoke this rune, you can’t do so again until you finish a short or long rest."}
{:description "This rune’s magic channels the masterful craftsmanship of great
smiths. While wearing or carrying an object inscribed with this rune, your
proficiency bonus is doubled for any ability check you make that uses your
proficiency with a tool.\n\nIn addition, when you hit a creature with an attack
using a weapon, you can invoke the rune to summon fiery shackles: the target takes
an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be
restrained for 1 minute. While restrained by the shackles, the target takes 2d6
fire damage at the start of each of its turns. The target can repeat the saving
throw at the end of each of its turns, banishing the shackles on a success. Once
you invoke this rune, you can’t do so again until you finish a short or long
rest.", :name "Fire Rune"} {:name "Frost Rune", :description "This rune’s magic
evokes the might of those who survive in the wintry wilderness, such as frost
giants. While wearing or carrying an object inscribed with this rune, you have
advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.\n\
nIn addition, you can invoke the rune as a bonus action to increase your
sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving
throws that use Strength or Constitution. Once you invoke this rune, you can’t do
so again until you finish a short or long rest."} {:description "This rune emulates
the deceptive magic used by some cloud giants. While wearing or carrying an object
inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks
and Charisma (Deception) checks.\n\nIn addition, when you or a creature you can see
within 30 feet of you is hit by an attack roll, you can use your reaction to invoke
the rune and choose a different creature within 30 feet of you, other than the
attacker. The chosen creature becomes the target of the attack, using the same
roll. This magic can transfer the attack’s effects regardless of the attack’s
range. Once you invoke this rune, you can’t do so again until you finish a short or
long rest.", :name "Cloud Rune"} {:name "Stone Rune", :description "This rune’s
magic channels the judiciousness associated with stone giants. While wearing or
carrying an object inscribed with this rune, you have advantage on Wisdom (Insight)
checks, and you have darkvision out to a range of 120 feet.\n\nIn addition, when a
creature you can see ends its turn within 30 feet of you, you can use your reaction
to invoke the rune and force the creature to make a Wisdom saving throw. Unless the
save succeeds, the creature is charmed by you for 1 minute. While charmed in this
way, the creature has a speed of 0 and is incapacitated, descending into a dreamy
stupor. The creature repeats the saving throw at the end of each of its turns,
ending the effect on a success. Once you invoke this rune, you can’t do so again
until you finish a short or long rest."} {:name "Storm Rune (7th Level or Higher)",
:description "Using this rune, you can glimpse the future like a storm giant seer.
While wearing or carrying an object inscribed with this rune, you have advantage on
Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t
incapacitated.\n\nIn addition, you can invoke the rune as a bonus action to enter a
prophetic state for 1 minute or until you’re incapacitated. Until the state ends,
when you or another creature you can see within 60 feet of you makes an attack
roll, a saving throw, or an ability check, you can use your reaction to cause the
roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so
again until you finish a short or long rest."}], :name "Rune Magic", :option-pack
"Tasha's Cauldron of Everything", :key :rune-magic}, :ranger-fighting-style
{:options [{:name "Archery", :description "You gain a +2 bonus to Attack rolls you
make with Ranged Weapons."} {:name "Blind Fighting", :description "You have
blindsight with a range of 10 feet. Within that range, you can effectively see
anything that isn’t behind total cover, even if you’re blinded or in darkness.
Moreover, you can see an invisible creature within that range, unless the creature
successfully hides from you."} {:name "Defense", :description "While you are
wearing armor, you gain a +1 bonus to AC."} {:name "Druidic Warrior", :description
"You learn two cantrips of your choice from the druid spell list. They count as
ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever
you gain a level in this class, you can replace one of these cantrips with another
cantrip from the druid spell list."} {:name "Dueling", :description "When you are
wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to
Damage Rolls with that weapon."} {:name "Great Weapon Fighting", :description "When
you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that
you are wielding with two hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or
Versatile property for you to gain this benefit."} {:name
"Protection", :description "When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your Reaction to impose disadvantage
on the Attack roll. You must be wielding a Shield."} {:name "Thrown Weapon
Fighting", :description "You can draw a weapon that has the thrown property as part
of the attack you make with the weapon. In addition, when you hit with a ranged
attack using a thrown weapon, you gain a +2 bonus to the damage roll."} {:name "Two
Weapon Fighting", :description "When you engage in Two-Weapon Fighting, you can add
your ability modifier to the damage of the second Attack."}], :option-pack
"Tashas_Cauldron_of_Everything_Hotfix", :name "Ranger Fighting
Style", :key :ranger-fighting-style}}, :[Link].e5/spells {:sword-burst-
{:description "You create a momentary circle of spectral blades that sweep around
you. All other creatures within 5 feet of you must succeed on a Dexterity saving
throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6),
and 17th level (4d6).\n\n\n\n", :key :sword-burst-, :school "conjuration", :name
"Sword Burst ", :duration "Instantaneous", :level 0, :option-pack
"Tashas_Cauldron_of_Everything_Hotfix", :components {:somatic false, :verbal true},
:casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "Self (5-foot radius)"}, :tashas-mind-whip {:description "You psychically
lash out at one creature you can see within range. The target must make an
Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage,
and it can’t take a reaction until the end of its next turn. Moreover, on its next
turn, it must choose whether it gets a move, an action, or a bonus action; it gets
only one of the three. On a successful save, the target takes half as much damage
and suffers none of the spell’s other effects.\n\nAt Higher Levels. When you cast
this spell using a spell slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd. The creatures must be within 30 feet of
each other when you target them.", :key :tashas-mind-whip, :school
"enchantment", :name "Tasha's Mind Whip", :duration "1 Round", :level 2, :option-
pack "Tasha's Cauldron of Everything", :components {:verbal true, :somatic
false, :material false, :material-component ""}, :casting-time "1 Action", :spell-
lists {:bard false, :cleric false, :druid false, :paladin false, :ranger
false, :sorcerer true, :warlock true, :wizard false}, :range "90 ft"}, :summon-
shadowspawn {:description "You call forth a shadowy spirit. It manifests in an
unoccupied space that you can see within range. This corporeal form uses the Shadow
Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or
Fear. The creature resembles a misshapen biped marked by the chosen emotion, which
determines certain traits in its stat block. The creature disappears when it drops
to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your
companions. In combat, the creature shares your initiative count, but it takes its
turn immediately after yours. It obeys your verbal commands (no action required by
you). If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, use the higher level wherever the spell’s level appears in the
stat block.", :key :summon-shadowspawn, :school "conjuration", :name "Summon
Shadowspawn", :duration "1 Hour (Concentration)", :level 3, :option-pack "Tasha's
Cauldron of Everything", :components {:verbal true, :somatic true, :material
true, :material-component "tears inside a gem worth at least 300 gp"}, :casting-
time "1 Action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "90
ft"}, :summon-undead {:description "You call forth an undead spirit. It manifests
in an unoccupied space that you can see within range. This corporeal form uses the
Undead Spirit stat block. When you cast the spell, choose the creature’s form:
Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the
chosen form, which determines certain traits in its stat block. The creature
disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is
an ally to you and your companions. In combat, the creature shares your initiative
count, but it takes its turn immediately after yours. It obeys your verbal commands
(no action required by you). If you don’t issue any, it takes the Dodge action and
uses its move to avoid danger.\n\nAt Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, use the higher level wherever the spell’s
level appears in the stat block.", :key :summon-undead, :school "necromancy", :name
"Summon Undead", :duration "1 Hour (Concentration)", :level 3, :option-pack
"Tasha's Cauldron of Everything", :components {:verbal true, :somatic
true, :material true, :material-component "a gilded skull worth at least 300 gp)"},
:casting-time "1 Action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard
true}, :range "90 ft"}, :booming-blade {:description "You brandish the weapon used
in the spell's casting and make a melee attack with it against one creature within
5 feet of you. On a hit, the target suffers the weapon attack's normal effects and
then becomes sheathed in booming energy until the start of your next turn. If the
target willingly moves 5 feet or more before then, the target takes 1d8 thunder
damage, and the spell ends.\nThis spell's damage increases when you reach certain
levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the
target on a hit, and the damage the target takes for moving increases to 2d8. Both
damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level
(3d8 and 4d8).\n", :key :booming-blade, :school "evocation", :name "Booming Blade",
:duration "1 round ", :level 0, :option-pack
"Tashas_Cauldron_of_Everything_Hotfix", :components {:somatic true, :material true,
:material-component "A melee weapon worth at least 1 sp\n"}, :attack-roll?
true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true},
:range "Self (5-foot radius)"}, :summon-celestial {:description "You call forth a
celestial spirit. It manifests in an angelic form in an unoccupied space that you
can see within range. This corporeal form uses the Celestial Spirit stat block.
When you cast the spell, choose Avenger or Defender. Your choice determines the
creature’s attack in its stat block. The creature disappears when it drops to 0 hit
points or when the spell ends.\n\nThe creature is an ally to you and your
companions. In combat, the creature shares your initiative count, but it takes its
turn immediately after yours. It obeys your verbal commands (no action required by
you). If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th
level or higher, use the higher level wherever the spell’s level appears in the
stat block.", :key :summon-celestial, :school "conjuration", :name "Summon
Celestial", :duration "1 Hour (Concentration)", :level 5, :option-pack "Tasha's
Cauldron of Everything", :components {:verbal true, :somatic true, :material
true, :material-component "a golden reliquary worth at least 500 gp"}, :casting-
time "1 Action", :spell-lists {:bard false, :cleric true, :druid false, :paladin
true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90
ft"}, :tashas-otherworldly-guise {:description "Uttering an incantation, you draw
on the magic of the Lower Planes or Upper Planes (your choice) to transform
yourself. You gain the following benefits until the spell ends:\n\n • You are
immune to fire and poison damage (Lower Planes) or radiant and necrotic damage
(Upper Planes).\n • You are immune to the poisoned condition (Lower Planes) or
the charmed condition (Upper Planes).\n • Spectral wings appear on your back,
giving you a flying speed of 40 feet.\n • You have a +2 bonus to AC.\n • All
your weapon attacks are magical, and when you make a weapon attack, you can use
your spellcasting ability modifier, instead of Strength or Dexterity, for the
attack and damage rolls.\n • You can attack twice, instead of once, when you
take the Attack action on your turn. You ignore this benefit if you already have a
feature, like Extra Attack, that lets you attack more than once when you take the
Attack action on your turn.", :key :tashas-otherworldly-guise, :school
"transmutation", :name "Tasha's Otherworldly Guise", :duration "1 Minute
(Concentration)", :level 6, :option-pack "Tasha's Cauldron of
Everything", :components {:verbal true, :somatic true, :material true, :material-
component "an object engraved with a symbol of the Outer Planes, worth at least 500
gp)"}, :casting-time "1 Bonus Action", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "Self"}, :mind-sliver {:description "You drive a
disorienting spike of psychic energy into the mind of one creature you can see
within range. The target must succeed on an Intelligence saving throw or take 1d6
psychic damage and subtract 1d4 from the next saving throw it makes before the end
of your next turn.\n\nThis spell’s damage increases by 1d6 when you reach certain
levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :mind-
sliver, :school "enchantment", :name "Mind Sliver", :level 0, :option-pack "Tasha's
Cauldron of Everything", :components {:verbal true}, :casting-time "1
Action", :spell-lists {:bard false, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60
ft"}, :dream-of-the-blue-veil {:description "You and up to eight willing creatures
within range fall unconscious for the spell’s duration and experience visions of
another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If
the spell reaches its full duration, the visions conclude with each of you
encountering and pulling back a mysterious blue curtain. The spell then ends with
you mentally and physically transported to the world that was in the visions.\n\nTo
cast this spell, you must have a magic item that originated on the world you wish
to reach, and you must be aware of the world’s existence, even if you don’t know
the world’s name. Your destination in the other world is a safe location within 1
mile of where the
magic item was created. Alternatively, you can cast the spell if one of the
affected creatures was born on the other world, which causes your destination to be
a safe location within 1 mile of where that creature was born.\n\nThe spell ends
early on a creature if that creature takes any damage, and the creature isn’t
transported. If you take any damage, the spell ends for you and all the other
creatures, with none of you being transported.", :key :dream-of-the-blue-
veil, :school "conjuration", :name "Dream of the Blue Veil", :duration "1 Minute
(Concentration)", :level 7, :option-pack "Tasha's Cauldron of
Everything", :components {:verbal true, :somatic true, :material true, :material-
component "a magic item or a willing creature from the destination
world"}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "20 ft"}, :summon-fiend {:description "You call forth a
fiendish spirit. It manifests in an unoccupied space that you can see within range.
This corporeal form uses the Fiendish Spirit stat block. When you cast the spell,
choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen
type, which determines certain traits in its stat block. The creature disappears
when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to
you and your companions. In combat, the creature shares your initiative count, but
it takes its turn immediately after yours. It obeys your verbal commands (no action
required by you). If you don’t issue any, it takes the Dodge action and uses its
move to avoid danger.\n\nAt Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, use the higher level wherever the spell’s level
appears in the stat block.", :key :summon-fiend, :school "conjuration", :name
"Summon Fiend", :duration "1 Hour (Concentration)", :level 6, :option-pack "Tasha's
Cauldron of Everything", :components {:verbal true, :somatic true, :material
true, :material-component "humanoid blood inside a ruby vial worth at least 600
gp"}, :casting-time "1 Action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard
true}, :range "90 ft"}, :summon-beast {:description "You call forth a bestial
spirit. It manifests in an unoccupied space that you can see within range. This
corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose
an environment: Air, Land, or Water. The creature resembles an animal of your
choice that is native to the chosen environment, which determines certain traits in
its stat block. The creature disappears when it drops to 0 hit points or when the
spell ends.\n\nThe creature is an ally to you and your companions. In combat, the
creature shares your initiative count, but it takes its turn immediately after
yours. It obeys your verbal commands (no action required by you). If you don’t
issue any, it takes the Dodge action and uses its move to avoid danger.\n\nAt
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,
the creature assumes the higher level for that casting wherever it uses the spell’s
level in its stat block.", :key :summon-beast, :school "evocation", :name "Summon
Beast", :duration "1 Hour (Concentration)", :level 2, :option-pack "Tasha's
Cauldron of Everything", :components {:verbal true, :somatic true, :material
true, :material-component "a feather, tuft of fur, and fish tail inside a gilded
acorn worth at least 200 gp)"}, :casting-time "1 Action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock false, :wizard true}, :range "90 ft"}, :summon-construct
{:description "You call forth the spirit of a construct. It manifests in an
unoccupied space that you can see within range. This corporeal form uses the
Construct Spirit stat block. When you cast the spell, choose a material: Clay,
Metal, or Stone. The creature resembles a golem or a modron (your choice) made of
the chosen material, which determines certain traits in its stat block. The
creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe
creature is an ally to you and your companions. In combat, the creature shares your
initiative count, but it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you don’t issue any, it takes the
Dodge action and uses its move to avoid danger.\n\nAt Higher Levels. When you cast
this spell using a spell slot of 4th level or higher, use the higher level wherever
the spell’s level appears in the stat block.", :key :summon-construct, :school
"conjuration", :name "Summon Construct", :level 4, :option-pack "Tasha's Cauldron
of Everything", :components {:material-component "an ornate stone and metal lockbox
worth at least 400 gp", :verbal true, :somatic true, :material true}, :casting-time
"1 Action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false,
:ranger false, :sorcerer false, :warlock false, :wizard true}, :range "90
ft"}, :spirit-shroud {:description "You call forth spirits of the dead, which flit
around you for the spell’s duration. The spirits are intangible and invulnerable.\
n\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a
creature within 10 feet of you. This damage is radiant, necrotic, or cold (your
choice when you cast the spell). Any creature that takes this damage can’t regain
hit points until the start of your next turn.\n\nIn addition, any creature of your
choice that you can see that starts its turn within 10 feet of you has its speed
reduced by 10 feet until the start of your next turn.\n\nAt Higher Levels. When you
cast this spell using a spell slot of 4th level or higher, the damage increases by
1d8 for every two slot levels above 3rd.", :key :spirit-shroud, :school
"necromancy", :name "Spirit Shroud", :duration "1 Minute (Concentration)", :level
3, :option-pack "Tasha's Cauldron of Everything", :components {:verbal
true, :somatic true, :material false, :material-component ""}, :casting-time "1
Action", :spell-lists {:bard true, :cleric false, :druid false, :paladin
false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30
ft"}, :lightning-lure- {:description "You create a lash of lightning energy that
strikes at one creature of your choice that you can see within 15 feet of you. The
target must succeed on a Strength saving throw or be pulled up to 10 feet in a
straight line toward you and then take 1d8 lightning damage if it is within 5 feet
of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8).\n\n\n", :key :lightning-lure-, :school
"evocation", :name "Lightning Lure ", :duration "Instantaneous", :level 0, :option-
pack "Tashas_Cauldron_of_Everything_Hotfix", :components {:verbal true}, :attack-
roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock
true, :wizard true}, :range "Self (15-foot radius)"}, :summon-elemental
{:description "You call forth an elemental spirit. It manifests in an unoccupied
space that you can see within range. This corporeal form uses the Elemental Spirit
stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water.
The creature resembles a bipedal form wreathed in the chosen element, which
determines certain traits in its stat block. The creature disappears when it drops
to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your
companions. In combat, the creature shares your initiative count, but it takes its
turn immediately after yours. It obeys your verbal commands (no action required by
you). If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, use the higher level wherever the spell’s level appears in the
stat block.", :key :summon-elemental, :school "conjuration", :name "Summon
Elemental", :duration "1 Hour", :level 4, :option-pack "Tasha's Cauldron of
Everything", :components {:verbal true, :somatic true, :material true, :material-
component "air, a pebble, ash, and water inside a gold-inlaid vial worth at least
400 gp"}, :casting-time "1 Action", :spell-lists {:bard false, :cleric
false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock
false, :wizard true}, :range "90 ft"}, :blade-of-disaster {:description "You create
a blade-shaped planar rift about 3 feet long in an unoccupied space you can see
within range. The blade lasts for the duration. When you cast this spell, you can
make up to two melee spell attacks with the blade, each one against a creature,
loose object, or structure within 5 feet of the blade. On a hit, the target takes
4d12 force damage. This attack scores a critical hit if the number on the d20 is 18
or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a
total of 12d12 force damage).\n\nAs a bonus action on your turn, you can move the
blade up to 30 feet to an unoccupied space you can see and then make up to two
melee spell attacks with it again.\n\nThe blade can harmlessly pass through any
barrier, including a wall of force.", :key :blade-of-disaster, :school
"conjuration", :name "Blade of Disaster", :duration "1 Minute
(Concentration)", :level 9, :option-pack "Tasha's Cauldron of
Everything", :components {:verbal true, :somatic true, :material false, :material-
component "a magic item or a willing creature from the destination
world"}, :casting-time "1 Bonus Action", :spell-lists {:bard false, :cleric
false, :druid false, :paladin false, :ranger false, :sorcerer false,
:warlock false, :wizard true}, :range "60 ft"}, :summon-fey {:description "You
call forth a fey spirit. It manifests in an unoccupied space that you can see
within range. This corporeal form uses the Fey Spirit stat block. When you cast the
spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey
creature of your choice marked by the chosen mood, which determines one of the
traits in its stat block. The creature disappears when it drops to 0 hit points or
when the spell ends.\n\nThe creature is an ally to you and your companions. In
combat, the creature shares your initiative count, but it takes its turn
immediately after yours. It obeys your verbal commands (no action required by you).
If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, use the higher level wherever the spell’s level appears in the
stat block.", :key :summon-fey, :school "conjuration", :name "Summon
Fey", :duration "1 Hour (Concentration)", :level 3, :option-pack "Tasha's Cauldron
of Everything", :components {:verbal true, :somatic true, :material
true, :material-component "a gilded flower worth at least 300 gp"}, :casting-time
"1 Action", :spell-lists {:bard false, :cleric false, :druid true, :paladin
false, :ranger true, :sorcerer false, :warlock true, :wizard true}, :range "90
ft"}, :intellect-fortress {:description "For the duration, you or one willing
creature you can see within range has resistance to psychic damage, as well as
advantage on Intelligence, Wisdom, and Charisma saving throws.\n\nAt Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you can target
one additional creature for each slot level above 3rd. The creatures must be within
30 feet of each other when you target them.", :key :intellect-fortress, :school
"abjuration", :name "Intellect Fortress", :duration "1 Round", :level 3, :option-
pack "Tasha's Cauldron of Everything", :components {:verbal true, :somatic
false, :material false, :material-component ""}, :casting-time "1 Action", :spell-
lists {:bard true, :cleric false, :druid false, :paladin false, :ranger
false, :sorcerer true, :warlock true, :wizard true}, :range "30 ft"}, :tashas-
caustic-brew {:description "A stream of acid emanates from you in a line 30 feet
long and 5 feet wide in a direction you choose. Each creature in the line must
succeed on a Dexterity saving throw or be covered in acid for the spell’s duration
or until a creature uses its action to scrape or wash the acid off itself or
another creature. A creature covered in the acid takes 2d4 acid damage at start of
each of its turns.\n\nAt Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 2d4 for each slot level above
1st.", :key :tashas-caustic-brew, :school "evocation", :name "Tasha's Caustic
Brew", :duration "1 Minute ", :level 1, :option-pack "Tasha's Cauldron of
Everything", :components {:verbal true, :somatic true, :material true, :material-
component "a bit of rotten food"}, :casting-time "1 Action", :spell-lists {:bard
false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer
true, :warlock false, :wizard true}, :range "Self (30 ft)"}, :summon-aberration
{:description "You call forth an aberrant spirit. It manifests in an unoccupied
space that you can see within range. This corporeal form uses the Aberrant Spirit
stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The
creature resembles an aberration of that kind, which determines certain traits in
its stat block. The creature disappears when it drops to 0 hit points or when the
spell ends.\n\nThe creature is an ally to you and your companions. In combat, the
creature shares your initiative count, but it takes its turn immediately after
yours. It obeys your verbal commands (no action required by you). If you don’t
issue any, it takes the Dodge action and uses its move to avoid danger.\n\nAt
Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
use the higher level wherever the spell’s level appears in the stat
block.", :key :summon-aberration, :school "conjuration", :name "Summon Aberration",
:duration "1 Hour", :level 4, :option-pack "Tasha's Cauldron of
Everything", :components {:verbal true, :somatic true, :material true, :material-
component "a pickled tentacle and an eyeball in a platinum-inlaid vial worth at
least 400 gp"}, :casting-time "1 Action", :spell-lists {:bard false, :cleric false,
:druid false, :paladin false, :ranger false, :sorcerer false, :warlock
true, :wizard true}, :range "90 ft"}, :green-flame-blade {:description "You
brandish the weapon used in the spell's casting and make a melee attack with it
against one creature within 5 feet of you. On a hit, the target suffers the weapon
attack's normal effects, and you can cause green fire to leap from the target to a
different creature of your choice that you can see within 5 feet of it. The second
creature takes fire damage equal to your spellcasting ability modifier.\nThis
spell's damage increases when you reach certain levels. At 5th level, the melee
attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage
to the second creature increases to 1d8 + your spellcasting ability modifier. Both
damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and
3d8).\n\n", :key :green-flame-blade, :school "evocation", :name "Green-Flame
Blade", :duration "Instantaneous", :level 0, :option-pack
"Tashas_Cauldron_of_Everything_Hotfix", :components {:somatic true, :material true,
:material-component "A melee weapon worth at least 1 sp"}, :attack-roll?
true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid
false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard
true}}}, :[Link].e5/feats {:gunner {:ability-increases
#{:[Link]/dex}, :prereqs #{}, :option-pack "Tasha's Cauldron of
Everything", :name "Gunner", :description "You have a quick hand and keen eye when
employing firearms, granting you the following benefits:\n\n • Increase your
Dexterity score by 1, to a maximum of 20.\n • You gain proficiency with firearms
(see “Firearms” in the Dungeon Master’s Guide).\n • You ignore the loading
property of firearms.\n • Being within 5 feet of a hostile creature doesn’t
impose disadvantage on your ranged attack rolls.", :key :gunner}, :telekinetic
{:ability-increases #{:[Link]/int
:[Link]/wis :[Link]/cha}, :prereqs #{}, :name
"Telekinetic", :description "You learn to move things with your mind, granting you
the following benefits:\n\n • Increase your Intelligence, Wisdom, or Charisma
score by 1, to a maximum of 20.\n • You learn the mage hand cantrip. You can
cast it without verbal or somatic components, and you can make the spectral hand
invisible. If you already know this spell, its range increases by 30 feet when you
cast it. Its spellcasting ability is the ability increased by this feat.\n • As
a bonus action, you can try to telekinetically shove one creature you can see
within 30 feet of you. When you do so, the target must succeed on a Strength saving
throw (DC 8 + your proficiency bonus + the ability modifier of the score increased
by this feat) or be moved 5 feet toward you or away from you. A creature can
willingly fail this save.", :option-pack "Tasha's Cauldron of
Everything", :key :telekinetic}, :eldritch-adept {:ability-increases #{}, :prereqs
#{}, :name "Eldritch Adept", :description "Prerequisite: Spellcasting or Pact Magic
feature\n\nStudying occult lore, you have unlocked eldritch power within yourself:
you learn one Eldritch Invocation option of your choice from the warlock class. If
the invocation has a prerequisite of any kind, you can choose that invocation only
if you’re a warlock who meets the prerequisite.\n\nWhenever you gain a level, you
can replace the invocation with another one from the warlock class.", :option-pack
"Tasha's Cauldron of Everything", :key :eldritch-adept}, :shadow-touched {:ability-
increases #{:[Link]/int
:[Link]/wis :[Link]/cha}, :prereqs #{}, :name
"Shadow Touched", :description "Your exposure to the Shadowfell’s magic has changed
you, granting you the following benefits:\n\n • Increase your Intelligence,
Wisdom, or Charisma score by 1, to a maximum of 20.\n • You learn the
invisibility spell and one 1st-level spell of your choice. The 1st-level spell must
be from the illusion or necromancy school of magic. You can cast each of these
spells without expending a spell slot. Once you cast either of these spells in this
way, you can’t cast that spell in this way again until you finish a long rest. You
can also cast these spells using spell slots you have of the appropriate level. The
spells’ spellcasting ability is the ability increased by this feat.", :option-pack
"Tasha's Cauldron of Everything", :key :shadow-touched}, :artificer-initiate
{:ability-increases #{}, :prereqs #{}, :name "Artificer Initiate", :description
"You’ve learned some of an artificer’s inventiveness:\n\n • You learn one
cantrip of your choice from the artificer spell list, and you learn one 1st-level
spell of your choice from that list. Intelligence is your spellcasting ability for
these spells.\n • You can cast this feat’s 1st-level spell without a spell slot,
and you must finish a long rest before you can cast it in this way again. You can
also cast the spell using any spell slots you have.\n • You gain proficiency
with one type of artisan’s tools of your choice, and you can use that type of tool
as a spellcasting focus for any spell you cast that uses Intelligence as its
spellcasting ability.",
:option-pack "Tasha's Cauldron of Everything", :key :artificer-
initiate}, :telepathic {:ability-increases
#{:[Link]/int
:[Link]/wis :[Link]/cha}, :prereqs #{}, :name
"Telepathic", :description "You awaken the ability to mentally connect with others,
granting you the following benefits:\n\n • Increase your Intelligence, Wisdom,
or Charisma score by 1, to a maximum of 20.\n • You can speak telepathically to
any creature you can see within 60 feet of you. Your telepathic utterances are in a
language you know, and the creature understands you only if it knows that language.
Your communication doesn’t give the creature the ability to respond to you
telepathically.\n • You can cast the detect thoughts spell, requiring no spell
slot or components, and you must finish a long rest before you can cast it this way
again. Your spellcasting ability for the spell is the ability increased by this
feat. If you have spell slots of 2nd level or higher, you can cast this spell with
them.", :option-pack "Tasha's Cauldron of Everything", :key :telepathic}, :slasher
{:ability-increases #{:[Link]/str
:[Link]/dex}, :prereqs #{}, :name "Slasher", :description "You’ve
learned where to cut to have the greatest results, granting you the following
benefits:\n\n • Increase your Strength or Dexterity by 1, to a maximum of 20.\n
• Once per turn when you hit a creature with an attack that deals slashing damage,
you can reduce the speed of the target by 10 feet until the start of your next
turn.\n • When you score a critical hit that deals slashing damage to a
creature, you grievously wound it. Until the start of your next turn, the target
has disadvantage on all attack rolls.", :option-pack "Tasha's Cauldron of
Everything", :key :slasher}, :poisoner {:ability-increases #{}, :prereqs #{}, :name
"Poisoner", :description "You can prepare and deliver deadly poisons, granting you
the following benefits:\n\n • When you make a damage roll that deals poison
damage, it ignores resistance to poison damage.\n • You can apply poison to a
weapon or piece of ammunition as a bonus action, instead of an action.\n • You
gain proficiency with the poisoner’s kit if you don’t already have it. With one
hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can
create a number of doses of potent poison equal to your proficiency bonus. Once
applied to a weapon or piece of ammunition, the poison retains its potency for 1
minute or until you hit with the weapon or ammunition. When a creature takes damage
from the coated weapon or ammunition, that creature must succeed on a DC 14
Constitution saving throw or take 2d8 poison damage and become poisoned until the
end of your next turn.", :option-pack "Tasha's Cauldron of
Everything", :key :poisoner}, :fey-touched {:ability-increases
#{:[Link]/int
:[Link]/wis :[Link]/cha}, :prereqs #{}, :name
"Fey Touched", :description "Your exposure to the Feywild’s magic has changed you,
granting you the following benefits:\n\n• Increase your Intelligence, Wisdom, or
Charisma score by 1, to a maximum of 20.\n• You learn the misty step spell and one
1st-level spell of your choice. The 1st-level spell must be from the divination or
enchantment school of magic. You can cast each of these spells without expending a
spell slot. Once you cast either of these spells in this way, you can’t cast that
spell in this way again until you finish a long rest. You can also cast these
spells using spell slots you have of the appropriate level. The spells’
spellcasting ability is the ability increased by this feat.", :option-pack "Tasha's
Cauldron of Everything", :key :fey-touched}, :fighting-initiate {:ability-increases
#{}, :prereqs #{}, :option-pack "Tasha's Cauldron of Everything", :name "Fighting
Initiate", :description "Prerequisite: Proficiency with a martial weapon\n\nYour
martial training has helped you develop a particular style of fighting. As a
result, you learn one Fighting Style option of your choice from the fighter class.
If you already have a style, the one you choose must be different.\n\nWhenever you
reach a level that grants the Ability Score Improvement feature, you can replace
this feat’s fighting style with another one from the fighter class that you don’t
have.", :key :fighting-initiate}, :chef {:ability-increases
#{:[Link]/con :[Link]/wis}, :prereqs #{}, :name
"Chef", :description "Time spent mastering the culinary arts has paid off, granting
you the following benefits:\n\n • Increase your Constitution or Wisdom score by
1, to a maximum of 20.\n • You gain proficiency with cook’s utensils if you
don’t already have it.\n • As part of a short rest, you can cook special food,
provided you have ingredients and cook’s utensils on hand. You can prepare enough
of this food for a number of creatures equal to 4 + your proficiency bonus. At the
end of the short rest, any creature who eats the food and spends one or more Hit
Dice to regain hit points regains an extra 1d8 hit points.\n • With one hour of
work or when you finish a long rest, you can cook a number of treats equal to your
proficiency bonus. These special treats last 8 hours after being made. A creature
can use a bonus action to eat one of those treats to gain temporary hit points
equal to your proficiency bonus.", :option-pack "Tasha's Cauldron of
Everything", :key :chef}, :skill-expert {:ability-increases
#{:[Link]/str
:[Link]/dex
:[Link]/con
:[Link]/int
:[Link]/wis :[Link]/cha}, :prereqs #{}, :name
"Skill Expert", :description "You have honed your proficiency with particular
skills, granting you the following benefits:\n\n • Increase one ability score of
your choice by 1, to a maximum of 20.\n • You gain proficiency in one skill of
your choice.\n • Choose one skill in which you have proficiency. You gain
expertise with that skill, which means your proficiency bonus is doubled for any
ability check you make with it. The skill you choose must be one that isn’t already
benefiting from a feature, such as Expertise, that doubles your proficiency
bonus.", :option-pack "Tasha's Cauldron of Everything", :key :skill-
expert}, :piercer {:ability-increases
#{:[Link]/str :[Link]/dex}, :prereqs
#{}, :option-pack "Tasha's Cauldron of Everything", :name "Piercer", :description
"You have achieved a penetrating precision in combat, granting you the following
benefits:\n\n • Increase your Strength or Dexterity by 1, to a maximum of 20.\n
• Once per turn, when you hit a creature with an attack that deals piercing damage,
you can reroll one of the attack’s damage dice, and you must use the new roll.\n
• When you score a critical hit that deals piercing damage to a creature, you can
roll one additional damage die when determining the extra piercing damage the
target takes.", :key :piercer}, :metamagic-adept {:ability-increases #{}, :prereqs
#{}, :option-pack "Tasha's Cauldron of Everything", :name "Metamagic
Adept", :description "Prerequisite: Spellcasting or Pact Magic feature\n\nYou’ve
learned how to exert your will on your spells to alter how they function:\n\n •
You learn two Metamagic options of your choice from the sorcerer class. You can use
only one Metamagic option on a spell when you cast it, unless the option says
otherwise. Whenever you reach a level that grants the Ability Score Improvement
feature, you can replace one of these Metamagic options with another one from the
sorcerer class.\n • You gain 2 sorcery points to spend on Metamagic (these
points are added to any sorcery points you have from another source but can be used
only on Metamagic). You regain all spent sorcery points when you finish a long
rest.", :key :metamagic-adept}, :crusher {:ability-increases
#{:[Link]/con :[Link]/str}, :prereqs #{}, :name
"Crusher", :description "You are practiced in the art of crushing your enemies,
granting you the following benefits:\n\n • Increase your Strength or
Constitution by 1, to a maximum of 20.\n • Once per turn, when you hit a
creature with an attack that deals bludgeoning damage, you can move it 5 feet to an
unoccupied space, provided the target is no more than one size larger than you.\n
• When you score a critical hit that deals bludgeoning damage to a creature, attack
rolls against that creature are made with advantage until the start of your next
turn.", :option-pack "Tasha's Cauldron of
Everything", :key :crusher}}, :[Link].e5/boons {:pact-of-the-talisman-
{:option-pack "Tashas_Cauldron_of_Everything_Hotfix", :description "Your patron
gives you an amulet, a talisman that can aid the wearer when the need is great.
When the wearer fails an ability check, they can add a d4 to the roll, potentially
turning the roll into a success. This benefit can be used a number of times equal
to your proficiency bonus, and all expended uses are restored when you finish a
long rest.\nIf you lose the talisman, you can perform a 1-hour ceremony to receive
a replacement from your patron. This ceremony can be performed during a short or
long rest, and it destroys the previous amulet. The talisman turns to ash when you
die.\n\n", :name "Pact of the Talisman ", :key :pact-of-the-
talisman-}}, :[Link].e5/invocations {:bond-of-the-talisman-prerequisites-12th-
level-pact-of-the-talisman- {:option-pack
"Tashas_Cauldron_of_Everything_Hotfix", :description "While someone else is wearing
your talisman, you can use your action to teleport to the unoccupied space closest
to them, provided the two of you are on the same plane of existence. The wearer of
your talisman can do the
same thing, using their action to teleport to you. The teleportation can be used a
number of times equal to your proficiency bonus, and all expended uses are restored
when you finish a long rest.\n\n", :name "Bond of the Talisman (Prerequisites: 12th
level, Pact of the Talisman)", :key :bond-of-the-talisman-prerequisites-12th-level-
pact-of-the-talisman-}, :eldritch-mind {:option-pack
"Tashas_Cauldron_of_Everything_Hotfix", :name "Eldritch Mind", :description "You
have advantage on Constitution saving throws that you make to maintain your
concentration on a spell.\n\n", :key :eldritch-mind}, :far-scribe-prerequisites-
5th-level-pact-of-the-tome- {:option-pack
"Tashas_Cauldron_of_Everything_Hotfix", :name "Far Scribe (Prerequisites: 5th
level, Pact of the Tome)", :description "A new page appears in your Book of
Shadows. With your permission, a creature can use its action to write its name on
that page, which can contain a number of names equal to your proficiency bonus.\
nYou can cast the sending spell, targeting a creature whose name is on the page,
without using a spell slot and without using material components. To do so, you
must write the message on the page. The target hears the message in their mind, and
if the target replies, their message appears on the page, rather than in your mind.
The writing disappears after 1 minute.\nAs an action, you can magically erase a
name on the page by touching it.\n\n\n", :key :far-scribe-prerequisites-5th-level-
pact-of-the-tome-}, :gift-of-the-protectors-prerequisites-9th-level-pact-of-the-
tome- {:option-pack "Tashas_Cauldron_of_Everything_Hotfix", :name "Gift of the
Protectors (Prerequisites: 9th level, Pact of the Tome)", :description "A new page
appears in your Book of Shadows. With your permission, a creature can use its
action to write its name on that page, which can contain a number of names equal to
your proficiency bonus.\nWhen any creature whose name is on the page is reduced to
0 hit points but not killed outright, the creature magically drops to 1 hit point
instead. Once this magic is triggered, no creature can benefit from it until you
finish a long rest.\nAs an action, you can magically erase a name on the page by
touching it.\n\n", :key :gift-of-the-protectors-prerequisites-9th-level-pact-of-
the-tome-}, :investment-of-the-chain-master-prerequisite-pact-of-the-chain-
{:option-pack "Tashas_Cauldron_of_Everything_Hotfix", :name "Investment of the
Chain Master (Prerequisite: Pact of the Chain)", :description "When you cast find
familiar, you infuse the summoned familiar with a measure of your eldritch power,
granting the creature the following benefits:\n\nThe familiar gains either a flying
speed or a swimming speed (your choice) of 40 feet.\nAs a bonus action, you can
command the familiar to take the Attack action.\nThe familiar's weapon attacks are
considered magical for the purpose of overcoming immunity and resistance to
nonmagical attacks.\nIf the familiar forces a creature to make a saving throw, it
uses your spell save DC.\nWhen the familiar takes damage, you can use your reaction
to grant it resistance against that damage.\n", :key :investment-of-the-chain-
master-prerequisite-pact-of-the-chain-}, :protection-of-the-talisman-prerequisites-
7th-level-pact-of-the-talisman- {:option-pack
"Tashas_Cauldron_of_Everything_Hotfix", :name "Protection of the Talisman
(Prerequisites: 7th level, Pact of the Talisman)", :description "When the wearer of
your talisman fails a saving throw, they can add a d4 to the roll, potentially
turning the save into a success. This benefit can be used a number of times equal
to your proficiency bonus, and all expended uses are restored when you finish a
long rest.\n\n", :key :protection-of-the-talisman-prerequisites-7th-level-pact-of-
the-talisman-}, :rebuke-of-the-talisman-prerequisite-pact-of-the-talisman {:option-
pack "Tashas_Cauldron_of_Everything_Hotfix", :name "Rebuke of the Talisman
(Prerequisite: Pact of the Talisman", :description "When the wearer of your
talisman is hit by an attacker you can see within 30 feet of you, you can use your
reaction to deal psychic damage to the attacker equal to your proficiency bonus and
push it up to 10 feet away from the talisman's wearer.\n\n", :key :rebuke-of-the-
talisman-prerequisite-pact-of-the-talisman}, :undying-servitude-prerequisite-5th-
level- {:option-pack "Tashas_Cauldron_of_Everything_Hotfix", :name "Undying
Servitude (Prerequisite: 5th level)", :description "You can cast animate dead
without using a spell slot. Once you do so, you can't cast it in this way again
until you finish a long rest.\n\n", :key :undying-servitude-prerequisite-5th-
level-}}, :[Link].e5/classes {:variant-ranger-all-options- {nil
nil, :key :variant-ranger-all-options-, :level-modifiers [{:type :swimming-
speed, :level 6, :value 30} {:type :spell, :level 3, :value {:level 1, :key :speak-
with-animals, :ability :[Link]/wis}} {:type :spell, :level
5, :value {:level 2, :ability :[Link]/wis, :key :acid-arrow}}
{:type :spell, :level 9, :value {:level 3, :ability
:[Link]/wis, :key :speak-with-plants}} {:type :spell, :level
13, :value {:level 4, :ability :[Link]/wis, :key :locate-
creature}} {:type :spell, :level 17} {:type :armor-prof, :value :light}
{:type :armor-prof, :value :medium} {:type :armor-prof, :value :shields}
{:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial}], :name
"Variant Ranger (All Options)", :subclass-level 3, :option-pack
"Tashas_Cauldron_of_Everything_Hotfix (1)", :subclass-title "Ranger
Archetype", :level-selections [{:type :ranger-fighting-style, :level
2}], :spellcasting {:level-factor 2, :known-
mode :schedule, :ability :[Link]/wis, :spells-known {2 2, 3 1, 5
1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}, :spell-list-kw :ranger}, :ability-
increase-levels [4 8 12 16 19], :profs {:save {:[Link]/str
true, :[Link]/dex true}, :skill-options {:choose 3, :options
{:investigation true, :performance false, :perception true, :survival
true, :animal-handling true, :nature true, :athletics true, :insight true, :stealth
true}}, :skill-expertise-options {:options {:investigation true, :animal-handling
true, :athletics true, :insight true, :nature true, :perception true, :stealth
true, :survival true}}}, :disabled? true, :hit-die 10, :traits [{:name
"Canny", :description "Choose one of your skill proficiencies. Your proficiency
bonus is doubled for any ability check you make that uses the chosen skill.\nYou
can also speak, read, and write two additional languages of your choice."} {:name
"Roving", :level 6, :description "Your walking speed increases by 5, and you gain a
climbing speed and a swimming speed equal to your walking speed."} {:name
"Tireless", :level 10, :type :action, :description "As an action, you can give
yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier
(minimum of 1 temporary hit point). You can use this action a number of times equal
to your proficiency bonus, and you regain all expended uses when you finish a long
rest.\nIn addition, whenever you finish a short rest, your exhaustion level, if
any, is decreased by 1."} {:name "Favored Foe", :description "When you hit a
creature with an attack roll, you can call on your mystical bond with nature to
mark the target as your favored enemy for 1 minute or until you lose your
concentration (as if you were concentrating on a spell).\nThe first time on each of
your turns that you hit the favored enemy and deal damage to it, including when you
mark it, you can increase that damage by 1d4.\nYou can use this feature to mark a
favored enemy a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.\nThis feature’s extra damage increases
when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th
level."} {:name "Primeval Awareness", :description "You can focus your awareness
through the interconnections of nature: you learn additional spells when you reach
certain levels in this class if you don’t already know them, as shown in the Primal
Awareness Spells table. These spells don’t count against the number of ranger
spells you know.\nYou can cast each of these spells once without expending a spell
slot. Once you cast a spell in this way, you can’t do so again until you finish a
long rest.", :level 3} {:level 4, :name "Martial Versatility ", :description
"Whenever you reach a level in this class that grants the Ability Score Improvement
feature, you can replace a fighting style you know with another fighting style
available to rangers. This replacement represents a shift of focus in your martial
practice. "} {:name "Nature's Veil", :description "You draw on the powers of nature
to hide yourself from view briefly. As a bonus action, you can magically become
invisible, along with any equipment you are wearing or carrying, until the start of
your next turn.\nYou can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long
rest.", :type :b-action} {:name "Vanish", :description "Starting at 14th level, you
can use the Hide action as a bonus action on your turn. Also, you can't be tracked
by nonmagical means, unless you choose to leave a trail.\n", :level 14} {:name
"Feral Senses", :description "At 18th level, you gain preternatural senses that
help you fight creatures you can't see. When you attack a creature you can't see,
your inability to see it doesn't impose disadvantage on your attack rolls against
it. You are also aware of the location of any invisible creature within 30 feet of
you, provided that the creature isn't hidden from you and you aren't blinded or
deafened.\n\n", :level 18} {:name "Foe Slayer", :level 20, :description "At 20th
level,
you become an unparalleled hunter of your enemies. Once on each of your turns, you
can add your Wisdom modifier to the attack roll or the damage roll of an attack you
make against one of your favored enemies. You can choose to use this feature before
or after the roll, but before any effects of the roll are applied.\n\n"} {:name
"Land's Stride", :description "Starting at 8th level, moving through nonmagical
difficult terrain costs you no extra movement. You can also pass through nonmagical
plants without being slowed by them and without taking damage from them if they
have thorns, spines, or a similar hazard.\nIn addition, you have advantage on
saving throws against plants that are magically created or manipulated to impede
movement, such as those created by the entangle spell.\n\n\n", :level 8} {:name
"Hide in Plain Sight", :description "Starting at 10th level, you can spend 1 minute
creating camouflage for yourself. You must have access to fresh mud, dirt, plants,
soot, and other naturally occurring materials with which to create your
camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing
yourself up against a solid surface, such as a tree or wall, that is at least as
tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as
long as you remain there without moving or taking actions. Once you move or take an
action or a reaction, you must camouflage yourself again to gain this benefit.\n\
n", :level 10}]}}, :disabled? false}, "Default Option Source"
{:[Link].e5/subclasses {}, :[Link].e5/subraces {}, :[Link].e5/races
{:vampire {:key :vampire, :speed 30, :name "Vampire", :darkvision 60, :abilities
{:[Link]/str 1, :[Link]/dex
1, :[Link]/con 1}, :size :medium, :option-pack "Default Option
Source", :help "[Link] :languages
#{"Common"}, :props {:damage-resistance {:necrotic true}, :lizardfolk-ac
true}, :traits [{:name "Bite ", :description "All vampires have sharpened teeth
capable of tearing flesh from bone and draining blood from the body. If a willing,
paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet
of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing
damage and draining their blood dealing additional necrotic damage equal to your
Constitution modifier (minimum 1 necrotic damage). Drinking blood this way is equal
to consuming a ration as per your Blood Drinker trait. If this trait fails to deal
at least one point of necrotic damage, you also fail to drink any
blood.", :type :action} {:name "Blood drinker", :description "Even though you are
undead, you still require sustenance in the form of blood to sustain your unholy
existence. You are immune to diseases. You do not need to eat or breathe, but you
can ingest food and drink if you wish, though this food is always bland and stale
to you. If you go for longer then seven days without drinking at least one ration
of blood, at the midnight of the seventh day and every midnight on days thereafter,
you suffer one level of exhaustion, which can only be removed by drinking a ration
of blood. After consuming one ration of blood, you recover all levels of exhaustion
caused by this trait. If you reach six levels of exhaustion due to this trait, you
are destroyed."} {:description "As a vampire you have a set of claws, your claws
are natural weapons, which you can use to make unarmed strikes. You may use your
Strength or Dexterity modifier for your attack and damage rolls with your claws. If
you hit with them, you deal 1d4 slashing damage instead of the bludgeoning damage
normal for an unarmed strike.", :name "Claws"}]}}, :disabled? true}, "Spelljammer"
{:[Link].e5/backgrounds {:wildspacer {:traits [{:name "Wildspace
Adaptation", :description "You gain the Tough feat. In addition, you learned how to
adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of
your melee attack rolls."}], :name "Wildspacer", :equipment {:clothes-traveler-s 1,
:rope-hempen 1, :grappling-hook 1, :pouch 1}, :treasure {:gp 10}, :profs {:tool-
options {}, :tool {:navigators-tools true}, :skill {:athletics true, :survival
true}}, :option-pack "Spelljammer", :key :wildspacer, :help "You were raised in the
void of Wildspace—home to asteroid miners, moon farmers, and other hardy folk.
Perhaps you grew up in a far-flung settlement such as the Rock of Bral, or you
spent your early years on the crew of a spelljamming ship, performing helpful
chores such as swabbing the deck, loading and offloading cargo, and scraping
barnacles off the hull.\n\nWhatever your history, life in Wildspace has toughened
you so well that you are as brave as a miniature giant space hamster when it comes
to facing the terrors and other challenges of the airless night."}}}, "Sword Coast
Adventurer's Guide" {:[Link].e5/backgrounds {:far-traveller {:key :far-
traveller, :name "Far Traveller", :equipment {:clothes-traveler-s 1, :pouch
1}, :treasure {:gp 5}, :equipment-choices ({:name "Musical Instruments", :options
{:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes
1, :shawm 1, :lute 1, :lyre 1}}), :option-pack "Sword Coast Adventurer's
Guide", :help "You are from a distant place, one so remote that few of the common
folk realize that it exists.\nFeature: All Eyes on You", :profs {:language-options
{:choose 1, :options {:any true}}, :skill {:insight true, :perception true}, :tool-
options {:gaming-set 1, :musical-instrument 1}}, :disabled? true, :traits [{:name
"All Eyes on You", :summary "Your accent, mannerisms, figures of speech, and
perhaps even your appearance all mark you as foreign. Curious glances are directed
your way wherever you go, which can be a nuisance, but you also gain the friendly
interest of scholars and others intrigued by far-off lands, to say nothing of
everyday folk who are eager to hear stories of your homeland. You can parley this
attention into access to people and places you might not otherwise have, for you
and your traveling companions. Noble lords, scholars, and merchant princes, to name
a few, might be interested in hearing about your distant homeland and
people", :description "Your accent, mannerisms, figures of speech, and perhaps even
your appearance all mark you as foreign. Curious glances are directed your way
wherever you go, which can be a nuisance, but you also gain the friendly interest
of scholars and others intrigued by far-off lands, to say nothing of everyday folk
who are eager to hear stories of your homeland.\n\nYou can parley this attention
into access to people and places you might not otherwise have, for you and your
traveling companions. Noble lords, scholars, and merchant princes, to name a few,
might be interested in hearing about your distant homeland and people"} {:name
"Equipment", :description "You possess any one musical instrument or gaming set you
are proficient with. If you choose a musical instrument, select it from the
instrument section on the equipment page. If you choose a gaming set enter it
manually.\n\nYou also possess poorly wrought maps from your homeland that depict
where you are in Faerûn, and a small piece of jewelry worth 10 gp in the style of
your homeland's craftsmanship. Enter these manually as custom
items."}]}, :waterdhavian-noble {:key :waterdhavian-noble, :name "Waterdhavian
Noble", :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20},
:option-pack "Sword Coast Adventurer's Guide", :help "You are a scion of one of the
great noble families of Waterdeep.\nFeature: Kept in Style", :profs {:language-
options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion
true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :disabled?
true, :traits [{:name "Kept in Style", :summary "While you are in Waterdeep or
elsewhere in the North your house sees to your everyday needs. Your name and signet
are sufficient to cover most of your expenses; the inns, taverns, and festhalls you
frequent are glad to record your debt and send an accounting to your family's
estate in Waterdeep to settle what you owe. This advantage enables you to live a
comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost
of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less
affluent lifestyle and use the difference as income-the benefit is a line of
credit, not an actual monetary reward. \n\nChoose a Musical Instrument OR a Gaming
Set proficiency.", :description "While you are in Waterdeep or elsewhere in the
North, your house sees to your everyday needs. Your name and signet are sufficient
to cover most of your expenses; the inns, taverns, and festhalls you frequent are
glad to record your debt and send an accounting to your family's estate in
Waterdeep to settle what you owe.\n\nThis advantage enables you to live a
comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost
of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less
affluent lifestyle and use the difference as income—the benefit is a line of
credit, not an actual monetary reward."} {:description "You possess a scroll of
pedigree, a skin of fine zzar or wine. Enter these manually as custom
items.", :name "Equipment"}]}, :investigator {:key :investigator, :name
"Investigator", :equipment {:manacles 1, :pouch 1}, :treasure {:gp 10}, :option-
pack "Sword Coast Adventurer's Guide", :help "Rarer than watch or patrol members
are a community's investigators, who are responsible for solving crimes after the
fact. Though such folk are seldom found in rural areas, nearly every settlement of
decent size has at least one or two watch members who have the skill to investigate
crime scenes and track down criminals.\nFeature: Watcher's Eye", :profs
{:language-options {:choose 2, :options {:any true}}, :skill {:insight
true, :investigation true}}, :disabled? true, :traits [{:name "Watcher's
Eye", :summary "Your experience in enforcing the law, and dealing with lawbreakers,
gives you a feel for local laws and criminals. You can easily find the local
outpost of the watch or a similar organization, and just as easily pick out the
dens of criminal activity in a community, although you're more likely to be welcome
in the former locations rather than the latter. ", :description "Your experience in
enforcing the law, and dealing with lawbreakers, gives you a feel for local laws
and criminals. You can easily find the local outpost of the watch or a similar
organization, and just as easily pick out the dens of criminal activity in a
community, although you're more likely to be welcome in the former locations rather
than the latter."} {:description "You possess a uniform in the style of your unit
and indicative of your rank and a horn with which to summon help. Enter these to
your inventory manually as custom items.", :name "Equipment"}]}, :mercenary-veteran
{:key :mercenary-veteran, :name "Mercenary Veteran", :equipment {:pouch
1}, :treasure {:gp 10}, :option-pack "Sword Coast Adventurer's Guide", :help "As a
sell-sword who fought battles for coin, you're well acquainted with risking life
and limb for a chance at a share of treasure.\nFeature: Mercenary Life", :profs
{:skill {:athletics true, :persuasion true}, :tool {:land-vehicles true}, :tool-
options {:gaming-set 1}}, :disabled? true, :traits [{:name "Mercenary
Life", :summary "You know the mercenary life as only someone who has experienced it
can. You are able to identify mercenary companies by their emblems, and you know a
little about any such company, including the names and reputations of its
commanders and leaders, and who has hired them recently. You can find the taverns
and festhalls where mercenaries abide in any area, as long as you speak the
language. You can find mercenary work between adventures sufficient to maintain a
comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime
Activities\" in chapter 8 of the Player's Handbook)", :description "You know the
mercenary life as only someone who has experienced it can. You are able to identify
mercenary companies by their emblems, and you know a little about any such company,
including who has hired them recently. You can find the taverns and festhalls where
mercenaries abide in any area, as long as you speak the language. You can find
mercenary work between adventures sufficient to maintain a comfortable lifestyle
(see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the
Player's Handbook)"} {:description "You possess a uniform of your company
(traveler's clothes in quality), an insignia of your rank, and a gaming set of your
choice. Enter these manually as custom items.", :name "Equipment"}]}, :clan-crafter
{:key :clan-crafter, :name "Clan Crafter", :equipment {:clothes-traveler-s
1, :pouch 1}, :treasure {:gp 5}, :equipment-choices ({:name "Artisan's
Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools
1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools
1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools
1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1,
:cooks-utensils 1, :calligraphers-supplies 1}}), :option-pack "Sword Coast
Adventurer's Guide", :help "You have been trained in the ancient tradition. For
years you labored under a master of the craft, enduring long hours. and dismissive,
sour-tempered treatment in order to gain the fine skills you possess today.\
nFeature: Respect of the Stout Folk", :profs {:language-options {:choose
1, :options {:any true}}, :skill {:history true, :insight true}, :tool-options
{:artisans-tool 1}}, :disabled? true, :traits [{:name "Respect of the Stout
Folk", :summary "As well respected as clan crafters are among outsiders, no one
esteems them quite so highly as dwarves do. You always have free room and board in
any place where shield dwarves or gold dwarves dwell, and the individuals in such a
settlement might vie among themselves to determine who can offer you (and possibly
your compatriots) the finest accommodations and assistance. ", :description "As
well respected as clan crafters are among outsiders, no one esteems them quite so
highly as dwarves do. You always have free room and board in any place where shield
dwarves or gold dwarves dwell, and the individuals in such a settlement might vie
among themselves to determine who can offer you (and possibly your companions) the
finest accommodations and assistance."} {:description "You know Dwarvish or one
other language of your choice if you already speak Dwarvish.", :name "Languages"}
{:name "Equipment", :description "You have a maker's mark chisel used to mark your
handiwork with the symbol of the clan of crafters you learned your skill from. You
also have a gem worth 10 gp. Enter these manually as custom items."}]}, :knight-of-
the-order {:key :knight-of-the-order, :name "Knight of the Order", :equipment
{:clothes-traveler-s 1, :pouch 1}, :treasure {:gp 10}, :option-pack "Sword Coast
Adventurer's Guide", :help "You belong to an order of knights who have sworn oaths
to achieve a certain goal. The nature of this goal depends on the order you serve,
but in your eyes it is without question a vital and honorable endeavor. Faerûn has
a wide variety of knightly orders, all of which have a similar outlook concerning
their actions and responsibilities.\nFeature: Knightly Regard", :profs {:language-
options {:choose 1, :options {:any true}}, :skill {:persuasion true}, :tool-options
{:gaming-set 1, :musical-instrument 1}}, :disabled? true, :traits [{:name "Knightly
Regard", :summary "You receive shelter and succor from members of your knightly
order and those who are sympathetic to its aims. If your order is a religious one,
you can gain aid from temples and other religious communities of your deity.
Knights of civic orders can get help from the community- whether a lone settlement
or a great nation that they serve, and knights of philosophical orders can find
help from those they have aided in pursuit of their ideals, and those who share
those ideals. This help comes in the form of shelter and meals, and healing when
appropriate, as well as occasionally risky assistance, such as a band of local
citizens rallying to aid a sorely pressed knight in a fight, or those who support
the order helping to smuggle a knight out of town when he or she is being hunted
unjustly.\n\nAlso, pick one proficiency from Arcana, History, Nature, and Religion,
as appropriate for your order.", :description "Your receive shelter and succor from
members of your knightly order and those who are sympathetic to its aims. If your
order is a religious one, you can gain aid from temples and other religious
communities of your deity. Knights of civic orders can get help from the community
— whether a lone settlement or a great nation — that they serve, and knights of
philosophical orders can find help from those they have aided in pursuit of their
ideals, and those who share their ideals.\n This help comes in the form of
shelter and meals, and healing when appropriate, as well as occasionally risky
assistance, such as a band of local citizens rallying to aid a sorely pressed
knight, or those who support the order helping to smuggle a knight out of town when
he or she is being hunted unjustly."} {:name "Skill Proficiencies", :description
"Choose one from among Arcana, History, Nature, and Religion, as appropriate for
your order. Enter this manually."} {:name "Equipment", :description "You possess a
signet, banner, or seal representing your place or rank in the order. Enter this
manually as a custom item."}]}, :urban-bounty-hunter {:key :urban-bounty-
hunter, :name "Urban Bounty Hunter", :equipment {:pouch 1}, :treasure {:gp
20}, :option-pack "Sword Coast Adventurer's Guide", :help "Before you became an
adventurer, your life was already full of conflict and excitement, because you made
a living tracking down people for pay.\nFeature: Ear to the Ground", :profs {:tool
{}, :tool-options {}}, :disabled? true, :traits [{:name "Ear to the
Ground", :summary "You are in frequent contact with people in the segment of
society that your chosen quarries move through. These people might be associated
with the criminal underworld, the rough-and-tumble folk of the streets, or members
of high society. This connection comes in the form of a contact in any city you
visit, a person who provides information about the people and places of the local
area. \n\nAlso, pick any two proficiencies from Deception, Insight, Persuasion, and
Stealth", :description "You are in frequent contact with people in the segment of
society that your chosen quarries move through. These people might be associated
with the criminal underworld, the rough-and-tumble folk of the streets, or members
of high society. This connection comes in the form of a contact in any city you
visit, a person who provides information about the people and places of the local
area."} {:name "Equipment", :description "You possess a set of clothes appropriate
to your duties. Enter this manually."} {:name "Skill Proficiencies", :description
"Choose two from among Deception, Insight, Persuasion, and Stealth. Enter these
manually."} {:name "Tool Proficiencies", :description "Choose two from among one
type of gaming set, one musical instrument, and thieves' tools. Enter these
manually."}]}, :cloistered-scholar {:key :cloistered-scholar, :name "Cloistered
Scholar", :equipment {:ink 1, :ink-pen 1, :knife-small 1, :parchment 1, :pouch
1, :robes 1, :book 1}, :treasure {:gp 10}, :option-pack "Sword Coast Adventurer's
Guide", :help
"As a child, you were inquisitive when your playmates were possessive or raucous.
In your formative years, you found your way to one of the great institutes of
learning, where you were apprenticed.\nFeature: Library Access", :profs {:language-
options {:choose 2, :options {:any true}}, :skill {:history true}}, :disabled?
true, :traits [{:name "Library Access", :summary "Though others must often endure
extensive interviews and significant fees to gain access to even the most common
archives in your library, you have free and easy access to the majority of the
library, though it might also have repositories of lore that are too valuable,
magical, or secret to permit anyone immediate access. You have a working knowledge
of your cloister's personnel and bureaucracy, and you know how to navigate those
connections with some ease. Additionally, you are likely to gain preferential
treatment at other libraries across the Realms, as professional courtesy shown to a
fellow scholar.", :description "Though others must often endure extensive
interviews and significant fees to gain access to even the most common archives in
your library, you have free and easy access to the majority of the library, though
it might also have repositories of lore that are too valuable, magical, or secret
to permit anyone immediate access.\n\nYou have a working knowledge of your
cloister's personnel and bureaucracy, and you know how to navigate those
connections with some ease.\n\nAdditionally, you are likely to gain preferential
treatment at other libraries across the Realms, as professional courtesy to a
fellow scholar."} {:name "Skill Proficiencies", :description "Choose one
proficiency from among Arcana, Nature, and Religion. Enter this
manually."}]}, :city-watch {:key :city-watch, :name "City Watch", :equipment
{:manacles 1, :pouch 1}, :treasure {:gp 10}, :option-pack "Sword Coast Adventurer's
Guide", :help "You have served the community where you grew up, standing as its
first line of defense against crime. Your service to your hometown was to help
police its populace, protecting the citizenry from lawbreakers and malefactors of
every stripe.\nFeature: Watcher's Eye", :profs {:language-options {:choose
2, :options {:any true}}, :skill {:athletics true, :insight true}}, :disabled?
true, :traits [{:name "Watcher's Eye", :summary "Your experience in enforcing the
law, and dealing with lawbreakers, gives you a feel for local laws and criminals.
You can easily find the local outpost of the watch or a similar organization, and
just as easily pick out the dens of criminal activity in a community, although
you're more likely to be welcome in the former locations rather than the
latter", :description "Your experience in enforcing the law, and dealing with
lawbreakers, gives you a feel for local laws and criminals. You can easily find the
local outpost of the watch or a similar organization, and just as easily pick out
the dens of criminal activity in a community, although you're more likely to be
welcome in the former locations rather than the latter."} {:name
"Equipment", :description "You possess a uniform in the style of your unit and
indicative of your rank and a horn with which to summon help. Enter these to your
inventory manually as custom items."}]}, :courtier {:key :courtier, :name
"Courtier", :equipment {:clothes-fine 1, :pouch 1}, :treasure {:gp 5}, :option-pack
"Sword Coast Adventurer's Guide", :help "In your earlier days, you were a personage
of some significance in a noble court or a bureaucratic organization.\nFeature:
Court Functionary", :profs {:language-options {:choose 2, :options {:any
true}}, :skill {:insight true, :persuasion true}}, :disabled? true, :traits [{:name
"Court Functionary", :summary "Your knowledge of how bureaucracies function lets
you gain access to the records and inner workings of any noble court or government
you encounter. You know who the movers and shakers are, whom to go to for the
favors you seek, and what the current intrigues of interest in the group
are", :description "Your knowledge of how bureaucracies function lets you gain
access to the records and inner workings of any noble court or government you
encounter. You know who the movers and shakers are, whom to go to for the favors
you seek, and what the current intrigues of interest in the group
are."}]}, :uthgardt-tribe-member {:key :uthgardt-tribe-member, :name "Uthgardt
Tribe Member", :equipment {:clothes-traveler-s 1, :hunting-trap 1, :pouch
1}, :treasure {:gp 10}, :option-pack "Sword Coast Adventurer's Guide", :help
"Though you might have only recently arrived in civilized lands, you are no
stranger to the values of cooperation and group effort when striving for
supremacy.\nFeature: Uthgardt Heritage", :profs {:language-options {:choose
1, :options {:any true}}, :skill {:athletics true, :survival true}, :tool-options
{:artisans-tool 1, :musical-instrument 1}}, :disabled? true, :traits [{:name
"Uthgardt Heritage", :summary "You have an excellent knowledge of not only your
tribe's territory, but also the terrain and natural resources of the rest of the
North. You are familiar enough with any wilderness area that you find twice as much
food and water as you normally would when you forage there. Additionally, you can
call upon the hospitality of your people, and those folk allied with your tribe,
often including members of druid circles, tribes of nomadic elves, the Harpers, and
the priesthoods devoted to the gods of the First Circle.\n\nChoose a Musical
Instrument OR Artisans Tools.", :description "You have an excellent knowledge of
not only your tribe's territory, but also the terrain and natural resources of the
rest of the North. You are familiar enough with any wilderness area that you can
find twice as much food and water as you normally would when you forage there.\n\
nAdditionally, you can call upon the hospitality of your people, and those allied
with your tribe, often including members of the druid circles, tribes of nomadic
elves, the Harpers, and the priesthoods devoted to the gods of the First Circle."}
{:description "You possess a totemic token or set of tattoos marking your loyalty
to Uthgar and your tribal totem. Enter this manually as a custom item.", :name
"Equipment"}]}, :faction-agent {:key :faction-agent, :name "Faction
Agent", :equipment {:clothes-common 1, :pouch 1}, :treasure {:gp 15}, :option-pack
"Sword Coast Adventurer's Guide", :help "As a prelude to your adventuring career
(and in preparation for it), you served as an agent of a particular faction.\
nFeature: Safe Haven", :profs {:language-options {:choose 2, :options {:any true}},
:skill {:insight true}}, :disabled? true, :traits [{:name "Safe Haven", :summary
"As a faction agent, you have access to a secret network of supporters and
operatives who can provide assistance on your adventures. You know a set of secret
signs and passwords you can use to identify such operatives, who can provide you
with access to a hidden safe house, free room and board, or assistance in finding
information. These agents never risk their lives for you or risk revealing their
true identities. \n\nAlso, Choose 1 proficiency in an Intelligence, Wisdom, or
Charisma skill, as appropriate to your faction.", :description "As a faction agent,
you have access to a secret network of supporters and operatives who can provide
assistance on your adventures. You know a set of secret signs and passwords you can
use to identify such operatives, who can provide you with access to a hidden safe
house, free room and board, or assistance in finding information. These agents
never risk their lives for you or risk revealing their true identities."} {:name
"Skill Proficiency", :description "You are proficient in one of the following, as
appropriate to your faction: Arcana, Animal Handling, Deception, History, Insight,
Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion,
Religion, or Survival. Enter this manually."} {:name "Equipment", :description "You
possess a badge or emblem of your faction, and a copy of a seminal faction text (or
code-book for a covert faction). Enter these manually as a custom
item."}]}, :inheritor {:key :inheritor, :name "Inheritor", :equipment {:clothes-
traveler-s 1, :pouch 1}, :treasure {:gp 15}, :option-pack "Sword Coast Adventurer's
Guide", :help "You are the heir to something of great value. Not mere coin or
wealth, but an object that has been entrusted to you and you alone.\nFeature:
Inheritance", :profs {:language-options {:choose 1, :options {:any true}}, :skill
{:survival true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :disabled?
true, :traits [{:name "Inheritance", :summary "Choose or randomly determine your
inheritance from among the possibilities in the table below. Work with your Dungeon
Master to come up with details: Why is your inheritance so important, and what is
its full story? You might prefer for the DM to invent these details as part of the
game, allowing you to learn more about your inheritance as your character does.\n\
nThe Dungeon Master is free to use your inheritance as a story hook, sending you on
quests to learn more about its history or true nature, or confronting you with foes
who want to claim it for themselves or prevent you from learning what you seek. The
DM also determines the properties of your inheritance and how they figure into the
item's history and importance. For instance, the object might be a minor magic
item, or one that begins with a modest ability and increases in potency with the
passage of time. Or, the true nature of your inheritance might not be apparent at
first and is revealed only when certain conditions are met.\n\nWhen you begin your
adventuring career, you can decide whether to tell your companions about your
inheritance right away. Rather than attracting attention to yourself, you might
want
to keep your inheritance a secret until you learn more about what it means to you
and what it can do for you.", :description "Choose or randomly determine your
inheritance from the possibilities in the table below. Work with your Dungeon
Master to come up with details: Why is your inheritance so important, and what is
its full story? You might prefer for the DM to invent these details as part of the
game, allowing you to learn more about your inheritance as your character does.\n\
nThe Dungeon Master is free to use your inheritance as a story hook, sending you on
quests to learn more about its history or true nature, or confronting you with foes
who want to claim it for themselves or prevent you from learning what you seek. The
DM also determines the properties of your inheritance and how they figure into the
item's history and importance. For instance, the object might be a minor magic
item, or one that begins with a modest ability and increases in potency with the
passage of time. Or, the true nature of your inheritance might not be apparent at
first and is revealed only when certain conditions are met.\n\nWhen you begin your
adventuring career, you can decide whether to tell your companions about your
inheritance right away. Rather than attracting attention to yourself, you might
want to keep your inheritance a secret until you learn more about what it means to
you and what it can do for you."} {:name "Skill Proficiencies", :description
"Choose one from among Arcana, History, and Religion. Enter this manually."} {:name
"Equipment", :description "You possess your inheritance and the gaming set or
musical instrument you chose for your proficiency. Enter these manually as custom
items."}]}}, :[Link].e5/spells {:booming-blade {:description "As part of the
action used to cast this spell, you must make a melee attack with a weapon against
one creature within the spell's range, otherwise the spell fails. On a hit, the
target suffers the attack's normal effects, and it becomes sheathed in booming
energy until the start of your next turn. If the target willingly moves before
then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's
damage increases when you reach higher levels. At 5th level, the melee attack deals
an extra 1d8 thunder damage to the target, and the damage the target takes for
moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th
level.", :key :booming-blade, :school "evocation", :name "Booming Blade", :level 0,
:option-pack "Sword Coast Adventurer's Guide", :components {:material
true, :material-component "a weapon", :verbal true}, :casting-time "1
action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :disabled?
false, :range "5 feet"}, :green-flame-blade {:description "As part of the action
used to cast this spell, you must make a melee attack with a weapon against one
creature within the spell's range, otherwise the spell fails. On a hit, the target
suffers the attack's normal effects, and green fire leaps from the target to a
different creature of your choice that you can see within 5 feet of it. The second
creature takes fire damage equal to your spellcasting ability modifier.\nThis
spell's damage increases when you reach higher levels. At 5th level, the melee
attack deals an extra 1d8 fire damage to the target, and the fire damage to the
second creature increases to 1d8 + your spellcasting ability modifier. Both damage
rolls increase by 1d8 at 11th level and 17th level.", :key :green-flame-
blade, :school "evocation", :name "Green-Flame Blade", :duration
"Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's
Guide", :components {:material true, :material-component "a weapon", :verbal true},
:casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard
true}, :disabled? false, :range "5 feet"}, :lightning-lure {:description "You
create a lash of lightning energy that strikes at one creature of your choice that
you can see within range. The target must succeed on a Strength saving throw or be
pulled up to 10 feet in a straight line toward you and then take 1d8 lightning
damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when
you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).", :key :lightning-lure, :school "evocation", :name "Lightning
Lure", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's
Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:sorcerer true, :warlock true, :wizard true}, :disabled? true, :range "15
feet"}, :sword-burst {:description "You create a momentary circle of spectral
blades that sweep around you. Each creature within range, other than you, must
succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage
increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).", :key :sword-burst, :school "conjuration", :name "Sword Burst", :duration
"Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's
Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists
{:sorcerer true, :warlock true, :wizard true}, :disabled? true, :range "5
feet"}}, :[Link].e5/subclasses {:arcana-domain {:class :cleric, :cleric-spells
{1 {0 :detect-magic, 1 :magic-missile}, 2 {0 :magic-weapon, 1 :nystuls-magic-aura},
3 {0 :dispel-magic, 1 :magic-circle}, 4 {0 :arcane-eye, 1 :leomunds-secret-chest},
5 {0 :planar-binding, 1 :teleportation-circle}}, :key :arcana-domain, :level-
modifiers [{:type :skill-prof, :value :arcana}], :name "Arcana Domain", :option-
pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this
domain at 1st level, you gain proficiency in the Arcana skill, and you gain two
cantrips of your choice from the wizard spell list. For you, these cantrips count
as cleric cantrips.", :name "Arcane Initiate"} {:description "Starting at 2nd
level, you can use your Channel Divinity to abjure otherworldly creatures. As an
action, you present your holy symbol, and one celestial, elemental, fey, or fiend
of your choice that is within 30 feet of you must make a Wisdom saving throw,
provided that the creature can see or hear you. If the creature fails its saving
throw, it is turned for 1 minute or until it takes any damage.\n\nA turned creature
must spend its turns trying to move as far away from you as it can, and it can't
willingly end its move in a space within 30 feet of you. It also can't take
reactions. For its action, it can use use the Dash action or try to escape from an
effect that prevents it form moving. If there's nowhere to move, then the creature
can use the Dodge action.\n\nAfter you reach 5th level, when a creature fails its
saving throw against you Arcane Abjuration feature, the creature is banished for 1
minute (as in the banishment spell, no concentration required) if it isn't on its
plane of origin, and its challenge rating is at or below a certain threshold, as
shown below.\n\nCleric level - Banishes Creatures of CR\n5th - 1/2 or lower\n8th -
1 or lower\n11th - 2 or lower\n14th - 3 or lower\n17th - 4 or lower", :level
2, :name "Channel Divinity: Arcane Abjuration"} {:description "Starting at 6th
level, when you restore hit points to an ally with a spell of 1st level or higher,
you can also end one spell of your choice on that creature. The level of the spell
you end must be equal to or lower than the level of the spell slot you use to cast
the healing spell.", :level 6, :name "Spell Breaker"} {:description "Starting at
8th level, you add your Wisdom modifier to the damage you deal with any cleric
cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, you
choose four spells from the Wizard spell list, one from each of the following
levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like
your other domain spells, they are always prepared and count as cleric spells for
you.", :level 17, :name "Arcane Mastery"}], :level-selections [{:type :wizard-
cantrips, :num 2} {:type :arcane-mastery-6th-level-, :level 17} {:type :arcane-
mastery-7th-level-, :level 17} {:type :arcane-mastery-8th-level-, :level 17} {:type
:arcane-mastery-9th-level-, :level 17}]}, :storm-sorcery {:class :sorcerer, :traits
[{:name "Wind Speaker", :description "The arcane magic you command is infused with
elemental air. You can speak, read, and write Primordial. Knowing this language
allows you to understand and be understood by those who speak its dialects: Aquan,
Auran, Ignan, and Terran."} {:name "Tempestuous Magic", :description "Starting at
1st level, you can use a bonus action on your turn to cause whirling gusts of
elemental air to briefly surround you, immediately before or after you cast a spell
of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking
opportunity attacks."} {:level 6, :name "Heart of the Storm", :description "At 6th
level, you gain resistance to lightning and thunder damage. In addition, whenever
you start casting a spell of 1st level or higher that deals lightning or thunder
damage, stormy magic erupts from you. This eruption causes creatures of your choice
that you can see within 10 feet of you to take lightning or thunder damage (choose
each time this ability activates) equal to half your sorcerer level."} {:level
6, :name "Storm Guide", :description "At 6th level, you gain the ability to subtly
control the weather around you.\n\nIf it is raining, you can use an action to cause
the rain to stop falling in a 20-foot-radius sphere centered on you. You can end
this effect as a bonus action.\n\nIf it is windy, you can use a bonus action each
round to choose the direction that the wind blows in a 100-foot-radius sphere
centered on you. The wind blows in that direction until the end of your next turn.
This feature doesn't alter the speed of the
wind."} {:level 14, :name "Storm's Fury", :description "Starting at 14th level,
when you are hit by a melee attack, you can use your reaction to deal lightning
damage to the attacker. The damage equals your sorcerer level. The attacker must
also make a Strength saving throw against your sorcerer spell save DC. On a failed
save, the attacker is pushed in a straight line up to 20 feet away from you."}
{:level 18, :name "Wind Soul", :description "At 18th level, you gain immunity to
lightning and thunder damage.\n\nYou also gain a magical flying speed of 60 feet.
As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a
number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The
chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce
your flying speed in this way, you can't do so again until you finish a short or
long rest."}], :level-modifiers [{:type :damage-resistance, :level
6, :value :thunder} {:type :damage-resistance, :level 6, :value :lightning}
{:type :damage-immunity, :level 18, :value :thunder} {:type :damage-
immunity, :level 18, :value :lightning} {:type :flying-speed, :level 18, :value
60}], :option-pack "Sword Coast Adventurer's Guide", :name "Storm
Sorcery", :key :storm-sorcery, :disabled? true}, :way-of-the-sun-soul
{:class :monk, :key :way-of-the-sun-soul, :level-modifiers [{:level
6, :type :spell, :value {:ability :wis, :key :burning-hands, :level 1}}], :name
"Way of the Sun Soul", :option-pack "Sword Coast Adventurer's Guide", :traits
[{:description "Starting when you choose this tradition at 3rd level, you can hurl
searing bolts of magical radiance. You gain a ranged spell attack you can use with
the Attack action. The attack has a range of 30 feet. You are proficient with it,
and you add your Dexterity modifier to its attack and damage rolls. It deals a
amount of radiant damage equal to your Martial Arts die, as shown on the Monk
table.\nWhen you use the attack action on your turn to use this special attack, you
can spend 1 ki point to make two additional attacks with it as a bonus
action.", :level 3, :name "Radiant Sun Bolt"} {:description "At 6th level, you gain
the ability to channel your ki into searing waves of energy. Immediately after you
take the Attack action on your turn, you can spend 2 ki points to cast the 1st
level spell burning hands as a bonus action.\nYou can spend additional ki points to
cast burning hands at a higher level. Each additional ki point you spend increases
the spell's level by 1. The maximum number of ki points (2 plus any additional
points) that you can spend on the spell equals half your monk level (round down).",
:level 6, :name "Searing Arc Strike"} {:description "At 11th level, you gain the
ability to create an orb of light that erupts into a devastating explosion. As an
action, you can create an orb of light and hurl it at a point you choose within 150
feet, where it erupts into a sphere of radiant light for a brief but deadly
instant. Each creature in that 20 foot radius sphere must succeed on a Constitution
saving throw or take 2d6 radiant damage. A creature doesn't need to make the save
if the creature is behind total cover that is opaque.\nYou can increase the
sphere's power by spending ki points. Each point of ki you spend, up to a maximum
of 3, increases the damage by 2d6.", :level 11, :name "Searing Sunburst"}
{:description "At 17th level, you become wreathed in a luminous aura. You shed
bright light in a 30 foot radius and dim light for an additional 30 feet. You can
extinguish or restore this light as a bonus action.\nIf a creature hits you with a
melee attack while this light shines, you can use your reaction to deal radiant
damage equal to 5 plus your Wisdom modifier to the creature.", :level 17, :name
"Sun Shield"}], :disabled? true}, :mastermind
{:class :rogue, :key :mastermind, :level-modifiers [{:type :tool-
prof, :value :disguise-kit} {:type :tool-prof, :value :forgery-kit}], :name
"Mastermind", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description
"When you choose this archetype at 3rd level, you gain proficiency with the
disguise kit, the forgery kit, and one gaming set of your choice (enter the gaming
set manually). You also learn two languages of your choice (enter this manually).
Additionally, you can unerringly mimic the speech patterns and accent of a creature
that you hear speak for at least 1 minute, allowing you to pass yourself off as a
native speaker of a particular land, provided that you know the language.", :level
3, :name "Master of Intrigue"} {:description "Starting at 3rd level, you can use
the Help action as a bonus action. Additionally, when you use the Help action to
aid an ally in attacking a creature, the target of that attack can be within 30
feet of you, rather than 5 feet of you, if the target can see or hear you.", :level
3, :name "Master of Tactics"} {:description "Starting at 9th level, if you spend at
least 1 minute observing or interacting with another creature outside combat, you
can learn certain information about its capabilities compared to your own. The DM
tells you if the creature is your equal, superior, or inferior in regard to two of
the following characteristics of your choice:\n-Intelligence score\n-Wisdom score\
n-Charisma score\n-Class levels (if any)\nAt the DM's option, you might also
realize you know a piece of the creature's history or one of its personality
traits, if it has any.", :level 9, :name "Insightful Manipulator "} {:description
"Beginning at 13th level, you can sometimes cause another creature to suffer an
attack meant for you. When you are targeted by an attack while a creature within 5
feet of you is granting you cover against that attack, you can use your reaction to
have the attack target that creature instead of you.", :level 13, :name
"Misdirection"} {:description "Starting at 17th level, your thoughts can't be read
by telepathy or other means, unless you allow it. You can present false thoughts by
making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight)
check. Additionally, no matter what you say, magic that would determine if you are
telling the truth indicates you are being truthful, if you so choose, and you can't
be compelled to tell the truth by magic.", :level 17, :name "Soul of
Deceit"}], :disabled? true}, :bladesinging
{:class :wizard, :key :bladesinging, :level-modifiers [{:level 2, :type :armor-
prof, :value :light} {:level 2, :type :skill-prof, :value :performance}
{:type :num-attacks, :level 6, :value 2} {:type :weapon-
prof, :value :rapier, :level 2}], :name "Bladesinging", :option-pack "Sword Coast
Adventurer's Guide", :traits [{:description "When you adopt this tradition at 2nd
level, you gain proficiency with light armor, and you gain proficiency with one
type of one-handed melee weapon of your choice (enter the weapon proficiency
manually). You also gain proficiency in the Performance skill if you don't already
have it.", :level 2, :name "Training in War and Song"} {:description "Starting at
2nd level, you can invoke a secret elven magic called the Bladesong, provided that
you aren't wearing medium or heavy armor or using a shield. It graces you with
supernatural speed, agility, and focus.\n\nYou can use a bonus action to start the
Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you
don medium or heavy armor or a shield, or if you use two hands to make an attack
with a single weapon. You can also dismiss the Bladesong at any time you choose (no
action required).\n\nWhile your Bladesong is active, you gain the following
benefits:\n\n- You gain a bonus to your AC equal to your Intelligence modifier
(minimum of +1).\n- Your walking speed increases by 10 feet.\n- You have advantage
on Dexterity (Acrobatics) checks.\n- You gain a bonus to any Constitution saving
throw you make to maintain your concentration on a spell. The bonus equals your
Intelligence modifier (minimum of +1).\n\nYou can use this feature twice. You
regain all expended uses of it when you finish a short or long rest.", :level
2, :name "Bladesong"} {:description "Starting at 6th level, you can attack twice,
instead of once, whenever you take the Attack action on your turn.", :level
6, :name "Extra Attack"} {:description "Beginning at 10th level, you can direct
your magic to absorb damage while your Bladesong is active. When you take damage,
you can use your reaction to expend one spell slot and reduce that damage to you by
an amount equal to five times the spell slot's level.", :level 10, :name "Song of
Defense"} {:description "Starting at 14th level, you add your Intelligence modifier
(minimum of +1) to the damage of your melee weapon attacks while your Bladesong is
active.", :level 14, :name "Song of Victory"}]}, :way-of-the-long-death
{:class :monk, :key :way-of-the-long-death, :level-modifiers [], :name "Way of the
Long Death", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description
"Starting when you choose this tradition at 3rd level, your study of death allows
you to extract vitality from another creature as it nears its demise. When you
reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit
points equal to your Wisdom modifier + you monk level (minimum 1).", :level
3, :name "Touch of Death"} {:description "At 6th level, you gain the ability to
unsettle or terrify those around you as an action, for your soul has been touched
by the shadow of death. As an action, each creature within 30 feet of you that can
see you must make a Wisdom saving throw or be frightened of you until the end of
your next turn.", :level 6, :name "Hour of Reaping"} {:description "Beginning at
11th level, you use your familiarity with death to escape its grasp. When you are
reduced to 0 hit points, you can expend 1 ki point (no action required)
to have 1 hit point instead.", :level 11, :name "Mastery of Death"} {:description
"Starting at 17th level, your touch can channel the touch of death into a creature.
As an action, you touch one creature within 5 feet of you, and you expend up to 10
ki points. The target must make a Constitution saving throw or take 2d10 necrotic
damage per ki point spent on a failed save, or half as much damage on a successful
one.", :level 17, :name "Touch of the Long Death"}]}, :the-undying
{:class :warlock, :key :the-undying, :level-modifiers [{:type :spell, :value
{:key :spare-the-dying, :ability :[Link]/cha}}], :name "The
Undying", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description
"Starting at 1st level, you learn the spare the dying cantrip, which counts as a
warlock cantrip for you. You also have advantage on saving throws against any
disease.\n\nAdditionally, undead have difficulty harming you. If an undead targets
you directly with an attack or a harmful spell, that creature must make a Wisdom
saving throw against your spell save DC (an undead needn't make the save when it
includes you in an area effect, such as the explosion of fireball). On a failed
save, the creature must choose a new target or forfeit targeting someone instead of
you, potentially wasting the attack or spell. On a successful save, the creature is
immune to this effect for 24 hours. An undead is also immune to this effect for 24
hours if you target it with an attack or a harmful spell.", :name "Among the Dead"}
{:description "Starting at 6th level, you can give yourself vitality when you cheat
death or when you help someone else cheat it. You can regain hit points equal to
1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a
death saving throw or when you stabilize a creature with spare the dying.\n\nOnce
you use this feature, you can't use it again until you finish a long rest.", :level
6, :name "Defy Death"} {:description "Beginning at 10 level, you can hold your
breath indefinitely, and you don't require food, water, or sleep, although you
still require rest to reduce exhaustion and still benefit from finishing short and
long rests.\n\nIn addition, you age at a slower rate. For every 10 years that pass,
your body ages only 1 year, and you are immune to being magically aged.", :level
10, :name "Undying Nature"} {:description "When you reach 14th level, you partake
of some of the true secrets of the Undying. On your turn, you can use a bonus
action regain hit points equal to 1d8 + your warlock level. Additionally, if you
put a severed body part of yours back in place when you use this feature, the part
reattaches.\n\nOnce you use this feature, you can't use it again until you finish a
short or long rest.", :level 14, :name "Indestructible Life"}], :warlock-spells {1
{0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :silence}, 3
{0 :feign-death, 1 :speak-with-dead}, 4 {0 :aura-of-life, 1 :death-ward}, 5
{0 :contagion, 1 :legend-lore}}}, :path-of-the-battlerager {:class :barbarian, :key
:path-of-the-battlerager, :level-modifiers [], :name "Path of the
Battlerager", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description
"When you choose this path at 3rd level, you gain the ability to use spiked armor
as a weapon (see below).\nWhile wearing spiked armor and are raging, you can use a
bonus action to make one melee weapon attack with your armor spikes against a
target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing
damage, plus your Strength modifier.\nAdditionally, when you use the Attack action
to grapple a creature, the target takes 3 piercing damage if your grapple check
succeeds.\n\nSpiked armor is a rare variety of medium armor, created only by
battleragers. It consists of a leather coat and leggings covered in metal spikes.\
nAC: 14 + Dexterity modifier (Max 2)\nStealth: Disadvantage\nWeight: 45 lbs\nCost:
75 GP", :level 3, :name "Battlerager Armor"} {:description "Beginning at 6th level,
when you use Reckless Attack while raging, you also gain temporary hit points equal
to your Constitution modifier (min. 1). They vanish when your rage ends.", :level
6, :name "Reckless Abandon"} {:description "Beginning at 10th level, you can take
the Dash action as a bonus action while raging.", :level 10, :name "Battlerager
Charge"} {:description "Starting at 14th level, when a creature within 5 feet of
you hits you with a melee attack, the attacker takes 3 piercing damage if you are
raging, aren't incapacitated, and are wearing spiked armor.", :level 14, :name
"Spiked Retribution"}]}, :swashbuckler {:class :rogue, :key :swashbuckler, :level-
modifiers [], :name "Swashbuckler", :option-pack "Sword Coast Adventurer's
Guide", :traits [{:description "When you choose this archetype at 3rd level, you
learn how to land a strike and then slip away without reprisal. During your turn,
if you make a melee attack against a creature, that creature can't make opportunity
attacks against you for the rest of your turn.", :level 3, :name "Fancy Footwork"}
{:description "Starting at 3rd level, your unmistakable confidence propels you into
battle. You can add your Charisma modifier to your initiative rolls. In addition,
you don't need advantage on your attack roll to use your Sneak Attack if no
creature other than your target is within 5 feet of you and you don't have
disadvantage. All the other rules for the Sneak Attack class feature still apply to
you.", :level 3, :name "Rakish Audacity"} {:description "At 9th level, your charm
becomes extraordinarily beguiling. As an action, you can make a Charisma
(Persuasion) check contested by a creature's Wisdom (Insight) check. The creature
must be able to hear you, and the two of you must share a language.\n\n- If you
succeed on the check and the creature is hostile to you, it has disadvantage on
attack rolls against targets other than you and can't make opportunity attacks
against targets other than you. This effect lasts for 1 minute, until one of your
companions attacks the target or affects it with a spell, or until you and the
target are more than 60 feet apart.\n- If you succeed on the check and the creature
isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards
you as a friendly acquaintance. This effect ends immediately if you or your
companions do anything harmful to it.", :level 9, :name "Panache"} {:description
"Starting at 13th level, you can use a bonus action on your turn to gain advantage
on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during
the same turn.", :level 13, :name "Elegant Maneuver"} {:description "Beginning at
17th level, your mastery of the blade lets you turn failure into success in combat.
If you miss with an attack roll, you can roll it again with advantage. Once you do
so, you can't use this feature again until you finish a short or long
rest.", :level 17, :name "Master Duelist"}], :disabled? true}, :banneret
{:class :fighter, :key :banneret, :level-modifiers [{:type :skill-
prof, :value :persuasion, :level 7}], :name "Banneret", :option-pack "Sword Coast
Adventurer's Guide", :traits [{:description "When you choose this archetype at 3rd
level, you learn how to inspire your allies to fight on past their injuries. When
you use your Second Wind feature, you can choose up to three creatures within 60
feet of you that are allied with you. Each one regains hits points equal to your
fighter level, provided they can see or hear you.", :level 3, :name "Rallying Cry"}
{:description "At 7th level, you gain proficiency in the Persuasion skill, and can
add double your proficiency bonus to any ability check that uses Persuasion. If you
already are proficient in Persuasion, you may instead become proficient in any of
the following skills: Animal Handling, Insight, Intimidation, or
Performance.", :level 7, :name "Royal Envoy"} {:description "Starting at 10th
level, whenever you use your Action Surge feature, you can choose one creature
within 60 feet that is allied to you. That creature can use its reaction to make
one melee or ranged weapon attack, provided it can see or hear you.\n\nAt 17th
level, you can choose two allies within 60 feet, instead of one.", :level 10, :name
"Inspiring Surge"} {:description "Beginning at 15th level, you can extend the
benefit of your Indomitable feature to an ally. When you decide to use Indomitable
to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren't
incapacitated, you can choose one ally within 60 feet that also failed its saving
throw against the same effect. If that creature can see or hear you, it can reroll
it saving throw and must use the new roll.", :level 15, :name "Bulwark"}], :profs
{:skill-expertise-options {:options {:persuasion true}}}}, :oath-of-the-crown
{:class :paladin, :key :oath-of-the-crown, :level-modifiers [{:level
15, :type :saving-throw-advantage, :value :paralyzed} {:level 15, :type :saving-
throw-advantage, :value :stunned}], :name "Oath of the Crown", :option-pack "Sword
Coast Adventurer's Guide", :traits [{:description "You issue a challenge that
compels other creatures to do battle with you. Each creature of your choice that
you can see within 30 feet of you must make a Wisdom saving throw. On a failed
save, a creature can't willingly move more than 30 feet away from you. This effect
ends on the creature if you are incapacitated or die or if the creature is moved
more than 30 feet away from you.", :name "Channel Divinity: Champion Challenge"}
{:description "As a bonus action, you can bolster injured creatures with your
Channel Divinity. Each creature of your choice that can hear you within 30 feet of
you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it
has no more than half of its hit points.", :name "Channel Divinity: Turn the Tide"}
{:description
"Starting at 7th level, when a creature within 5 feet of you takes damage, you can
use your reaction to magically substitute your own health for that of the target
creature, causing that creature not to take the damage. Instead, you take the
damage. This damage to you can't be reduced or prevented in any way.", :level
7, :name "Divine Allegiance"} {:description "Starting at 15th level, you have
advantage on saving throws to avoid becoming paralyzed or stunned.", :level
15, :name "Unyielding Spirit"} {:description "At 20th level, your presence on the
field of battle is an inspiration to those dedicated to your cause. You can use
your action to gain the following benefits for 1 hour:\n\n- You have resistance to
bludgeoning, piercing, and slashing damage from nonmagical weapons.\n- Your allies
have advantage on death saving throws while within 30 feet of you.\n- You have
advantage on Wisdom saving throws, as do your allies within 30 feet of you.\n\nThis
effect ends early if you are incapacitated or die. Once you use this feature, you
can't use it again until you finish a long rest.", :level 20, :name "Exalted
Champion"}], :paladin-spells {1 {0 :command, 1 :compelled-duel}, 2 {0 :warding-
bond, 1 :zone-of-truth}, 3 {0 :aura-of-vitality, 1 :spirit-guardians}, 4
{0 :banishment, 1 :guardian-of-faith}, 5 {0 :circle-of-power,
1 :geas}}}}, :[Link].e5/selections {:wizard-cantrips {:options [{:name "Acid
Splash", :description "You know this Cantrip"} {:name "Chill Touch", :description
"You know this Cantrip"} {:name "Dancing Lights", :description "You know this
Cantrip"} {:name "Light", :description "You know this Cantrip"} {:name "Mage Hand",
:description "You know this Cantrip"} {:name "Mending", :description "You know this
Cantrip"} {:name "Message", :description "You know this Cantrip"} {:name "Minor
Illusion", :description "You know this Cantrip"} {:name
"Prestidigitation", :description "You know this Cantrip"} {:name "Ray of
Frost", :description "You know this Cantrip"} {:name "Shocking Grasp", :description
"You know this Cantrip"} {:name "True Strike", :description "You know this
Cantrip"}], :name "Wizard Cantrips", :option-pack "Sword Coast Adventurers Guide
(arandomstringofnum#2919)", :key :wizard-cantrips}, :arcane-mastery-6th-level-
{:options [{:name "Arcane Gate", :description "You know the Arcane Gate spell. You
add it to your list of domain spells. Like your other domain spells, it is always
prepared and counts as a cleric spell for you."} {:name "Chain
Lightning", :description "You know the Chain Lightning spell. You add it to your
list of domain spells. Like your other domain spells, it is always prepared and
counts as a cleric spell for you."} {:name "Circle of Death", :description "You
know the Circle of Death spell. You add it to your list of domain spells. Like your
other domain spells, it is always prepared and counts as a cleric spell for you."}
{:description "You know the Contingency spell. You add it to your list of domain
spells. Like your other domain spells, it is always prepared and counts as a cleric
spell for you.", :name "Contingency"} {:description "You know the Create Homunculus
spell. You add it to your list of domain spells. Like your other domain spells, it
is always prepared and counts as a cleric spell for you.", :name "Create Homunculus
(XGtE)"} {:description "You know the Create Undead spell. You add it to your list
of domain spells. Like your other domain spells, it is always prepared and counts
as a cleric spell for you.", :name "Create Undead"} {:description "You know the
Disintegrate spell. You add it to your list of domain spells. Like your other
domain spells, it is always prepared and counts as a cleric spell for you.", :name
"Disintegrate"} {:description "You know the Drawmij's Instant Summons spell. You
add it to your list of domain spells. Like your other domain spells, it is always
prepared and counts as a cleric spell for you.", :name "Drawmij's Instant Summons"}
{:description "You know the Eyebite spell. You add it to your list of domain
spells. Like your other domain spells, it is always prepared and counts as a cleric
spell for you.", :name "Eyebite"} {:description "You know the Flesh to Stone spell.
You add it to your list of domain spells. Like your other domain spells, it is
always prepared and counts as a cleric spell for you.", :name "Flesh to Stone"}
{:description "You know the Globe of Invulnerability spell. You add it to your list
of domain spells. Like your other domain spells, it is always prepared and counts
as a cleric spell for you.", :name "Globe of Invulnerability"} {:description "You
know the Guards and Wards spell. You add it to your list of domain spells. Like
your other domain spells, it is always prepared and counts as a cleric spell for
you.", :name "Guards and Wards"} {:description "You know the Investiture of Flame
spell. You add it to your list of domain spells. Like your other domain spells, it
is always prepared and counts as a cleric spell for you.", :name "Investiture of
Flame (XGtE)"} {:description "You know the Investiture of Ice spell. You add it to
your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you.", :name "Investiture of Ice (XGtE)"}
{:description "You know the Investiture of Stone spell. You add it to your list of
domain spells. Like your other domain spells, it is always prepared and counts as a
cleric spell for you.", :name "Investiture of Stone (XGtE)"} {:name "Investiture of
Wind (XGtE)", :description "You know the Investiture of Wind spell. You add it to
your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."} {:name "Magic Jar", :description "You know
the Magic Jar spell. You add it to your list of domain spells. Like your other
domain spells, it is always prepared and counts as a cleric spell for you."} {:name
"Mass Suggestion", :description "You know the Mass Suggestion spell. You add it to
your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."} {:name "Mental Prison (XGtE)", :description
"You know the Mental Prison spell. You add it to your list of domain spells. Like
your other domain spells, it is always prepared and counts as a cleric spell for
you."} {:name "Move Earth", :description "You know the Move Earth spell. You add it
to your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."} {:name "Otiluke's Freezing
Sphere", :description "You know the Otiluke's Freezing Sphere spell. You add it to
your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."} {:name "Otto's Irresistible
Dance", :description "You know the Otto's Irresistible Dance spell. You add it to
your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."} {:name "Programmed Illusion", :description
"You know the Programmed Illusion spell. You add it to your list of domain spells.
Like your other domain spells, it is always prepared and counts as a cleric spell
for you."} {:name "Scatter (XGtE)", :description "You know the Scatter spell. You
add it to your list of domain spells. Like your other domain spells, it is always
prepared and counts as a cleric spell for you."} {:name "Soul Cage
(XGtE)", :description "You know the Soul Cage spell. You add it to your list of
domain spells. Like your other domain spells, it is always prepared and counts as a
cleric spell for you."} {:name "Sunbeam", :description "You know the Sunbeam spell.
You add it to your list of domain spells. Like your other domain spells, it is
always prepared and counts as a cleric spell for you."} {:name "Tenser's
Transformation (XGtE)", :description "You know the Tenser's Transformation spell.
You add it to your list of domain spells. Like your other domain spells, it is
always prepared and counts as a cleric spell for you."} {:name "True
Seeing", :description "You know the True Seeing spell. You add it to your list of
domain spells. Like your other domain spells, it is always prepared and counts as a
cleric spell for you."} {:name "Wall of Ice", :description "You know the Wall of
Ice spell. You add it to your list of domain spells. Like your other domain spells,
it is always prepared and counts as a cleric spell for you."}], :option-pack "Sword
Coast Adventurer's Guide", :name "Arcane Mastery (6th level)", :key :arcane-
mastery-6th-level-}, :arcane-mastery-7th-level- {:options [{:name "Conjure Hezrou
(UA - TOBM)", :description "You know the Conjure Hezrou spell. You add it to your
list of domain spells. Like your other domain spells, it is always prepared and
counts as a cleric spell for you."} {:name "Crown of Stars (XGtE)", :description
"You know the Crown of Stars spell. You add it to your list of domain spells. Like
your other domain spells, it is always prepared and counts as a cleric spell for
you."} {:name "Delayed Blast Fireball", :description "You know the Delayed Blast
Fireball spell. You add it to your list of domain spells. Like your other domain
spells, it is always prepared and counts as a cleric spell for you."} {:name
"Etherealness", :description "You know the Etherealness spell. You add it to your
list of domain spells. Like your other domain spells, it is always prepared and
counts as a cleric spell for you."} {:name "Finger of Death", :description "You
know the Finger of Death spell. You add it to your list of domain spells. Like your
other domain spells, it is always prepared and counts as a cleric spell for you."}
{:name "Forcecage", :description "You know the Forcecage spell. You add it to your
list of domain spells. Like your other domain spells, it is always prepared and
counts as a cleric spell
for you."} {:name "Mirage Arcane", :description "You know the Mirage Arcane spell.
You add it to your list of domain spells. Like your other domain spells, it is
always prepared and counts as a cleric spell for you."} {:name "Mordenkainen's
Magnificent Mansion", :description "You know the Mordenkainen's Magnificent Mansion
spell. You add it to your list of domain spells. Like your other domain spells, it
is always prepared and counts as a cleric spell for you."} {:name "Mordenkainen's
Sword", :description "You know the Mordenkainen's Sword spell. You add it to your
list of domain spells. Like your other domain spells, it is always prepared and
counts as a cleric spell for you."} {:name "Plane Shift", :description "You know
the Plane Shift spell. You add it to your list of domain spells. Like your other
domain spells, it is always prepared and counts as a cleric spell for you."} {:name
"Power Word Pain (XGtE)", :description "You know the Power Word Pain spell. You add
it to your list of domain spells. Like your other domain spells, it is always
prepared and counts as a cleric spell for you."} {:name "Prismatic
Spray", :description "You know the Prismatic Spray spell. You add it to your list
of domain spells. Like your other domain spells, it is always prepared and counts
as a cleric spell for you."} {:name "Project Image", :description "You know the
Project Image spell. You add it to your list of domain spells. Like your other
domain spells, it is always prepared and counts as a cleric spell for you."} {:name
"Reverse Gravity", :description "You know the Reverse Gravity spell. You add it to
your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."} {:name "Sequester", :description "You know
the Sequester spell. You add it to your list of domain spells. Like your other
domain spells, it is always prepared and counts as a cleric spell for you."} {:name
"Simulacrum", :description "You know the Simulacrum spell. You add it to your list
of domain spells. Like your other domain spells, it is always prepared and counts
as a cleric spell for you."} {:name "Symbol", :description "You know the Symbol
spell. You add it to your list of domain spells. Like your other domain spells, it
is always prepared and counts as a cleric spell for you."} {:name
"Teleport", :description "You know the Teleport spell. You add it to your list of
domain spells. Like your other domain spells, it is always prepared and counts as a
cleric spell for you."} {:name "Whirlwind (XGtE)", :description "You know the
Whirlwind spell. You add it to your list of domain spells. Like your other domain
spells, it is always prepared and counts as a cleric spell for you."}], :name
"Arcane Mastery (7th level)", :option-pack "Sword Coast Adventurer's
Guide", :key :arcane-mastery-7th-level-}, :arcane-mastery-8th-level- {:options
[{:name "Abi-Dalzim's Horrid Wilting (XGtE)", :description "You know the Abi-
Dalzim's Horrid Wilting spell. You add it to your list of domain spells. Like your
other domain spells, it is always prepared and counts as a cleric spell for you."}
{:name "Antimagic Field", :description "You know the Antimagic Field spell. You add
it to your list of domain spells. Like your other domain spells, it is always
prepared and counts as a cleric spell for you."} {:name
"Antithapy/Sympathy", :description "You know the Antithapy/Sympathy spell. You add
it to your list of domain spells. Like your other domain spells, it is always
prepared and counts as a cleric spell for you."} {:name "Clone", :description "You
know the Clone spell. You add it to your list of domain spells. Like your other
domain spells, it is always prepared and counts as a cleric spell for you."} {:name
"Control Weather", :description "You know the Control Weather spell. You add it to
your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."} {:name "Demiplane", :description "You know
the Demiplane spell. You add it to your list of domain spells. Like your other
domain spells, it is always prepared and counts as a cleric spell for you."} {:name
"Dominate Monster", :description "You know the Dominate Monster spell. You add it
to your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."} {:name "Feeblemind", :description "You know
the Feeblemind spell. You add it to your list of domain spells. Like your other
domain spells, it is always prepared and counts as a cleric spell for you."} {:name
"Illusory Dragon (XGtE)", :description "You know the Illusory Dragon spell. You add
it to your list of domain spells. Like your other domain spells, it is always
prepared and counts as a cleric spell for you."} {:name "Incendiary
Cloud", :description "You know the Incendiary Cloud spell. You add it to your list
of domain spells. Like your other domain spells, it is always prepared and counts
as a cleric spell for you."} {:name "Maddening Darkness (XGtE)", :description "You
know the Maddening Darkness spell. You add it to your list of domain spells. Like
your other domain spells, it is always prepared and counts as a cleric spell for
you."} {:name "Maze", :description "You know the Maze spell. You add it to your
list of domain spells. Like your other domain spells, it is always prepared and
counts as a cleric spell for you."} {:name "Mighty Fortress (XGtE)", :description
"You know the Mighty Fortress spell. You add it to your list of domain spells. Like
your other domain spells, it is always prepared and counts as a cleric spell for
you."} {:name "Mind Blank", :description "You know the Mind Blank spell. You add it
to your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."} {:name "Power Word Stun", :description "You
know the Power Word Stun spell. You add it to your list of domain spells. Like your
other domain spells, it is always prepared and counts as a cleric spell for you."}
{:name "Sunburst", :description "You know the Sunburst spell. You add it to your
list of domain spells. Like your other domain spells, it is always prepared and
counts as a cleric spell for you."} {:name "Telepathy", :description "You know the
Telepathy spell. You add it to your list of domain spells. Like your other domain
spells, it is always prepared and counts as a cleric spell for you."}], :name
"Arcane Mastery (8th level)", :option-pack "Sword Coast Adventurer's
Guide", :key :arcane-mastery-8th-level-}, :arcane-mastery-9th-level- {:options
[{:name "Astral Projection", :description "You know the Astral Projection spell.
You add it to your list of domain spells. Like your other domain spells, it is
always prepared and counts as a cleric spell for you."} {:name
"Foresight", :description "You know the Foresight spell. You add it to your list of
domain spells. Like your other domain spells, it is always prepared and counts as a
cleric spell for you."} {:name "Gate", :description "You know the Gate spell. You
add it to your list of domain spells. Like your other domain spells, it is always
prepared and counts as a cleric spell for you."} {:name
"Imprisonment", :description "You know the Imprisonment spell. You add it to your
list of domain spells. Like your other domain spells, it is always prepared and
counts as a cleric spell for you."} {:name "Invulnerability (XGtE)", :description
"You know the Invulnerability spell. You add it to your list of domain spells. Like
your other domain spells, it is always prepared and counts as a cleric spell for
you."} {:name "Mass Polymorph (XGtE)", :description "You know the Mass Polymorph
spell. You add it to your list of domain spells. Like your other domain spells, it
is always prepared and counts as a cleric spell for you."} {:name "Meteor
Swarm", :description "You know the Meteor Swarm spell. You add it to your list of
domain spells. Like your other domain spells, it is always prepared and counts as a
cleric spell for you."} {:name "Power Word Kill", :description "You know the Power
Word Kill spell. You add it to your list of domain spells. Like your other domain
spells, it is always prepared and counts as a cleric spell for you."} {:name
"Prismatic Wall", :description "You know the Prismatic Wall spell. You add it to
your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."} {:name "Psychic Scream
(XGtE)", :description "You know the Psychic Scream spell. You add it to your list
of domain spells. Like your other domain spells, it is always prepared and counts
as a cleric spell for you."} {:name "Shapechange", :description "You know the
Shapechange spell. You add it to your list of domain spells. Like your other domain
spells, it is always prepared and counts as a cleric spell for you."} {:name "Time
Stop", :description "You know the Time Stop spell. You add it to your list of
domain spells. Like your other domain spells, it is always prepared and counts as a
cleric spell for you."} {:name "True Polymorph", :description "You know the True
Polymorph spell. You add it to your list of domain spells. Like your other domain
spells, it is always prepared and counts as a cleric spell for you."} {:name
"Weird", :description "You know the Weird spell. You add it to your list of domain
spells. Like your other domain spells, it is always prepared and counts as a cleric
spell for you."} {:name "Wish", :description "You know the Wish spell. You add it
to your list of domain spells. Like your other domain spells, it is always prepared
and counts as a cleric spell for you."}], :name "Arcane Mastery (9th
level)", :option-pack "Sword Coast Adventurer's Guide", :key :arcane-mastery-9th-
level-}}, :[Link].e5/subraces {:ghostwise {:abilities
{:[Link]/wis 1}, :key :ghostwise, :name
"Ghostwise", :option-pack "Sword Coast Adventurer's
Guide", :race :halfling, :traits [{:description "You can speak telepathically to
any creature within 30 feet of you. The creature understands you only if the two of
you share a language. You can speak telepathically in this way to one creature at a
time.", :name "Silent Speech"}]}, :aquatic-elf-descent {:key :aquatic-elf-
descent, :name "Aquatic Elf Descent", :option-pack "Sword Coast Adventurer's
Guide", :race :half-elf, :traits [{:description "You forgo the half-elf feature
'Skill Versatility' and instead gain a swimming speed of 30 feet.", :name "Swim
Speed"}]}, :wood-elf-descent-elf-weapon-training {:key :wood-elf-descent-elf-
weapon-training, :name "Wood Elf Descent: Elf Weapon Training", :option-pack "Sword
Coast Adventurer's Guide", :props {:weapon-prof {:longbow true, :longsword
true, :shortbow true, :shortsword true}}, :race :half-elf, :traits [{:description
"You forgo the half-elf feature 'Skill Versatility' and instead gain the Wood elf
feature 'Elf Weapon Training'. You have proficiency with the longsword, shortsword,
shortbow, and longbow.", :name "Elf Weapon Training"}]}, :wood-elf-descent-mask-of-
the-wild {:key :wood-elf-descent-mask-of-the-wild, :name "Wood Elf Descent: Mask of
the Wild", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :traits
[{:description "You forgo the half-elf feature 'Skill Versatility' and instead gain
the High elf feature 'Mask of the Wild'. You can attempt to hide even when you are
only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural
phenomena.", :name "Mask of the Wild"}]}, :feral {:abilities
{:[Link]/dex 2, :[Link]/int
1}, :key :feral, :name "Feral", :option-pack "Sword Coast Adventurer's
Guide", :race :tiefling-scag-winged-variant-, :traits [{:description "Your tiefling
might not look like other tieflings. Rather than having the physical
characteristics described in the Player's Handbook, choose 1d4+1 of the following
features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six
fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or
scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of
brimstone.", :name "Appearance"}]}, :high-elf-descent-elf-weapon-training
{:key :high-elf-descent-elf-weapon-training, :name "High Elf Descent: Elf Weapon
Training", :option-pack "Sword Coast Adventurer's Guide", :props {:weapon-prof
{:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :half-
elf, :traits [{:description "You forgo the half-elf feature 'Skill Versatility' and
instead gain the High elf feature 'Elf Weapon Training'. You have proficiency with
the longsword, shortsword, shortbow, and longbow.", :name "Elf Weapon Training"}]},
:variant-keen-senses {:key :variant-keen-senses, :name "Variant: Keen
Senses", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill-options
{:options {:perception false}}}, :race :half-elf, :traits [{:description "You forgo
the half-elf feature 'Skill Versatility' and instead gain the High elf feature
'Keen Senses'. You have proficiency in the Perception skill.", :name "Keen
Senses"}], :props {:skill-prof {:perception true}}}, :devils-tongue-feral-
{:abilities {:[Link]/dex 2, :[Link]/int
1}, :key :devils-tongue-feral-, :name "Devil's Tongue (Feral)", :option-pack "Sword
Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells
[{:value {:ability :cha, :key :vicious-mockery}} {:level 3, :value
{:ability :cha, :key :charm-person, :level 1}} {:level 5, :value
{:key :enthrall, :level 2}}], :traits [{:description "You know the vicious mockery
cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-
level spell once with this trait. When you reach 5th level , you can cast the
enthrall spell once with this trait. You must finish a long rest to cast these
spells once again with this trait. Charisma is your spellcasting ability for them.
This trait replaces the Infernal Legacy trait.", :name "Devil's Tongue"}
{:description "Your tiefling might not look like other tieflings. Rather than
having the physical characteristics described in the Player's Handbook, choose
1d4+1 of the following features: small horns; fangs or sharp teeth; a forked
tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a
forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or
reflection; exude a smell of brimstone.", :name "Appearance"}]}, :deep-gnome-
svirfneblin- {:abilities {:[Link]/dex 1}, :darkvision
120, :disabled? true, :key :deep-gnome-svirfneblin-, :name "Deep Gnome
(Svirfneblin)", :option-pack "Sword Coast Adventurer's
Guide", :race :gnome, :traits [{:description "You have advantage on Dexterity
(Stealth) checks to hide in rocky terrain.", :name "Stone Camouflage."}
{:description "You can speak, read, and write Undercommon.", :name "Extra
Language"}]}, :devils-tongue {:abilities {:[Link]/cha
2, :[Link]/int 1}, :key :devils-tongue, :name "Devil's
Tongue", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-
winged-variant-, :spells [{:value {:ability :cha, :key :vicious-mockery}} {:level
3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value
{:ability :cha, :key :enthrall, :level 2}}], :traits [{:description "You know the
vicious mockery cantrip. When you reach 3rd level, you can cast the charm person
spell as a 2nd-level spell once with this trait. When you reach 5th level , you can
cast the enthrall spell once with this trait. You must finish a long rest to cast
these spells once again with this trait. Charisma is your spellcasting ability for
them. This trait replaces the Infernal Legacy trait.", :name "Devil's Tongue"}
{:description "Your tiefling might not look like other tieflings. Rather than
having the physical characteristics described in the Player's Handbook, choose
1d4+1 of the following features: small horns; fangs or sharp teeth; a forked
tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a
forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or
reflection; exude a smell of brimstone.", :name "Appearance"}]}, :hellfire
{:abilities {:[Link]/cha 2, :[Link]/int
1}, :key :hellfire, :name "Hellfire", :option-pack "Sword Coast Adventurer's
Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value
{:ability :cha, :key :thaumaturgy}} {:level 3, :value {:key :burning-hands, :level
1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits
[{:description "Once you reach 3rd level, you can cast the burning hands spell once
per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the
Infernal Legacy trait.", :name "Hellfire"} {:description "Your tiefling might not
look like other tieflings. Rather than having the physical characteristics
described in the Player's Handbook, choose 1d4+1 of the following features: small
horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each
hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or
dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name
"Appearance"}]}, :drow-descent {:key :drow-descent, :name "Drow Descent", :option-
pack "Sword Coast Adventurer's Guide", :race :half-elf, :spells [{:value
{:ability :cha, :key :dancing-lights}} {:level 3, :value
{:ability :cha, :key :faerie-fire, :level 1}} {:level 5, :value
{:ability :cha, :key :darkness, :level 2}}], :traits [{:description "You forgo the
half-elf feature 'Skill Versatility' and instead gain the 'Drow Magic' feature. You
know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie
fire spell once per day. When you reach 5th level, you can also cast the darkness
spell once per day. You regain the ability to cast these spells with this trait
when you finish a long rest. Charisma is your spellcasting ability for these
spells.", :name "Drow Magic"}]}, :standard {:abilities
{:[Link]/cha 2, :[Link]/int
1}, :key :standard, :name "Standard", :option-pack "Sword Coast Adventurer's
Guide", :race :tiefling-scag-winged-variant-, :traits [{:name
"Appearance", :description "Your tiefling might not look like other tieflings.
Rather than having the physical characteristics described in the Player's Handbook,
choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked
tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a
forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or
reflection; exude a smell of brimstone."}]}, :standard-feral- {:abilities
{:[Link]/dex 2, :[Link]/int 1}, :key :standard-
feral-, :name "Standard (Feral)", :option-pack "Sword Coast Adventurer's
Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value
{:ability :cha, :key :thaumaturgy}} {:level 3, :value
{:ability :cha, :key :hellish-rebuke, :level 1}} {:level 5, :value
{:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Your tiefling
might not look like other tieflings. Rather than having the physical
characteristics described in the Player's Handbook, choose 1d4+1 of the following
features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six
fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or
scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of
brimstone.", :name "Appearance"} {:description "You know the thaumaturgy cantrip.
Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a
2nd-level spell. Once you reach
5th level, you can also cast the darkness spell once per day. Charisma is your
spellcasting ability for these spells.", :name "Infernal Legacy"}]}, :duergar {:key
:duergar, :race :dwarf, :name "Duergar", :darkvision 120, :abilities
{:[Link]/str 1}, :option-pack "Sword Coast Adventurer's
Guide", :disabled? true, :props {:saving-throw-advantage {:charmed true, :paralyzed
true}}, :traits [{:description "You can speak, read, and write Undercommon.", :name
"Extra Language"} {:description "You have advantage on saving throws against
illusions and against being charmed or paralyzed.", :name "Duergar Resilience"}
{:description "When you reach 3rd level, you can cast the enlarge/reduce spell on
yourself once with this trait, using only the spell's enlarge option. When you
reach 5th level, you can cast the invisibility spell on yourself once with this
trait. You don't need material components for either spell, and you can't cast them
while you're in direct sunlight, although sunlight has no effect on them once cast.
You regain the ability to cast these spells with this trait when you finish a long
rest. Intelligence is your spellcasting ability for these spells.", :name "Duergar
Magic"} {:description "You have disadvantage on attack rolls and on Wisdom
(Perception) checks that rely on sight when you, the target of your attack, or
whatever you are trying to perceive is in direct sunlight.", :name "Sunlight
Sensitivity"}]}, :no-subrace-skill-versatility {:race :half-elf, :traits
[], :option-pack "Sword Coast Adventurer's Guide", :name "No Subrace: Skill
Versatility", :key :no-subrace-skill-versatility}, :wood-elf-descent-fleet-of-foot
{:key :wood-elf-descent-fleet-of-foot, :name "Wood Elf Descent: Fleet of
Foot", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :speed
35, :traits [{:description "You forgo the half-elf feature 'Skill Versatility' and
instead gain the High elf feature 'Fleet of Foot'. Your base walking speed
increases to 35 feet.", :name "Fleet of Foot"}]}, :high-elf-descent-cantrip
{:key :high-elf-descent-cantrip, :name "High Elf Descent: Cantrip", :option-pack
"Sword Coast Adventurer's Guide", :race :half-elf, :spells [], :traits
[{:description "You forgo the half-elf feature 'Skill Versatility' and instead gain
the High-elf feature 'Cantrip'. You know one cantrip of your choice from the wizard
spell list. Intelligence is your spellcasting ability for it.", :name "Cantrip"}]},
:hellfire-feral- {:abilities {:[Link]/dex
2, :[Link]/int 1}, :key :hellfire-feral-, :name "Hellfire
(Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-
winged-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level
2, :value {:ability :cha, :key :burning-hands, :level 1}} {:level 5, :value
{:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Once you reach
3rd level, you can cast the burning hands spell once per day as a 2nd-level spell.
Charisma is your spellcasting ability for this spell.", :name "Hellfire"}
{:description "Your tiefling might not look like other tieflings. Rather than
having the physical characteristics described in the Player's Handbook, choose
1d4+1 of the following features: small horns; fangs or sharp teeth; a forked
tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a
forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or
reflection; exude a smell of brimstone.", :name "Appearance"} {:description "You
know the thaumaturgy cantrip. Once you reach 5th level, you can also cast the
darkness spell once per day. Charisma is your spellcasting ability for these
spells.", :name "Infernal Legacy"}]}}, :[Link].e5/races {:tiefling-scag-non-
winged-variant- {:key :tiefling-scag-non-winged-variant-, :speed 30, :name
"Tiefling (SCAG Non-winged Variant)", :darkvision 60, :size :medium, :option-pack
"Sword Coast Adventurer's Guide", :languages #{"Common" "Infernal"}, :disabled?
true, :props {:damage-resistance {:fire true}}, :traits [{:description "You have
resistance to fire damage", :name "Hellish Resistance"}]}, :tiefling-scag-winged-
variant- {:key :tiefling-scag-winged-variant-, :speed 30, :name "Tiefling (SCAG
Winged Variant)", :darkvision 60, :size :medium, :option-pack "Sword Coast
Adventurer's Guide", :languages #{"Common" "Infernal"}, :disabled? true, :props
{:damage-resistance {:fire true}, :flying-speed 30}, :traits [{:description "You
have bat-like wings sprouting from your shoulder blades. You have a flying speed of
30 feet. This trait replaces the Infernal Legacy trait.", :name "Winged"}
{:description "You have resistance to fire damage", :name "Hellish Resistance"}]}},
:disabled? false}, "Monster Manual" {:[Link].e5/monsters {:intellect-devourer
{:key :intellect-devourer, :int 12, :speed "40ft.", :name "Intellect
Devourer", :alignment "lawful evil", :cha 10, :hit-points {:die-count 6, :die
4, :modifier 6}, :type :aberration, :size :tiny, :option-pack "Monster
Manual", :armor-class 12, :skills {:perception 2, :stealth 4}, :str 6, :challenge
2, :con 13, :dex 14, :wis 11, :props {:damage-resistance {:bludgeoning
true, :piercing true, :slashing true}, :condition-immunity {:blinded
true}, :language {:telepathy-60-ft- true, :understands-deep-speech-but-cant-speak
true}}, :traits [{:name "Detect Sentience", :description "The intellect devourer
can sense the presence and location of any creature within 300 feet of it that has
an Intelligence of 3 or higher, regardless of interposing barriers, unless the
creature is protected by a mind blank spell."} {:type :action, :name "Multiattack",
:description "The intellect devourer makes one attack with its claws and uses
Devour Intellect."} {:type :action, :name "Claws", :description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage."}
{:type :action, :name "Devour Intellect", :description "The intellect devourer
targets one creature it can see within 10 feet of it that has a brain. The target
must succeed on a DC 12 Intelligence saving throw against this magic or take 11
(2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds
the target's Intelligence score, that score is reduced to 0. The target is stunned
until it regains at least one point of Intelligence."} {:type :action, :name "Body
Thief", :description "The intellect devourer initiates an Intelligence contest with
an incapacitated humanoid within 5 feet of it. If it wins the contest, the
intellect devourer magically consumes the target's brain, teleports into the
target's skull, and takes control of the target's body. While inside a creature,
the intellect devourer has total cover against attacks and other effects
originating outside its host. The intellect devourer retains its Intelligence,
Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its
telepathy, and its traits. It otherwise adopts the target's statistics. It knows
everything the creature knew, including spells and languages. If the host body
drops to 0 hit points, the intellect devourer must leave it. A protection from evil
and good spell cast on the body drives the intellect devourer out. The intellect
devourer is also forced out if the target regains its devoured brain by means of a
wish. By spending 5 feet of its movement, the intellect devourer can voluntarily
leave the body, teleporting to the nearest unoccupied space within 5 feet of it.
The body then dies, unless its brain is restored within 1 round."}]}, :thri-kreen-
{:key :thri-kreen-, :int 8, :speed "40 ft.", :name "Thri-kreen ", :alignment
"chaotic neutral", :cha 7, :hit-points {:die-count 6, :die 8, :modifier
6}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 15,
:skills {:perception 3, :stealth 4, :survival 3}, :str 12, :challenge 1, :con
13, :dex 15, :wis 12, :props {:language {:thri-kreen true}}, :traits [{:name
"Chameleon Carapace", :description "The thri-kreen can change the color of its
carapace to match the color and texture of its surroundings. As a result, it has
advantage on Dexterity (Stealth) checks made to hide."} {:name "Standing
Leap", :description "The thri-kreen's long jump is up to 30 feet and its high jump
is up to 15 feet, with or without a running start. "} {:name
"Multiattack", :type :action, :description "The thri-kreen makes two attacks: one
with its bite and one with its claws. "} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1)
piercing damage, and the target must succeed on a DC 11 Constitution saving throw
or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is
also paralyzed while poisoned in this way. The poisoned target can repeat the
saving throw on each of its turns, ending the effect on itself on a success. "}
{:type :action, :name "Claws", :description "Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. "}]}, :yuan-ti-pureblood {:key
:yuan-ti-pureblood, :int 13, :speed "30 ft.", :name "Yuan-ti Pureblood", :alignment
"neutral evil", :cha 14, :hit-points {:die-count 9, :die 8}, :type :humanoid, :size
:medium, :option-pack "Monster Manual", :armor-class 11, :skills {:deception
6, :perception 3, :stealth 3}, :str 11, :challenge 1, :con 11, :dex 12, :wis
12, :props {:language {:abyssal true, :common true, :draconic true}, :damage-
immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name
"Innate Spellcasting", :description "The yuan-ti's spellcasting ability is Charisma
(spell save DC 12). The yuan-ti can innately cast the following spells, requiring
no material components: \nAt will: animal friendship (snakes only) \n3/day each:
poison spray, suggestion "} {:name "Magic Resistance", :description "The yuan·ti
has advantage
on saving throws against spells and other magical effects. "}
{:type :action, :name "Multiattack", :description "The yuan-ti makes two melee
attacks. "} {:type :action, :name "Scimitar", :description "Melee Weapon Attack: +3
to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. "}
{:type :action, :name "Shortbow", :description "Ranged Weapon Attack: +3 to hit,
range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison
damage. "}]}, :red-slaad-control-gem-variant- {:key :red-slaad-control-gem-
variant-, :int 6, :speed "30 ft.", :name "Red Slaad (Control Gem
Variant)", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 11, :die
10, :modifier 33}, :type :aberration, :size :large, :option-pack "Monster
Manual", :armor-class 14, :skills {:perception 1}, :str 16, :challenge 5, :con
16, :dex 12, :wis 6, :props {:language {:slaad true, :telepathy-60-ft-
true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning
true, :thunder true}}, :traits [{:name "Control Gem", :description "Implanted in
the slaad's brain is a magic control gem. The slaad must obey whoever possesses the
gem and is immune to being charmed while so controlled. Certain spells can be used
to acquire the gem. If the slaad fails its saving throw against imprisonment, the
spell can transfer the gem to the spellcaster's open hand, instead of imprisoning
the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire
the gem. A greater restoration spell cast on the slaad destroys the gem without
harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the
gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work
and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4dl0)
psychic damage to the slaad. "} {:name "Magic Resistance", :description "The slaad
has advantage on saving throws against spells and other magical effects."} {:name
"Regeneration", :description "The slaad regains 10 hit points at the start of its
turn if it has at least 1 hit point. "} {:type :action, :name
"Multiattack", :description "The slaad makes three attacks: one with its bite and
two with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. "}
{:type :action, :name "Claw", :description "Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it
must succeed on a DC 14 Constitution saving throw or be infected with a disease- a
minuscule slaad egg. A humanoid host can carry only one slaad egg to term at a
time. Over three months, the egg moves to the chest cavity, gestates, and forms a
slaad tadpole. In the 24-hour period before giving birth, the host starts to feel
unwell, its speed is halved, and it has disadvantage on attack rolls, ability
checks, and saving throws. At birth, the tadpole chews its way through vital organs
and out of the host's chest in 1 round, killing the host in the process. If the
disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
"}]}, :pit-fiend-summoning-variant- {:key :pit-fiend-summoning-variant-, :int
22, :speed "30ft., fly 60ft. ", :name "Pit Fiend (Summoning Variant)", :alignment
"lawful evil", :cha 24, :hit-points {:die-count 24, :die 10, :modifier
168}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class
19, :str 26, :saving-throws {:dex 8, :con 13, :wis 10}, :challenge 20, :con
24, :dex 14, :wis 18, :props {:language {:infernal true, :telepathy-120ft-
true}, :damage-resistance {:cold true, :bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned
true}}, :traits [{:type :action, :name "Summon Devil (1/Day)", :description "The
devil chooses what to summon and attempts a magical summoning. A pit fiend summons
2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance of failure. A
summoned devil appears in an unoccupied space within 60 feet of its summoner, acts
as an ally of its summoner, and can't summon other devils. It remains for 1 minute,
until it or its summoner dies, or until its summoner dismisses it as an action. "}
{:name "Fear Aura", :description "Any creature hostile to the pit fiend that starts
its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw,
unless the pit fiend is incapacitated. On a failed save, the creature is frightened
until the start of its next turn. If a creature's saving throw is successful, the
creature is immune to the pit fiend's Fear Aura for the next 24 hours. "} {:name
"Magic Resistance", :description "The pit fiend has advantage on saving throws
against spells and other magical effects. "} {:name "Magic Weapons", :description
"The pit fiend's weapon attacks are magical."} {:name "Innate
Spellcasting", :description "The pit fiend's spellcasting ability is Charisma
(spell save DC 21). The pit fiend can innately cast the following spells, requiring
no material components: \nAt will: detect magic, fireball \n3/day each: hold
monster, wall of fire "} {:type :action, :name "Multiattack", :description "The pit
fiend makes four attacks: one with its bite, one with its claw, one with its mace,
and one with its tail. "} {:type :action, :name "Bite", :description "Melee Weapon
Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The
target must succeed on a DC 21 Constitution saving throw or become poisoned. While
poisoned in this way, the target can't regain hit points, and it takes 21 (6d6)
poison damage at the start of each of its turns. The poisoned target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +14 to
hit, reach 10ft., one target. Hit: 17 (2d8 + 8) slashing damage. "} {:type :action,
:name "Mace", :description "Melee Weapon Attack: +14 to hit, reach 10ft., one
target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. "}
{:type :action, :name "Tail", :description "Melee Weapon Attack: +14 to hit, reach
10ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. "}]}, :ice-mephit-
summoning-variant- {:damage-resistances "bludgeoning, fire", :key :ice-mephit-
summoning-variant-, :damage-vulnerabilities "bludgeoning, fire", :int 9, :speed "30
ft., fly 30ft.", :name "Ice Mephit (Summoning Variant)", :damage-immunities "cold,
poison", :alignment "neutral evil", :cha 12, :hit-points {:die-count 6, :die
6}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 11,
:skills {:perception 2, :stealth 3}, :str 7, :challenge 0.5, :con 10, :dex
13, :condition-immunities "poisoned", :wis 11, :languages "aquan, auran", :props
{:language {:aquan true, :auran true}, :damage-immunity {:cold true, :poison true},
:damage-vulnerability {:bludgeoning true, :fire true}, :condition-immunity
{:poisoned true}}, :traits [{:name "Death Burst", :description "When the mephit
dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must
make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed
save, or half as much damage on a successful one."} {:name "False
Appearance", :description "While the mephit remains motionless, it is
indistinguishable from an ordinary shard of ice."} {:name "Innate Spellcasting
(1/Day)", :description "The mephit can innately cast fog cloud, requiring no
material components. Its innate spellcasting ability is Charisma."} {:name "Summon
Mephits (1/Day).", :description "The mephit has a 25 percent chance of summoning
1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60
feet of its summoner, acts as an ally of its summoner, and can't summon other
mephits. It remains for 1 minute, until it or its summoner dies, or until its
summoner dismisses it as an action.", :type :action} {:type :action, :name "Claws",
:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3
(1d4 + 1) slashing damage plus 2 (1d4) cold damage."} {:type :action, :name "Frost
Breath (Recharge 6)", :description "The mephit exhales a 15-foot cone of cold air.
Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5
(2d4) cold damage on a failed save, or half as much damage on a successful
one."}]}, :chasme-summoning-variant- {:key :chasme-summoning-variant-, :int
11, :speed "20ft., fly 60 ft.", :name "Chasme (Summoning Variant)", :alignment
"chaotic evil", :cha 10, :hit-points {:die-count 13, :die 10, :modifier
13}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class
15, :skills {:perception 5}, :str 15, :saving-throws {:dex 5, :wis 5}, :challenge
6, :con 12, :dex 15, :wis 14, :props {:language {:abyssal true, :telepathy-120ft-
true}, :damage-resistance {:cold true, :fire true, :lightning true}, :damage-
immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits
[{:description "The demon chooses what to summon and attempts a magical summoning.
A chasme has a 30 percent chance of summoning one chasme. A summoned demon appears
in an unoccupied space within 60 feet of its summoner, acts as an ally of its
summoner, and can't summon other demons. It remains for 1 minute, until it or its
summoner dies, or until its summoner dismisses it as an
action.", :type :action, :name "Summon Demon (1/Day)"} {:name "Drone", :description
"The chasme produces a horrid droning sound to which demons are immune. Any other
creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12
Constitution saving throw or fall unconscious for 10 minutes. A creature that can't
hear the drone automatically succeeds on the save. The effect on the creature ends
if it takes damage or if another
creature takes an action to splash it with holy water. If a creature's saving
throw is successful or the effect ends for it, it is immune to the drone for the
next 24 hours."} {:name "Magic Resistance", :description "The chasme has advantage
on saving throws against spells and other magical effects."} {:name "Spider Climb",
:description "The chasme can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check."} {:type :action, :name
"Proboscis", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the
target's hit point maximum is reduced by an amount equal to the necrotic damage
taken. If this effect reduces a creature's hit point maximum to 0, the creature
dies. This reduction to a creature's hit point maximum lasts until the creature
finishes a long rest or until it is affected by a spell like greater
restoration."}]}, :troglodyte {:key :troglodyte, :int 6, :speed "30 ft.", :name
"Troglodyte", :alignment "chaotic evil", :cha 6, :hit-points {:die-count 2, :die 8,
:modifier 4}, :type :humanoid, :size :medium, :option-pack "Monster
Manual", :armor-class 11, :skills {:stealth 2}, :str 14, :challenge 0.25, :con
14, :dex 10, :wis 10, :props {:language {:troglodyte true}}, :traits [{:name
"Chameleon Skin", :description "The troglodyte has advantage on Dexterity (Stealth)
checks made to hide."} {:name "Stench", :description "Any creature other than a
troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a
DC 12 Constitution saving throw or be poisoned until the start of the creature's
next turn. On a successful saving throw, the creature is immune to the stench of
all troglodytes for 1 hour."} {:name "Sunlight Sensitivity", :description "While in
sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. "} {:name
"Multiattack", :type :action, :description "The troglodyte makes three attacks: one
with its bite and two with its claws."} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing
damage. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. "}]}, :quadrone
{:key :quadrone, :int 10, :speed "30ft., fly 30ft.", :name "Quadrone", :alignment
"lawful neutral", :cha 11, :hit-points {:die-count 4, :die 8, :modifier
4}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class
16, :skills {:perception 2}, :str 12, :challenge 1, :con 12, :dex 14, :wis
10, :props {:language {:modron true}}, :traits [{:name "Axiomatic
Mind", :description "The quadrone can't be compelled to act in a\nmanner contrary
to its nature or its instructions."} {:name "Disintegration", :description "If the
quadrone dies, its body disintegrates\ninto dust, leaving behind its weapons and
anything else it\nwas carrying."} {:name "Multiattack", :description "The quadrone
makes two fist attacks or four\nshortbow attacks.", :type :action}
{:type :action, :name "Fist", :description "Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit:\n3 (1d4 + 1) bludgeoning damage."} {:type :action, :name
"Shortbow", :description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
target. Hit: 5 (1d6 + 2) piercing damage."}]}, :mind-flayer {:key :mind-
flayer, :int 19, :speed "30ft.", :name "Mind Flayer", :alignment "lawful
evil", :cha 17, :hit-points {:die-count 13, :die 8, :modifier
13}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class
15, :skills {:arcana 7, :deception 6, :insight 6, :perception 6, :persuasion
6, :stealth 4}, :str 11, :saving-throws {:int 7, :wis 6, :cha 6}, :challenge
7, :con 12, :dex 12, :wis 17, :props {:language {:deep-speech true, :telepathy-
120ft- true, :undercommon true}}, :traits [{:name "Magic Resistance", :description
"The mind flayer has advantage on saving throws against spells and other magical
effects."} {:name "Innate Spellcasting (Psionics)", :description "The mind flayer's
innate spellcasting ability is Intelligence (spell save DC 15). It can innately
cast the following spells, requiring no components:\nAt will: detect thoughts,
levitate\n1/day each: dominate monster, plane shift (self only)"} {:name
"Tentacles", :type :action, :description "Melee Weapon Attack: +7 to hit, reach 5
ft., one creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is Medium or
smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence
saving throw or be stunned until this grapple ends."} {:name "Extract Brain", :type
:action, :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one
incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55
(10d10) piercing damage. If this damage reduces the target to 0 hit points, the
mind flayer kills the target by extracting and devouring its brain."}
{:type :action, :name "Mind Blast (Recharge 5-6)", :description "The mind flayer
magically emits psychic energy in a 60-foot cone. Each creature in that area\nmust
succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage
and be stunned for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success."}]}, :monodrone
{:key :monodrone, :int 4, :speed "30ft., fly 30ft.", :name "Monodrone", :alignment
"lawful neutral", :cha 5, :hit-points {:die-count 1, :die 8, :modifier
1}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class
15, :str 10, :challenge 0.125, :con 12, :dex 13, :wis 10, :props {:language
{:modron true}}, :traits [{:name "Axiomatic Mind", :description "The monodrone
can't be compelled to act in a manner contrary to its nature or its instructions."}
{:name "Disintegration", :description "If the monodrone dies, its body
disintegrates into dust, leaving behind its weapons and anything else it was
carrying."} {:name "Dagger", :description "Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4 + 1) piercing damage.", :type :action} {:name
"Javelin", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", :type :action}]},
:cave-bear {:key :cave-bear, :int 2, :speed "40ft., swim 30ft. ", :name "Cave
Bear", :alignment "unaligned", :cha 7, :hit-points {:die-count 5, :die
10, :modifier 15}, :type :beast, :size :large, :option-pack "Monster
Manual", :armor-class 12, :skills {:perception 3}, :str 20, :challenge 2, :con
16, :dex 10, :wis 13, :traits [{:name "Keen Smell", :description "The bear has
advantage on Wisdom (Perception) checks that rely on smell. "} {:name
"Multiattack", :type :action, :description "The bear makes two attacks: one with
its bite and one with its claws."} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. "}]}, :young-red-
shadow-dragon {:key :young-red-shadow-dragon, :int 14, :speed "40ft., climb 40ft.,
fly 80ft.", :name "Young Red Shadow Dragon", :alignment "chaotic evil", :cha
19, :hit-points {:die-count 17, :die 10, :modifier
85}, :type :dragon, :size :large, :option-pack "Monster Manual", :armor-class
18, :skills {:perception 8, :stealth 8}, :str 23, :saving-throws {:con 9, :dex
4, :wis 4, :cha 8}, :challenge 13, :con 21, :dex 10, :wis 11, :props {:language
{:common true, :draconic true}, :damage-resistance {:necrotic true}, :damage-
immunity {:fire true}}, :traits [{:name "Living Shadow", :description "While in dim
light or darkness, the dragon has resistance to damage that isn't force, psychic,
or radiant."} {:name "Shadow Stealth", :description "While in dim light or
darkness, the dragon can take the Hide action as a bonus action."} {:name "Sunlight
Sensitivity", :description "While in sunlight, the dragon has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:type
:action, :name "Multiattack", :description "The dragon makes three attacks: one
with its bite and two with its claws."} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6)
piercing damage plus 3 (1d6) necrotic damage."} {:type :action, :name
"Claw", :description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage."} {:type :action, :name "Shadow Breath (Recharge
5-6)", :description "The dragon exhales shadowy fire in a 30-foot cone. Each
creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6)
necrotic damage on a failed save, or half as much damage on a successful one. A
humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises
from its corpse and acts immediately after the dragon in the initiative count. The
shadow is under the dragon's control."}]}, :pixie {:key :pixie, :int 10, :speed
"10ft., fly 30ft. ", :name "Pixie", :alignment "neutral good", :cha 15, :hit-points
{:die-count 1, :die 4, :modifier -1}, :type :fey, :size :tiny, :option-pack
"Monster Manual", :armor-class 15, :skills {:perception 4, :stealth 7}, :str
2, :challenge 0.25, :con 8, :dex 20, :wis 14, :props {:language {:sylvan
true}}, :traits [{:name "Magic Resistance", :description "The pixie has advantage
on saving throws against spells and other magical effects. "} {:name "Innate
Spellcasting", :description "The pixie's innate spellcasting ability is Charisma
(spell save DC 12). It can innately cast the following spells, requiring only its
pixie dust as a component: \nAt will: druidcraft \n1/day each: confusion, dancing
lights, detect evil and good, detect thoughts, dispel magic, entangle, fly,
phantasmal force, polymorph, sleep "} {:type :action, :name "Superior
Invisibility", :description "The pixie magically turns invisible until its
concentration ends (as if concentrating on a spell). Any equipment the pixie wears
or carries is invisible with it. "}]}, :green-hag-coven-variant- {:key :green-hag-
coven-variant-, :int 13, :speed "30ft", :name "Green Hag (Coven
Variant)", :alignment "neutral evil", :cha 14, :hit-points {:die-count 11, :die
8, :modifier 33}, :type :fey, :size :medium, :option-pack "Monster Manual", :armor-
class 17, :skills {:arcana 3, :deception 4, :perception 4, :stealth 3}, :str
18, :challenge 5, :con 16, :dex 12, :wis 14, :props {:language {:common
true, :draconic true, :sylvan true}}, :traits [{:name "Shared
Spellcasting", :description "While all three members of a hag coven are within 30
feet of one another, they can each cast the following spells from the wizard's
spell list but must share the spell slots among themselves: \n1st level (4 slots):
identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd
level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots):
phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \
n6th level (1 slot): eye bite \nFor casting these spells, each hag is a 12th-level
spellcaster that uses Intelligence as her spellcasting ability. The spell save DC
is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the
hag's Intelligence modifier. "} {:name "Amphibious", :description "The hag can
breathe air and water."} {:name "Innate Spellcasting", :description "The hag's
innate spellcasting ability is Charisma (spell save DC 12). She can innately cast
the following spells, requiring no material components: \nAt will: dancing lights,
minor illusion, vicious mockery "} {:name "Mimicry", :description "The hag can
mimic animal sounds and humanoid voices. A creature that hears the sounds can tell
they are imitations with a successful DC 14 Wisdom (Insight) check. "} {:name
"Claws", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage. "} {:type :action, :name "Illusory
Appearance", :description "The hag covers herself and anything she is wearing or
carrying with a magical illusion that makes her look like another creature of her
general size and humanoid shape. The illusion ends if the hag takes a bonus action
to end it or if she dies. The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear to have smooth skin, but
someone touching her would feel her rough flesh. Otherwise, a creature must take an
action to visually inspect the illusion and succeed on a DC 20 Intelligence
(Investigation) check to discern that the hag is disguised. "}
{:type :action, :name "Invisible Passage", :description "The hag magically turns
invisible until she attacks or casts a spell, or until her concentration ends (as
if concentrating on a spell). While invisible, she leaves no physical evidence of
her passage, so she can be tracked only by magic. Any equipment she wears or
carries is invisible with her."}]}, :slaad-tadpole-control-gem-variant-
{:key :slaad-tadpole-control-gem-variant-, :int 3, :speed "30 ft.", :name "Slaad
Tadpole (Control Gem Variant)", :alignment "chaotic neutral", :cha 3, :hit-points
{:die-count 4, :die 4}, :type :aberration, :size :tiny, :option-pack "Monster
Manual", :armor-class 12, :skills {:stealth 4}, :str 7, :challenge 0.125, :con
10, :dex 15, :wis 5, :props {:language {:understands-slaad-but-cant-speak-
true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning
true, :thunder true}}, :traits [{:name "Control Gem", :description "Implanted in
the slaad's brain is a magic control gem. The slaad must obey whoever possesses the
gem and is immune to being charmed while so controlled. Certain spells can be used
to acquire the gem. If the slaad fails its saving throw against imprisonment, the
spell can transfer the gem to the spellcaster's open hand, instead of imprisoning
the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire
the gem. A greater restoration spell cast on the slaad destroys the gem without
harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the
gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work
and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10)
psychic damage to the slaad. "} {:name "Magic Resistance", :description "The slaad
has advantage on saving throws against spells and other magical effects. "}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4 + 2) piercing damage. "}]}, :twig-blight {:key :twig-
blight, :int 4, :speed "20ft.", :name "Twig Blight", :alignment "neutral
evil", :cha 3, :hit-points {:die-count 1, :die 6, :modifier 1}, :type :plant, :size
:small, :option-pack "Monster Manual", :armor-class 13, :skills {:stealth 3}, :str
6, :challenge 0.125, :con 12, :dex 13, :wis 8, :props {:language {:undercommon
false, :understands-common-but-cant-speak true}, :damage-vulnerability {:fire
true}, :condition-immunity {:blinded true, :deafened true}}, :traits [{:name "False
Appearance", :description "While the blight remains motionless, it is
indistinguishable from a dead shrub."} {:type :action, :name "Claws", :description
"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing
damage."}]}, :allosaurus {:key :allosaurus, :int 2, :speed "60ft.", :name
"Allosaurus", :alignment "unaligned", :cha 5, :hit-points {:die-count 6, :die
10, :modifier 18}, :type :beast, :size :large, :option-pack "Monster
Manual", :armor-class 13, :skills {:perception 5}, :str 19, :challenge 2, :con
17, :dex 13, :wis 12, :traits [{:name "Pounce", :description "If the allosaurus
moves at least 30 feet straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on a DC 13 Strength saving throw
or be knocked prone. If the target is prone, the allosaurus can make one bite
attack against it as a bonus action."} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4)
piercing damage."} {:type :action, :name "Claw", :description "Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."}]}, :mud-
mephit-summoning-variant- {:key :mud-mephit-summoning-variant-, :int 9, :speed
"20ft., fly 20ft., swim 20ft.", :name "Mud Mephit (Summoning Variant)", :damage-
immunities "poison", :alignment "neutral evil", :cha 7, :hit-points {:die-count
6, :die 6, :modifier 6}, :type :elemental, :size :small, :option-pack "Monster
Manual", :armor-class 11, :skills {:stealth 3}, :str 8, :challenge 0.25, :con
12, :dex 12, :condition-immunities "poisoned", :wis 11, :languages "aquan, terran",
:props {:damage-immunity {:poison true}, :condition-immunity {:poisoned
true}, :language {:aquan true, :terran true}}, :traits [{:name "Death
Burst", :description "When the mephit dies, it explodes in a burst of sticky mud.
Each Medium or smaller creature within 5 feet of it must succeed on a DC 11
Dexterity saving throw or be restrained until the end of the creature's next
turn."} {:name "False Appearance", :description "While the mephit remains
motionless, it is indistinguishable from an ordinary mound of mud."} {:name "Summon
Mephits (1/Day)", :description "The mephit has a 25 percent chance of summoning 1d4
mephits of its kind. A summoned mephit appears in an unoccupied space within 60
feet of its summoner, acts as an ally of its summoner, and can't summon other
mephits. It remains for 1 minute, until it or its summoner dies, or until its
summoner dismisses it as an action.", :type :action} {:type :action, :name "Fists",
:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4
(1d6 + 1) bludgeoning damage."} {:type :action, :name "Mud Breath (Recharge
6)", :description "The mephit belches viscid mud onto one creature within 5 feet of
it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving
throw or be restrained for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success."}]}, :quaggoth
{:key :quaggoth, :int 6, :speed "30ft., climb 30ft. ", :name "Quaggoth", :alignment
"chaotic neutral", :cha 7, :hit-points {:die-count 6, :die 8, :modifier
18}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class
13, :skills {:athletics 5}, :str 17, :challenge 2, :con 16, :dex 12, :wis
12, :props {:language {:undercommon true}, :damage-immunity {:poison
true}, :condition-immunity {:poisoned true}}, :traits [{:name "Wounded
Fury", :description "While it has 10 hit points or fewer, the quaggoth has
advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any
target it hits with a melee attack. "} {:name
"Multiattack", :type :action, :description "The quaggoth makes two claw attacks. "}
{:type :action, :name "Claw", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) slashing damage. "}]}, :duodrone-rogue-variant-
{:key :duodrone-rogue-variant-, :int 6, :speed "30ft.", :name "Duodrone (Rogue
Variant)", :alignment "any non-lawful alignment", :cha 7, :hit-points {:die-count
2, :die 8, :modifier 2}, :type :construct, :size :medium, :option-pack "Monster
Manual", :armor-class 15, :str 11, :challenge 0.25, :con 12, :dex 13, :wis
10, :props {:language {:modron true}}, :traits [{:name
"Disintegration", :description "If the duodrone dies, its body disintegrates into
dust, leaving behind its weapons and anything else
it was carrying."} {:type :action, :name "Multiattack", :description "The duodrone
makes two fist attacks or two\njavelin attacks."} {:type :action, :name
"Fist", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit:\n2 (1d4) bludgeoning damage."} {:type :action, :name "Javelin", :description
"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or\nrange 30/120 ft., one
target. Hit: 4 (1d6 + 1) piercing damage."}]}, :jackalwere {:description "A
jackalwere has three physical forms that it shifts between. In its true form, it is
indistinguishable from a normal jackal. It can take human form, often appearing
gaunt and affecting a wretched demeanor to beg goodwill from strangers. When
travelers welcome a jackal were into their midst, the monster adopts its human-
sized hybrid form, with the fur and head of a jackal but standing on two legs as it
attacks.", :key :jackalwere, :int 13, :speed "40ft.", :name
"Jackalwere", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 4, :die
8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 12,
:skills {:deception 4, :perception 2, :stealth 4}, :str 11, :saving-throws {:con
nil, :dex nil, :int nil, :wis nil, :cha nil}, :challenge 0.5, :con 11, :dex
15, :wis 11, :props {:language {:common-cant-speak-in-jackal-form- true}, :damage-
immunity {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:name
"Shapechanger", :description "The jackalwere can use its action to polymorph into a
specific Medium human or a jackal-humanoid hybrid, or back into its true form (that
of a Small jackal). Other than its size, its statistics are the same in each form.
Any equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies."} {:name "Keen Hearing and Smell", :description "The jackalwere
has advantage on Wisdom (Perception) checks that rely on hearing or smell."} {:name
"Pack Tactics", :description "The jackalwere has advantage on an attack roll
against a creature if at least one of the jackalwere's allies is within 5 feet of
the creature and the ally isn't incapacitated."} {:name "Bite (Jackal or Hybrid
Form Only).", :type :action, :description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4 + 2) piercing damage"} {:type :action, :name "Scimitar
(Human or Hybrid Form Only)", :description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) slashing damage."} {:type :action, :name "Sleep
Gaze", :description "The jackalwere gazes at one creature it can see within 30 feet
of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the
target succumbs to a magical slumber, falling unconscious for 10 minutes or until
someone uses an action to shake the target awake. A creature that successfully
saves against the effect is immune to this jackalwere's gaze for the next 24 hours.
Undead and creatures immune to being charmed aren't affected by it."}]}, :half-ogre
{:key :half-ogre, :int 7, :speed "30ft.", :name "Half-ogre", :alignment "any
chaotic alignment", :cha 10, :hit-points {:die-count 4, :die 10, :modifier
8}, :type :giant, :size :large, :option-pack "Monster Manual", :armor-class
12, :str 17, :challenge 1, :con 14, :dex 10, :wis 9, :props {:language {:giant
true, :common true}}, :traits [{:type :action, :name "Battleaxe", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3)
slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands."}
{:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing
damage."}]}, :drow-mage {:key :drow-mage, :int 17, :speed "30ft.", :name "Drow
Mage", :alignment "neutral evil", :cha 12, :hit-points {:die-count 10, :die
8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 12,
:skills {:arcana 6, :deception 5, :perception 4, :stealth 5}, :str 9, :challenge 7,
:con 10, :dex 14, :wis 13, :props {:language {:elvish true, :undercommon
true}}, :traits [{:name "Fey Ancestry", :description "The drow has advantage on
saving throws against being charmed, and magic can't put the drow to sleep."}
{:name "Innate Spellcasting", :description "The drow's innate spellcasting ability
is Charisma (spell save DC 12). It can innately cast the following spells,
requiring no material components:\nAt will: dancing lights\n1/day each:
darkness ,faerie fire, levitate (self only)"} {:name "Spellcasting", :description
"The drow is a 1Oth-level spellcaster. Its spellcasting ability is Intelligence
(spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard
spells prepared:\nCantrips (at will): mage hand, minor illusion, poison spray, ray
of frost\n1st level (4 slots): mage armor, magic missile, shield, witch bolt\n2nd
level (3 slots): alter self, misty step, web\n3rd level (3 slots):fly, lightning
bolt\n4th level (3 slots): Evard's black tentacles, greater invisibility\n5th level
(2 slots): cloudkill"} {:name "Sunlight Sensitivity", :description "While in
sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight."} {:type :action, :name
"Staff", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8- 1) bludgeoning damage if used with
two hands, plus 3 (1d6) poison damage."} {:type :action, :name "Summon Demon
(1/Day)", :description "The drow magically summons a quasit, or attempts to summon
a shadow demon with a 50 percent chance of success. The summoned demon appears in
an unoccupied space within 60 feet of its summoner, acts as an ally of its
summoner, and can't summon other demons. It remains for 10 minutes, until it or its
summoner dies, or until its summoner dismisses it as an action."}]}, :erinyes-rope-
of-entanglement-variant- {:key :erinyes-rope-of-entanglement-variant-, :int
14, :speed "30ft., fly 60ft. ", :name "Erinyes (Rope of Entanglement
Variant)", :alignment "lawful evil", :cha 18, :hit-points {:die-count 18, :die
8, :modifier 72}, :type :fiend, :size :medium, :option-pack "Monster
Manual", :armor-class 18, :str 18, :saving-throws {:dex 7, :con 8, :wis 6, :cha 8},
:challenge 12, :con 18, :dex 16, :wis 14, :props {:language {:infernal
true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true},
:condition-immunity {:poisoned true}}, :traits [{:name "Hellish
Weapons", :description "The erinyes's weapon attacks are magical and deal an extra
13 (3d8) poison damage on a hit (included in the attacks). "} {:name "Magic
Resistance", :description "The erinyes has advantage on saving throws against
spells and other magical effects. "} {:name
"Multiattack", :type :action, :description "The erinyes makes three attacks. The
erinyes can use its Rope of Entaglement in place of two of the attacks. "}
{:type :action, :name "Longsword", :description "Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
damage if used with two hands, plus 13 (3d8) poison damage. "}
{:type :action, :name "Longbow", :description "Ranged Weapon Attack: +7 to hit,
range 50/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8)
poison damage, and the target must succeed on a DC 14 Constitution saving throw or
be poisoned. The poison lasts until it is removed by the lesser restoration spell
or similar magic. "} {:name "Reaction: Parry", :description "The erinyes adds 4 to
its AC against one melee attack that would hit it. To do so, the erinyes must see
the attacker and be wielding a melee weapon. "}]}, :banshee {:key :banshee, :int
12, :speed "0 ft., fly 40ft. (hover)", :name "Banshee", :alignment "chaotic
evil", :cha 17, :hit-points {:die-count 13, :die
8}, :type :undead, :size :medium, :option-pack "Monster Manual", :armor-class
12, :str 1, :saving-throws {:wis 2, :cha 4}, :challenge 4, :con 10, :dex 14, :wis
11, :props {:language {:common true, :elvish true}, :damage-resistance {:acid true,
:fire true, :lightning true, :thunder true, :bludgeoning true, :piercing
true, :slashing true}, :damage-immunity {:cold true, :necrotic true, :poison true},
:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed
true, :petrified true, :poisoned true, :prone true, :restrained true}}, :traits
[{:name "Detect Life", :description "The banshee can magically sense the presence
of living creatures up to 5 miles away. She knows the general direction they're in
but not their exact locations."} {:name "Incorporeal Movement", :description "The
banshee can move through other creatures and objects as if they were difficult
terrain. She takes 5(1d10) force damage if she ends her turn inside an object."}
{:type :action, :name "Corrupting Touch", :description "Melee Spell Attack: +4 to
hit, reach 5 ft., one target. Hit: 12(3d6 + 2) necrotic damage."}
{:type :action, :name "Horrifying Visage", :description "Each non-undead creature
within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. A frightened target can repeat the
saving throw at the end of each of its turns, with disadvantage if the banshee is
within line of sight, ending the effect on itself on a success. If a target's
saving throw is successful or the effect ends for it, the target is immune to the
banshee's Horrifying Visage for the next 24 hours."} {:type :action, :name "Wail
(1/Day)", :description "The banshee releases a mournful wail, provided that she
isn't in sunlight. This wail has no effect on constructs and undead. All other
creatures within 30 feet of her that can hear her must make a DC 13 Constitution
saving throw. On a failure, a creature drops to
0 hit points. On a success, a creature takes 10(3d6) psychic
damage."}]}, :lizardfolk-shaman {:key :lizardfolk-shaman, :int 10, :speed "30 ft.,
swim 30 ft.", :name "Lizardfolk Shaman", :alignment "neutral", :cha 8, :hit-points
{:die-count 5, :die 8, :modifier 5}, :type :humanoid, :size :medium, :option-pack
"Monster Manual", :armor-class 13, :skills {:perception 4, :stealth 4, :survival
6}, :str 15, :challenge 2, :con 13, :dex 10, :wis 15, :props {:language {:draconic
true}}, :traits [{:name "Hold Breath", :description "The lizardfolk can hold its
breath for 15 minutes."} {:name "Spellcasting (Lizardfolk Form Only)", :description
"The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom
(spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following
druid spells prepared:\nCantrips (at will) : druidcraft, produce flame, thorn whip\
n1st Level (4 slots): entangle, fog cloud\n2nd Level (3 slots): heat metal, spike
growth\n3rd Level (2 slots): conjure animals (reptiles only), plant growth"} {:type
:action, :name "Multiattack (Lizardfolk Form Only)", :description "The lizardfolk
makes two attacks: one with its bite and one with its claws."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage
in crocodile form. If the lizardfolk is in crocodile form and the target is a Large
or smaller creature, the target is grappled (escape DC 12). Until this grapple
ends, the target is restrained, and the lizardfolk can't bite another target. If
the lizardfolk reverts to its true form, the grapple ends."} {:type :action, :name
"Claws (Lizardfolk Form Only)", :description "Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d4 + 2) slashing damage."} {:type :action, :name
"Change Shape (Recharges after a Short or Long Rest)", :description "The lizardfolk
magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It
can revert to its true form as a bonus action. Its statistics, other than its size,
are the same in each form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies."}]}, :hobgoblin-warlord
{:key :hobgoblin-warlord, :int 14, :speed "30ft.", :name "Hobgoblin
Warlord", :alignment "lawful evil", :cha 15, :hit-points {:die-count 13, :die
8, :modifier 39}, :type :humanoid, :size :medium, :option-pack "Monster
Manual", :armor-class 20, :str 16, :saving-throws {:int 5, :wis 3, :cha
5}, :challenge 6, :con 16, :dex 14, :wis 11, :props {:language {:common
true, :goblin true}}, :traits [{:name "Martial Advantage", :description "Once per
turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a
weapon attack if that creature is within 5 feet of an ally of the hobgoblin that
isn't incapacitated."} {:name "Multiattack", :type :action, :description "The
hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks
with its javelins."} {:name "Longsword", :description "Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.", :type :action} {:name "Shield
Bash", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must
succeed on a DC 14 Strength saving throw or be knocked prone.", :type :action}
{:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +9 to
hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing
damage."} {:type :action, :name "Leadership (Recharges after a Short or Long
Rest)", :description "For 1 minute, the hobgoblin can utter a special command or
warning whenever a non hostile creature that it can see within 30 feet of it makes
an attack roll or a saving throw. The creature can add a d4 to its roll provided it
can hear and understand the hobgoblin. A creature can benefit from only one
Leadership die at a time. This effect ends if the hobgoblin is incapacitated."}
{:name "Reaction: Parry", :description "The hobgoblin adds 3 to its AC against one
melee attack that would hit it. To do so, the hobgoblin must see the attacker and
be wielding a melee weapon."}]}, :marilith-summoning-variant- {:key :marilith-
summoning-variant-, :int 18, :speed "40ft.", :name "Marilith (Summoning
Variant)", :alignment "chaotic evil", :cha 20, :hit-points {:die-count 18, :die 10,
:modifier 90}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-
class 18, :str 18, :saving-throws {:str 9, :con 10, :wis 8, :cha 10}, :challenge
16, :con 20, :dex 20, :wis 16, :props {:language {:abyssal true, :telepathy-120ft-
true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-
immunity {:poisoned true}}, :traits [{:name "Summon Demon
(1/Day)", :type :action, :description "The demon chooses what to summon and
attempts a magical summoning. A marilith has a 50 percent chance of summoning 1d6
vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. A summoned
demon appears in an unoccupied space within 60 feet of its summoner, acts as an
ally of its summoner, and can't summon other demons. It remains for 1 minute, until
it or its summoner dies, or until its summoner dismisses it as an action."} {:name
"Magic Resistance", :description "The marilith has advantage on saving throws
against spells and other magical effects."} {:name "Magic Weapons", :description
"The marilith's weapon attacks are magical."} {:name "Reactive", :description "The
marilith can take one reaction on every turn in a combat."} {:type :action, :name
"Multiattack", :description "The marilith makes seven attacks: six with its
longswords and one with its tail."} {:type :action, :name "Longsword", :description
"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
slashing damage."} {:type :action, :name "Tail", :description "Melee Weapon Attack:
+9 to hit, reach 10ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the
target is Medium or smaller, it is grappled (escape DC 19). Until this grapple
ends, the target is restrained, the marilith can automatically hit the target with
its tail, and the marilith can't make tail attacks against other targets."}
{:type :action, :name "Teleport", :description "The marilith magically teleports,
along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied
space it can see."} {:name "Reaction: Parry", :description "The marilith adds 5 to
its AC against one melee attack that would hit it. To do so, the marilith must see
the attacker and be wielding a melee weapon."}]}, :ice-devil-summoning-variant-
{:key :ice-devil-summoning-variant-, :int 18, :speed "40ft", :name "Ice Devil
(Summoning Variant)", :alignment "lawful evil", :cha 18, :hit-points {:die-count
19, :die 10, :modifier 76}, :type :fiend, :size :large, :option-pack "Monster
Manual", :armor-class 18, :str 21, :saving-throws {:dex 7, :con 9, :cha 9, :wis 7},
:challenge 14, :con 18, :dex 14, :wis 15, :props {:language {:ignan
true, :telepathy-120ft- true}, :damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :damage-immunity {:fire true, :cold true, :poison
true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Devil
(1/Day)", :type :action, :description "The devil chooses what to summon and
attempts a magical summoning. An ice devil has a 60 percent chance of summoning one
ice devil. A summoned devil appears in an unoccupied space within 60 feet of its
summoner, acts as an ally of its summoner, and can't summon other devils. It
remains for 1 minute, until it or its summoner dies, or until its summoner
dismisses it as an action. "} {:name "Devil's Sight", :description "Magical
darkness doesn't impede the devil's darkvision."} {:name "Magic
Resistance", :description "The devil has advantage on saving throws against spells
and other magical effects. "} {:type :action, :name "Multiattack", :description
"The devil makes three attacks: one with its bite, one with its claws, and one
with its tail. "} {:type :action, :name "Bite", :description "Melee Weapon Attack:+
10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6)
cold damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack:+
10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6)
cold damage. "} {:type :action, :name "Wall of ice (Recharge 6)", :description "The
devil magically forms an opaque wall of ice on a solid surface it can see within 60
feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or
it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each
creature in its space is pushed out of it by the shortest route. The creature
chooses which side of the wall to end up on, unless the creature is incapacitated.
The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold
damage on a failed save, or half as much damage on a successful one. The wall lasts
for 1 minute or until the devil is incapacitated or dies. The wall can be damaged
and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire
damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a
section is destroyed, it leaves behind a sheet of frigid air in the space the wall
occupied. Whenever a creature finishes moving through the frigid air on a turn,
willingly or otherwise, the creature must make a DC 17 Constitution saving throw,
taking 17 (5d6) cold damage on a failed save, or half as much damage on a
successful one. The frigid air dissipates when the rest of the wall vanishes. "}]},
:hobgoblin-captain
{:key :hobgoblin-captain, :int 12, :speed "30ft.", :name "Hobgoblin
Captain", :alignment "lawful evil", :cha 13, :hit-points {:die-count 6, :die
8, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Monster
Manual", :armor-class 17, :str 15, :challenge 3, :con 14, :dex 14, :wis 10, :props
{:language {:common true, :goblin true}}, :traits [{:name "Martial
Advantage", :description "Once per turn, the hobgoblin can deal an extra 10 (3d6)
damage to a creature it hits with a weapon attack if that creature is with in 5
feet of an ally of the hobgoblin that isn't incapacitated."} {:type :action, :name
"Multiattack", :description "The hobgoblin makes two greatsword attacks."}
{:type :action, :name "Greatsword", :description "Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage."} {:type :action, :name
"Javelin", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}
{:type :action, :name "Leadership (Recharges after a Short or Long
Rest)", :description "For 1 minute, the hobgoblin can utter a special command or
warning whenever a non-hostile creature that it can see within 30 feet of it makes
an attack roll or a saving throw. The creature can add a d4 to its roll provided it
can hear and understand the hobgoblin. A creature can benefit from only one
Leadership die at a time. This effect ends if the hobgoblin is
incapacitated."}]}, :swarm-of-wasps {:key :swarm-of-wasps, :int 1, :speed "5 ft.,
fly 30 ft.", :name "Swarm of Wasps", :alignment "unaligned", :cha 1, :hit-points
{:die-count 5, :die 8}, :type :beast, :size :medium, :option-pack "Monster Manual",
:armor-class 12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:damage-
resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:name
"Swarm", :description "The swarm can occupy another creature's space and vice
versa, and the swarm can move through any opening large enough for a Tiny insect.
The swarm can't regain hit points or gain temporary hit points. "} {:name
"Bites", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 0 ft.,
one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing
damage if the swarm has half of its hit points or fewer. "}]}, :slaad-tadpole {:key
:slaad-tadpole, :int 3, :speed "30 ft.", :name "Slaad Tadpole", :alignment "chaotic
neutral", :cha 3, :hit-points {:die-count 4, :die
4}, :type :aberration, :size :tiny, :option-pack "Monster Manual", :armor-class 12,
:skills {:stealth 4}, :str 7, :challenge 0.125, :con 10, :dex 15, :wis 5, :props
{:language {:understands-slaad-but-cant-speak- true}, :damage-resistance {:acid
true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name
"Magic Resistance", :description "The slaad has advantage on saving throws against
spells and other magical effects. "} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing
damage. "}]}, :mind-flayer-arcanist {:key :mind-flayer-arcanist, :int 19, :speed
"30ft.", :name "Mind Flayer Arcanist", :alignment "lawful evil", :cha 17, :hit-
points {:die-count 13, :die 8, :modifier
13}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class
15, :skills {:arcana 7, :deception 6, :insight 6, :perception 6, :persuasion
6, :stealth 4}, :str 11, :saving-throws {:int 7, :wis 6, :cha 6}, :challenge
8, :con 12, :dex 12, :wis 17, :props {:language {:deep-speech true, :undercommon
true, :telepathy-120ft- true}}, :traits [{:name "Magic Resistance", :description
"The mind flayer has advantage on saving throws against spells and other magical
effects."} {:name "Innate Spellcasting (Psionics)", :description "The mind flayer's
innate spellcasting ability is Intelligence (spell save DC 15). It can innately
cast the following spells, requiring no components:\nAt will: detect thoughts,
levitate\n1/day each: dominate monster, plane shift (self only)"} {:name
"Spellcasting", :description "The mind flayer is a 10th-level spellcaster. Its
spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks).
The mind flayer has the following wizard spells prepared:\nCantrips (at will):
blade ward, dancing lights, mage hand, shocking grasp\n1st level (4 slots): detect
magic, disguise self, shield, sleep\n2nd level (3 slots): blur, invisibility, ray
of enfeeblement\n3rd level (3 slots): clairvoyance, lightning bolt, sending\n4th
level (3 slots): confusion, hallucinatory terrain\n5th level (2 slots):
telekinesis, wall of force"} {:type :action, :name "Tentacles", :description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0 + 4) psychic
damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must
succeed on a DC 15 Intelligence saving throw or be stunned until this grapple
ends."} {:type :action, :name "Extract Brain", :description "Melee Weapon Attack:
+7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer.
Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target
to 0 hit points, the mind flayer kills the target by extracting and devouring its
brain."} {:type :action, :name "Mind Blast (Recharge 5-6)", :description "The mind
flayer magically emits psychic energy in a 60-foot cone. Each creature in that area
must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic
damage and be stunned for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success."}]}, :drow-
priestess-of-lolth {:key :drow-priestess-of-lolth, :int 13, :speed "30ft.", :name
"Drow Priestess of Lolth", :alignment "neutral evil", :cha 18, :hit-points {:die-
count 13, :die 8, :modifier 13}, :type :humanoid, :size :medium, :option-pack
"Monster Manual", :armor-class 16, :skills {:insight 6, :perception 6, :religion 4,
:stealth 5}, :str 10, :saving-throws {:con 4, :wis 6, :cha 7}, :challenge 8, :con
12, :dex 14, :wis 17, :props {:language {:elvish true, :undercommon true}}, :traits
[{:name "Fey Ancestry", :description "The drow has advantage on saving throws
against being charmed, and magic can't put the drow to sleep."} {:name "Innate
Spellcasting", :description "The draw's innate spellcasting ability is Charisma
(spell save DC 15). She can innately cast the following spells, requiring no
material components:\nAt will : dancing lights\n1/day each: darkness, faerie fire,
levitate (self only)"} {:name "Spellcasting", :description "The drow is a 10th-
level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with
spell attacks). The drow has the following cleric spells prepared:\nCantrips (at
will) : guidance, poison spray, resistance, spare the dying, thaumaturgy\n1st level
(4 slots): animal friendship, cure wounds, detect poison and disease, ray of
sickness\n2nd level (3 slots): lesser restoration, protection from poison, web\n3rd
level (3 slots): conjure animals (2 giant spiders), dispel magic\n4th level (3
slots): divination ,freedom of movement\n5th level (2 slots): insect plague, mass
cure wounds"} {:name "Sunlight Sensitivity", :description "While in sunlight, the
drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks
that rely on sight."} {:type :action, :name "Multiattack", :description "The drow
makes two scourge attacks."} {:type :action, :name "Scourge", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage
plus 17 (5d6) poison damage."} {:type :action, :name "Summon Demon
(1/Day)", :description "The drow attempts to magically summon a yochlol with a 30
percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic
damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet
of its summoner, acts as an ally of its summoner, and can't summon other demons. It
remains for 10 minutes, until it or its summoner dies, or until its summoner
dismisses it as an action."}]}, :kenku {:description "Kenku are feathered humanoids
that wander the world as vagabonds, driven by greed. They can perfectly imitate any
sound they hear.", :key :kenku, :int 11, :speed "30 ft.", :name "Kenku", :alignment
"chaotic neutral", :cha 10, :hit-points {:die-count 3, :die
8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 13,
:skills {:deception 4, :perception 2, :stealth 5}, :str 10, :challenge 0.25, :con
10, :dex 16, :wis 10, :props {:language {:understands-auran-and-common-but-speaks-
only-through-the-use-of-its-mimicry-trait true}}, :traits [{:name
"Ambusher", :description "The kenku has advantage on attack rolls against any
creature it has surprised."} {:name "Mimicry", :description "The kenku can mimic
any sounds it has heard, including voices. A creature that hears the sounds can
tell they are imitations with a successful DC 14 Wisdom (Insight) check."} {:name
"Shortsword", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.", :type :action} {:name "Shortbow", :type
:action, :description "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
target. Hit: 6 (1d6 + 3) piercing damage."}]}, :yuan-ti-malison-type-3-
{:key :yuan-ti-malison-type-3-, :int 14, :speed "30 ft.", :name "Yuan-ti Malison
(Type 3)", :alignment "neutral evil", :cha 16, :hit-points {:die-count 12, :die
8, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Monster Manual",
:armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con
13, :dex 14, :wis 12, :props {:language {:common true, :draconic true, :abyssal
true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned
true}}, :traits [{:name "Shapechanger", :description "The yuan-ti can use
its action to polymorph into a Medium snake, or back into its true form. Its
statistics are the same in each form. Any equipment it is wearing or carrying isn't
transformed. It doesn't change form if it dies. "} {:name "Innate Spellcasting
(Yuan-ti Form Only)", :description "The yuan-ti's innate spellcasting ability is
Charisma (spell save DC 1.3). The yuan-ti can innately cast the following spells,
requiring no material components: \nAt will: animal friendship (snakes only)
\n3/day: suggestion "} {:name "Magic Resistance", :description "The yuan-ti has
advantage on saving throws against spells and other magical effects. "} {:name
"Malison Type", :description "The yuan-ti has one of the following types: \nType 1:
Human body with snake head \nType 2: Human head and body with snakes for arms \
nType 3: Human head and upper body with a serpentine lower body instead of legs "}
{:type :action, :name "Multiattack (Yuan-ti Form Only)", :description "The yuan-ti
makes two ranged attacks or two melee attacks, but can constrict only once. "}
{:type :action, :name "Bite (Snake Form Only)", :description "Melee Weapon Attack:
+5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6)
poison damage."} {:type :action, :name "Constrict", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage,
and the target is grappled (escape DC 13). Until this grapple ends, the target is
restrained, and the yuan-ti can't constrict another target."} {:type :action, :name
"Scimitar (Yuan-ti Form Only)", :description "Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (ld6 + 3) slashing damage. "} {:type :action, :name
"Longbow (Yuan-ti Form Only)", :description "Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. "}]}, :fomorian
{:key :fomorian, :int 9, :speed "30ft.", :name "Fomorian", :alignment "chaotic
evil", :cha 6, :hit-points {:die-count 13, :die 12, :modifier
65}, :type :giant, :size :huge, :option-pack "Monster Manual", :armor-class
14, :skills {:perception 8, :stealth 3}, :str 23, :challenge 8, :con 20, :dex
10, :wis 14, :props {:language {:giant true, :undercommon true}}, :traits [{:name
"Multiattack", :type :action, :description "The fomorian attacks twice with its
greatclub or makes one greatclub attack and uses Evil Eye once."}
{:type :action, :name "Greatclub", :description "Melee Weapon Attack: +9 to hit,
reach 15ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage"}
{:type :action, :name "Evil Eye", :description "The fomorian magically forces a
creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The
creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on
a successful one."} {:type :action, :name "Curse of the Evil Eye (Recharges after a
Short or Long Rest)", :description "With a stare, the fomorian uses Evil Eye, but
on a failed save, the creature is also cursed with magical deformities. While
deformed, the creature has its speed halved and has disadvantage on ability checks,
saving throws, and attacks based on Strength or Dexterity. The transformed creature
can repeat the saving throw whenever it finishes a long rest, ending the effect on
a success."}]}, :fire-snake {:key :fire-snake, :int 7, :speed "30ft.", :name "Fire
Snake", :alignment "neutral evil", :cha 8, :hit-points {:die-count 5, :die
8}, :type :elemental, :size :medium, :option-pack "Monster Manual", :armor-class
14, :str 12, :challenge 1, :con 11, :dex 14, :wis 10, :props {:language
{:understands-lgnan-but-cant-speak- true}, :damage-resistance {:bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:fire true}, :damage-
vulnerability {:cold true}}, :traits [{:name "Heated Body", :description "A
creature that touches the snake or hits it with a melee attack while within 5 feet
of it takes 3 (1d6) fire damage."} {:name
"Multiattack", :type :action, :description "The snake makes two attacks: one with
its bite and one with its tail. "} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing
damage plus 3 (1d6) fire damage. "} {:type :action, :name "Tail", :description
"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
bludgeoning damage plus 3 (1d6) fire damage. "}]}, :gas-spore {:key :gas-
spore, :int 1, :speed "0 ft., fly 10ft. (hover)", :name "Gas Spore", :alignment
"unaligned", :cha 1, :hit-points {:die-count 1, :die 10, :modifier -
4}, :type :plant, :size :large, :option-pack "Monster Manual", :armor-class 5, :str
5, :challenge 0.5, :con 3, :dex 1, :wis 1, :props {:damage-immunity {:poison true},
:condition-immunity {:blinded true, :deafened true, :frightened true, :paralyzed
true, :poisoned true, :prone true}}, :traits [{:name "Death Burst", :description
"The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet
of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison
damage and become infected with a disease on a failed save. Creatures immune to the
poisoned condition are immune to this disease. Spores invade an infected creature's
system, killing the creature in a number of hours equal to 1d12 +the creature's
Constitution score, unless the disease is removed. In half that time, the creature
becomes poisoned for the rest of the duration. After the creature dies, it sprouts
2d4 Tiny gas spores that grow to full size in 7 days."} {:name "Eerie Resemblance",
:description "The gas spore resembles a beholder. A creature that can see the gas
spore can discern its true nature with a successful DC 15 Intelligence (Nature)
check."} {:type :action, :name "Touch", :description "Melee Weapon Attack: +0 to
hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed
on a DC 10 Constitution saving throw or become infected with the disease described
in the Death Burst trait."}]}, :helmed-horror {:description "This construct
possesses intelligence, the ability to reason and adjust its tactics, and an
unswerving devotion to its maker that persists even after its maker's demise.
Resembling an animated suit of empty plate armor, a helmed horror serves without
ambition or emotion.", :key :helmed-horror, :int 10, :speed "30ft., fly
30ft.", :name "Helmed Horror", :alignment "neutral", :cha 10, :hit-points {:die-
count 8, :die 8, :modifier 24}, :type :construct, :size :medium, :option-pack
"Monster Manual", :armor-class 20, :skills {:perception 4}, :str 18, :challenge
4, :con 16, :dex 13, :wis 10, :props {:damage-resistance {:bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:force true, :necrotic
true, :poison true}, :condition-immunity {:blinded true, :charmed true, :petrified
true, :deafened true, :frightened true, :paralyzed true, :poisoned true, :stunned
true}}, :traits [{:name "Magic Resistance", :description "The helmed horror has
advantage on saving throws against spells and other magical effects."} {:name
"Spell Immunity", :description "The helmed horror is immune to three spells chosen
by its creator. Typical immunities include fireball, heat metal, and lightning
bolt."} {:type :action, :name "Multiattack", :description "The helmed horror makes
two longsword attacks."} {:type :action, :name "Longsword", :description "Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
damage, or 9 (1d10 + 4) slashing damage if used with two hands."}]}, :erinyes-
summoning-variant- {:key :erinyes-summoning-variant-, :int 14, :speed "30ft., fly
60ft. ", :name "Erinyes (Summoning Variant)", :alignment "lawful evil", :cha
18, :hit-points {:die-count 18, :die 8, :modifier 72}, :type :fiend, :size :medium,
:option-pack "Monster Manual", :armor-class 18, :str 18, :saving-throws {:dex
7, :con 8, :wis 6, :cha 8}, :challenge 12, :con 18, :dex 16, :wis 14, :props
{:language {:infernal true, :telepathy-120ft- true}, :damage-resistance {:cold
true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire
true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon
Devil (1/Day)", :type :action, :description "The devil chooses what to summon and
attempts a magical summoning. An erinyes has a 50 percent chance of summoning 3d6
spined devils, 1d6 bearded devils, or one erinyes. A summoned devil appears in an
unoccupied space within 60 feet of its summoner, acts as an ally of its summoner,
and can't summon other devils. It remains for 1 minute, until it or its summoner
dies, or until its summoner dismisses it as an action. "} {:name "Hellish Weapons",
:description "The erinyes's weapon attacks are magical and deal an extra 13 (3d8)
poison damage on a hit (included in the attacks). "} {:name "Magic
Resistance", :description "The erinyes has advantage on saving throws against
spells and other magical effects. "} {:type :action, :name
"Multiattack", :description "The erinyes makes three attacks. "}
{:type :action, :name "Longsword", :description "Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
damage if used with two hands, plus 13 (3d8) poison damage. "}
{:type :action, :name "Longbow", :description "Ranged Weapon Attack: +7 to hit,
range 50/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8)
poison damage, and the target must succeed on a DC 14 Constitution saving throw or
be poisoned. The poison lasts until it is removed by the lesser restoration spell
or similar magic. "} {:name "Reaction: Parry", :description "The erinyes adds 4 to
its AC against one melee attack that would hit it. To do so, the erinyes must see
the attacker and be wielding a melee weapon. "}]}, :horned-devil-summoning-variant-
{:key :horned-devil-summoning-variant-, :int 12, :speed "20 ft., fly 60 ft. ",
:name "Horned Devil (Summoning Variant)", :alignment "lawful evil", :cha 17, :hit-
points {:die-count 17, :die 10, :modifier 55}, :type :fiend, :size :large, :option-
pack "Monster Manual", :armor-class 18, :str 22, :saving-throws {:str 10, :dex
7, :wis 7, :cha 7}, :challenge 11, :con 21, :dex 17, :wis 16, :props {:language
{:infernal true, :telepathy-120ft- true}, :damage-resistance {:cold
true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire
true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon
Devil (1/Day)", :type :action, :description "The devil chooses what to summon and
attempts a magical summoning. A horned devil has a 30 percent chance of summoning
one horned devil. A summoned devil appears in an unoccupied space within 60 feet of
its summoner, acts as an ally of its summoner, and can't summon other devils. It
remains for 1 minute, until it or its summoner dies, or until its summoner
dismisses it as an action."} {:name "Devil's Sight", :description "Magical darkness
doesn't impede the devil's darkvision. "} {:name "Magic Resistance", :description
"The devil has advantage on saving throws against spells and other magical effects.
"} {:name "Multiattack", :type :action, :description "The devil makes three melee
attacks: two with its fork and one with its tail. It can use Hurl Flame in place of
any melee attack. "} {:type :action, :name "Fork", :description "Melee Weapon
Attack: +10 to hit, reach 10ft., one target. Hit: 15 (2d8 + 6) piercing damage. "}
{:type :action, :name "Tail", :description "Melee Weapon Attack:+ 10 to hit, reach
10ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature
other than an undead or a construct, it must succeed on a DC 17 Constitution saving
throw or lose 10 (3d6) hit points at the start of each of its turns due to an
infernal wound. Each time the devil hits the wounded target with this attack, the
damage dealt by the wound increases by 10 (3d6). Any creature can take an action to
stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also
closes if the target receives magical healing. "} {:type :action, :name "Hurl
Flame", :description "Ranged Spell Attack: +7 to hit, range 150 ft., one target.
Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being
worn or carried, it also catches fire. "}]}, :githyanki-knight {:key :githyanki-
knight, :int 14, :speed "30 ft.", :name "Githyanki Knight", :alignment "lawful
evil", :cha 15, :hit-points {:die-count 14, :die 8, :modifier 28}, :type :humanoid,
:size :medium, :option-pack "Monster Manual", :armor-class 18, :str 16, :saving-
throws {:con 5, :int 5, :wis 5}, :challenge 8, :con 15, :dex 14, :wis 14, :props
{:language {:gith true}}, :traits [{:name "Innate Spellcasting
(Psionics)", :description "The githyanki's innate spellcasting ability is
Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast
the following spells, requiring no components:\nAt will: mage hand (the hand is
invisible)\n3/day each: jump, misty step, nondetection (self only), tongues\nl/day
each: plane shift, telekinesis"} {:type :action, :name "Multiattack", :description
"The githyanki makes two silver greatsword attacks."} {:type :action, :name "Silver
Greatsword", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic
weapon attack. On a critical hit against a target in an astral body (as with the
astral projection spell), the githyanki can cut the silvery cord that tethers the
target to its material body, instead of dealing damage."}]}, :lizard-king-queen
{:key :lizard-king-queen, :int 11, :speed "30ft., swim 30ft.", :name "Lizard
King/Queen", :alignment "chaotic evil", :cha 15, :hit-points {:die-count 12, :die
8, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Monster
Manual", :armor-class 15, :skills {:perception 4, :stealth 5, :survival 4}, :str
17, :saving-throws {:con 4, :wis 2}, :challenge 4, :con 15, :dex 12, :wis
11, :props {:language {:abyssal true, :draconic true}, :condition-immunity
{:frightened true}}, :traits [{:name "Hold Breath", :description "The lizardfolk
can hold its breath for 15 minutes."} {:name "Skewer", :description "Once per turn,
when the lizardfolk makes a melee attack with its trident and hits, the target
takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal
to the extra damage dealt."} {:type :action, :name "Multiattack", :description "The
lizardfolk makes two attacks: one with its bite and one with its claws or trident
or two melee attacks with its trident."} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage."} {:type :action, :name "Claws", :description "Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage."}
{:type :action, :name "Trident", :description "Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage,
or 7 (1d8 + 3) piercing damage if used with two hands to make a melee
attack."}]}, :abominable-yeti {:key :abominable-yeti, :int 9, :speed "40ft., climb
40ft. ", :name "Abominable Yeti", :alignment "chaotic evil", :cha 9, :hit-points
{:die-count 11, :die 12, :modifier 66}, :type :monstrosity, :size :huge, :option-
pack "Monster Manual", :armor-class 15, :skills {:perception 5, :stealth 4}, :str
24, :challenge 9, :con 22, :dex 10, :wis 13, :props {:language {:yeti
true}, :damage-immunity {:cold true}}, :traits [{:name "Fear of Fire", :description
"If the yeti takes fire damage, it has disadvantage on attack rolls and ability
checks until the end of its next turn. "} {:name "Keen Smell", :description "The
yeti has advantage on Wisdom (Perception) checks that rely on smell. "} {:name
"Snow Camouflage", :description "The yeti has advantage on Dexterity (Stealth)
checks made to hide in snowy terrain. "} {:name
"Multiattack", :type :action, :description "The yeti can use its Chilling Gaze and
makes two claw attacks."} {:name "Claw", :type :action, :description "Melee Weapon
Attack:+ 11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus
7 (2d6) cold damage. "} {:name "Chilling Gaze", :type :action, :description "The
yeti targets one creature it can see within 30 feet of it. If the target can see
the yeti, the target must succeed on a DC 18 Constitution saving throw against this
magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is
immune to cold damage. The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. If the target's saving throw
is successful, or if the effect ends on it, the target is immune to this yeti's
gaze for 1 hour. "} {:type :action, :name "Cold Breath (Recharge 6)", :description
"The yeti exhales a 30-foot cone of frigid air. Each creature in that area must
make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed
save, or half as much damage on a successful one. "}]}, :demilich-acererak-variant-
{:legendary-actions {:description "The demilich can take 3 legendary actions,
choosing from the options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The demilich regains spent
legendary actions at the start of its turn"}, :key :demilich-acererak-
variant-, :int 20, :speed "0 ft., fly 30 ft. (hover)", :name "Demilich (Acererak
Variant)", :alignment "neutral evil", :cha 20, :hit-points {:die-count 20, :die 4},
:type :undead, :size :tiny, :option-pack "Monster Manual", :armor-class 20, :str 1,
:saving-throws {:con 6, :int 11, :wis 9, :cha 11}, :challenge 21, :con 10, :dex 20,
:wis 17, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:necrotic true, :poison true, :psychic true, :bludgeoning
true, :piercing true, :slashing true}, :condition-immunity {:charmed
true, :deafened true, :frightened true, :paralyzed true, :petrified true, :poisoned
true, :prone true, :stunned true}}, :traits [{:name "Trap
Soul", :type :action, :description "The demilich targets one creature that it can
see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a
failed save, the target's soul is magically trapped inside one of the demilich's
gems. While the soul is trapped, the target's body and all the equipment it is
carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic
damage, and if this damage reduces the target to 0 hit points, its soul is trapped
as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured
and ceases to exist. If the demilich drops to 0 hit points, it is destroyed and
turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped
within, at which point the target's body re-forms in an unoccupied space nearest to
the gem and in the same state as when it was trapped."} {:name
"Avoidance", :description "If the demilich is subjected to an effect that allows it
to make a saving throw to take only half damage, it instead takes no damage if it
succeeds on the saving throw, and only half damage if it fails."} {:name "Legendary
Resistance (3/Day)", :description "If the demilich fails a saving throw, it can
choose to succeed instead."} {:name "Turn Immunity", :description "The demilich is
immune to effects that turn undead."} {:type :action, :name "Howl (Recharge 5-
6)", :description "The demilich emits a bloodcurdling howl. Each creature within 30
feet of the demilich that can hear the howl must succeed on a DC 15 Constitution
saving throw or drop to 0 hit points. On a successful save, the creature is
frightened until the end of its next turn."}
{:name "Life Drain", :type :action, :description "The demilich targets up to three
creatures that it can see within 10 feet of it. Each target must succeed on a DC 19
Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich
regains hit points equal to the total damage dealt to all targets."}
{:type :legendary-action, :name "Flight", :description "The demilich flies up to
half its flying speed."} {:type :legendary-action, :name "Cloud of
Dust", :description "The demilich magically swirls its dusty remains. Each creature
within 10 feet of the demilich, including around a corner, must succeed on a DC 15
Constitution saving throw or be blinded until the end of the demilich's next turn.
A creature that succeeds on the saving throw is immune to this effect until the end
of the demilich's next turn."} {:type :legendary-action, :name "Energy Drain (Costs
2 Actions)", :description "Each creature with in 30 feet of the demilich must make
a DC 15 Constitution saving throw. On a failed save, the creature's hit point
maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is
reduced to 0 by this effect, the creature dies. A creature's hit point maximum can
be restored with the greater restoration spell or similar magic."}
{:type :legendary-action, :name "Vile Curse (Costs 3 Actions)", :description "The
demilich targets one creature it can see within 30 feet of it. The target must
succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse
ends, the target has disadvantage on attack rolls and saving throws. The target can
repeat the saving throw at the end of each of its turns, ending the curse on a
success."}]}, :troll-loathsome-limbs-variant- {:key :troll-loathsome-limbs-
variant-, :int 7, :speed "30 ft.", :name "Troll (Loathsome Limbs
Variant)", :alignment "chaotic evil", :cha 7, :hit-points {:die-count 8, :die
10, :modifier 40}, :type :giant, :size :large, :option-pack "Monster
Manual", :armor-class 15, :skills {:perception 1}, :str 18, :challenge 5, :con
20, :dex 13, :wis 9, :props {:language {:giant true}}, :traits [{:name "Loathsome
Limbs", :description "Whenever the troll takes at least 15 slashing damage at one
time, roll a d20 to determine what else happens to it: \n1-10: Nothing else
happens. \n11-14: One leg is severed from the troll if it has any legs left. \n15-
18: One arm is severed from the troll if it has any arms left. \n19-20: The troll
is decapitated, but the troll dies only if it can't regenerate. If it dies, so does
the severed head. \nIf the troll finishes a short or long rest without reattaching
a severed limb or head, the part regrows. At that point, the severed part dies.
Until then, a severed part acts on the troll's initiative and has its own action
and movement. 1 A severed part has AC 13, 10 hit points, and the troll's
Regeneration trait. A severed leg is unable to attack and has a speed of 5 feet. A
severed arm has a speed of 5 feet and can make one claw attack on its turn, with
disadvantage on the attack roll unless the troll can see the arm and its target.
Each time the troll loses an arm, it loses a claw attack. If its head is severed,
the troll loses its bite attack and its body is blinded unless the head can see it.
The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can
make a bite attack but only against a target in its space. The troll's speed is
halved if it's missing a leg. If it loses both legs, it falls prone. If it has both
arms, it can crawl. With only one arm, it can still crawl, but its speed is halved.
With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.
"} {:name "Keen Smell", :description "The troll has advantage on Wisdom
(Perception) checks that rely on smell. "} {:name "Regeneration", :description "The
troll regains 10 hit points at the start of its turn. If the troll takes acid or
fire damage, this trait doesn't function at the start of the troll's next turn. The
troll dies only if it starts its turn with 0 hit points and doesn't regenerate. "}
{:name "Multiattack", :description "The troll makes three attacks: one with its
bite and two with its claws. ", :type :action} {:name "Bite", :description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage. ", :type :action} {:name "Claw", :description "Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
", :type :action}]}, :flameskull {:key :flameskull, :int 16, :speed "0 ft., fly
40ft.", :name "Flameskull", :alignment "neutral evil", :cha 11, :hit-points {:die-
count 9, :die 4, :modifier 18}, :type :undead, :size :tiny, :option-pack "Monster
Manual", :armor-class 13, :skills {:arcana 5, :perception 2}, :str 1, :challenge 4,
:con 14, :dex 17, :wis 10, :props {:language {:common true}, :damage-resistance
{:piercing true, :lightning true, :necrotic true}, :damage-immunity {:cold
true, :fire true, :poison true}, :condition-immunity {:charmed true, :frightened
true, :paralyzed true, :poisoned true}}, :traits [{:name
"Illumination", :description "The flameskull sheds either dim light in a 15-foot
radius, or bright light in a 15-foot radius and dim light for an additional 15
feet. It can switch between the options as an action."} {:name "Magic
Resistance", :description "The flameskull has advantage on saving throws against
spells and other magical effects."} {:name "Rejuvenation", :description "If the
flameskull is destroyed, it regains all its hit, points in 1 hour unless holy water
is sprinkled on its remains or a dispel magic or remove curse spell is cast on
them."} {:name "Spellcasting", :description "The flameskull is a 5th-level spell
caster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with
spell attacks). It requires no somatic or material components to cast its spells.
The flameskull has the following wizard spells prepared:\nCantrip (at will): mage
hand\n1st level (3 slots): magic missile, shield\n2nd level (2 slots): blur,
flaming sphere\n3rd level (1 slot): fireball"} {:name "Multiattack", :type :action,
:description "The flameskull uses Fire Ray twice."} {:type :action, :name "Fire
Ray", :description "Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit:
10 (3d6) fire damage."}]}, :pteradon {:key :pteradon, :int 2, :speed "10ft., fly
60ft.", :name "Pteradon", :alignment "unaligned", :cha 5, :hit-points {:die-count
3, :die 8}, :type :beast, :size :medium, :option-pack "Monster Manual", :armor-
class 13, :skills {:perception 1}, :str 12, :challenge 0.25, :con 10, :dex 15, :wis
9, :traits [{:name "Flyby", :description "The pteranodon doesn't provoke an
opportunity attack when it flies out of an enemy's reach."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
6 (2d4 + 1) piercing damage."}]}, :displacer-beast {:key :displacer-beast, :int
6, :speed "40ft.", :name "Displacer Beast", :alignment "lawful evil", :cha 8, :hit-
points {:die-count 10, :die 10, :modifier
30}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class
13, :str 18, :challenge 3, :con 16, :dex 15, :wis 12, :traits [{:name
"Avoidance", :description "If the displacer beast is subjected to an effect that
allows it to make a saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it fails."}
{:name "Displacement", :description "The displacer beast projects a magical
illusion that makes it appear to be standing near its actual location, causing
attack rolls against it to have disadvantage. If it is hit by an attack, this trait
is disrupted until the end of its next turn. This trait is also disrupted while the
displacer beast is incapacitated or has a speed of O."} {:type :action, :name
"Multiattack", :description "The displacer beast makes two attacks with its
tentacles."} {:type :action, :name "Tentacle", :description "Melee Weapon Attack:
+6 to hit, reach 10ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3
(1d6) piercing damage."}]}, :drow-elite-warrior {:key :drow-elite-warrior, :int 11,
:speed "30ft.", :name "Drow Elite Warrior", :alignment "neutral evil", :cha
12, :hit-points {:die-count 11, :die 8, :modifier
22}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class
18, :skills {:perception 4, :stealth 10}, :str 13, :saving-throws {:con 5, :dex
7, :wis 4}, :challenge 5, :con 14, :dex 18, :wis 13, :props {:language {:elvish
true, :undercommon true}}, :traits [{:name "Fey Ancestry", :description "The drow
has advantage on saving throws against being charmed, and magic can't put the drow
to sleep."} {:name "Innate Spellcasting", :description "The drow's spellcasting
ability is Charisma (spell save DC 12). It can innately cast the following spells,
requiring no material components:\nAt will: dancing lights\n1/day each:
darkness ,faerie fire , levitate (self only)"} {:name "Sunlight
Sensitivity", :description "While in sunlight, the drow has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight."}
{:type :action, :name "Multiattack", :description "The drow makes two shortsword
attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack:
+7 to hit, reach 10ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6)
poison damage."} {:type :action, :name "Hand Crossbow", :description "Ranged Weapon
Attack: +7 to hit, range 30/120ft., one target. Hit: 7 (1d6 + 4) piercing damage,
and the target must succeed on a DC 13 Constitution saving throw or be poisoned for
1 hour. If the saving throw fails by 5 or more, the target is also unconscious
while poisoned in this way. The target wakes up if it takes damage or if another
creature takes an action to shake it awake."} {:name "Reaction:
Parry", :description "The drow
adds 3 to its AC against one melee attack that would hit it. To do so, the drow
must see the attacker and be wielding a melee weapon."}]}, :adult-blue-dracolich
{:legendary-actions {:description "The dracolich can take 3 legendary actions,
choosing from the options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The dracolich regains spent
legendary actions at the start of its turn."}, :key :adult-blue-dracolich, :int 16,
:speed "40ft., burrow 30ft., fly 80ft.", :name "Adult Blue Dracolich", :alignment
"lawful evil", :cha 19, :hit-points {:die-count 18, :die 12, :modifier
108}, :type :undead, :size :huge, :option-pack "Monster Manual", :armor-class
19, :skills {:perception 12, :stealth 5}, :str 25, :saving-throws {:str nil, :con
11, :dex 5, :wis 7, :cha 9}, :challenge 17, :con 23, :dex 10, :wis 15, :props
{:language {:common true, :draconic true}, :damage-resistance {:necrotic
true}, :damage-immunity {:poison true, :lightning true}, :condition-immunity
{:charmed true, :frightened true, :paralyzed true, :poisoned true}}, :traits
[{:name "Legendary Resistance (3/Day)", :description "If the dracolich fails a
saving throw, it can choose to succeed instead."} {:name "Magic
Resistance", :description "The dracolich has advantage on saving throws against
spells and other magical effects."} {:type :action, :name
"Multiattack", :description "The dracolich can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +12 to hit, reach
10ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning
damage."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +1 2 to
hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage."}
{:type :action, :name "Tail", :description "Melee Weapon Attack: +12 to hit, reach
15 ft., one target. Hit:16 (2d8 + 7) bludgeoning damage."} {:type :action, :name
"Frightful Presence", :description "Each creature of the dracolich's choice that is
within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom
saving throw or become frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success. If
a creature's saving throw is successful or the effect ends for it, the creature is
immune to the dracolich's Frightful Presence for the next 24 hours."}
{:type :action, :name "Lightning Breath (Recharge 5-6)", :description "The
dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in
that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning
damage on a failed save, or half as much damage on a successful one."}
{:type :legendary-action, :name "Detect", :description "The dracolich makes a
Wisdom (Perception) check."} {:type :legendary-action, :name "Tail
Attack", :description "The dracolich makes a tail attack."} {:type :legendary-
action, :name "Wing Attack (Costs 2 Actions)", :description "The dracolich beats
its tattered wings. Each creature within 10 feet of the dracolich must succeed on a
DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked
prone. After beating its wings this way, the dracolich can fly up to half its
flying speed."}]}, :githzerai-monk {:key :githzerai-monk, :int 13, :speed
"30ft.", :name "Githzerai Monk", :alignment "lawful neutral", :cha 10, :hit-points
{:die-count 7, :die 8, :modifier 7}, :type :humanoid, :size :medium, :option-pack
"Monster Manual", :armor-class 14, :skills {:insight 4, :perception 4}, :str
12, :saving-throws {:str 3, :dex 3, :int 3, :wis 4}, :challenge 2, :con 12, :dex
15, :wis 14, :props {:language {:gith true}}, :traits [{:name "Innate Spellcasting
(Psionics)", :description "The githzerai's innate spellcasting ability is Wisdom.
It can innately cast the following spells, requiring no components:\nAt will : mage
hand (the hand is invisible)\n3/day each: feather fall, jump, see invisibility,
shield"} {:name "Psychic Defense", :description "While the githzerai is wearing no
armor and wielding no shield , its AC includes its Wisdom modifier."}
{:type :action, :name "Multiattack", :description "The githzerai makes two unarmed
strikes."} {:type :action, :name "Unarmed Strike", :description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage
plus 9 (2d8) psychic damage. This is a magic weapon attack."}]}, :cyclops
{:key :cyclops, :int 8, :speed "30ft.", :name "Cyclops", :alignment "chaotic
neutral", :cha 10, :hit-points {:die-count 12, :die 12, :modifier
60}, :type :giant, :size :huge, :option-pack "Monster Manual", :armor-class
14, :str 22, :challenge 6, :con 20, :dex 11, :wis 6, :props {:language {:giant
true}}, :traits [{:name "Poor Depth Perception", :description "The cyclops has
disadvantage on any attack roll against a target more than 30 feet away."}
{:type :action, :name "Multiattack", :description "The cyclops makes two greatclub
attacks."} {:type :action, :name "Greatclub", :description "Melee Weapon Attack: +9
to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage"}
{:type :action, :name "Rock", :description "Ranged Weapon Attack: +9 to hit, range
30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage."}]}, :empyrean
{:legendary-actions {:description "The empyrean can take 3 legendary actions,
choosing from the options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The empyrean regains spent
legendary actions at the start of its turn."}, :key :empyrean, :int 21, :speed "50
ft., fly 50 ft., swim 50 ft.", :name "Empyrean", :alignment "chaotic good", :cha
27, :hit-points {:die-count 19, :die 12, :modifier
190}, :type :celestial, :size :huge, :option-pack "Monster Manual", :armor-class
22, :skills {:insight 13, :persuasion 15}, :str 30, :saving-throws {:str 17, :int
12, :wis 13, :cha 15}, :challenge 23, :con 30, :dex 21, :wis 22, :props {:damage-
immunity {:bludgeoning true, :piercing true, :slashing true}, :language {:all
true}}, :traits [{:name "Innate Spellcasting", :description "The empyrean's innate
spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks).
It can innately cast the following spells, requiring no material components:\nAt
will: greater restoration, pass without trace, water breathing, water walk\n1/day
each: commune, dispel evil and good, earthquake, fire storm, plane shift (self
only)"} {:name "Legendary Resistance (3/Day)", :description "If the empyrean fails
a saving throw, it ca n choose to succeed instead."} {:name "Magic
Resistance", :description "The empyrean has advantage on saving throws against
spells and other magical effects."} {:name "Magic Weapons", :description "The
empyrean's weapon attacks are magical."} {:type :action, :name "Maul", :description
"Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 31 (6d6 + 10)
bludgeoning damage. If the target is a creature, it must succeed on a DC 15
Constitution saving throw or be stunned until the end of the empyrean's next
turn."} {:type :action, :name "Bolt", :description "Ranged Spell Attack: +15 to
hit, range 600ft., one target. Hit: 24 (7d6) damage of one of the following types
(empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder."}
{:type :legendary-action, :name "Attack", :description "The empyrean makes one
attack."} {:type :legendary-action, :name "Bolster", :description "The empyrean
bolsters all non hostile creatures within 120 feet of it until the end of its next
turn. Bolstered creatures can't be charmed or frightened, and they gain advantage
on ability checks and saving throws until the end of the empyrean's next turn."}
{:type :legendary-action, :name "Trembling Strike (Costs 2 Actions)", :description
"The empyrean strikes the ground with its maul, triggering an earth tremor. All
other creatures on the ground within 60 feet of the empyrean must succeed on a DC
25 Strength saving throw or be knocked prone."}]}, :githyanki-warrior
{:key :githyanki-warrior, :int 13, :speed "30 ft.", :name "Githyanki
Warrior", :alignment "lawful evil", :cha 10, :hit-points {:die-count 9, :die
8, :modifier 9}, :type :humanoid, :size :medium, :option-pack "Monster
Manual", :armor-class 17, :str 15, :saving-throws {:con 3, :int 3, :wis
3}, :challenge 3, :con 12, :dex 14, :wis 13, :props {:language {:gith
true}}, :traits [{:name "Innate Spellcasting (Psionics)", :description "The
githyanki's innate spellcasting ability is Intelligence. It can innately cast the
following spells, requiring no components:\nAt will: mage hand (the hand is
invisible)\n3/day each: jump, misty step, nondetection (self only)"} {:name
"Multiattack", :type :action, :description "The githyanki makes two greatsword
attacks."} {:type :action, :name "Greatsword", :description "Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6)\
npsychic damage."}]}, :swarm-of-beetles {:key :swarm-of-beetles, :int 1, :speed
"20ft., climb 20ft., burrow 5 ft.", :name "Swarm of Beetles", :alignment
"unaligned", :cha 1, :hit-points {:die-count 5, :die
8}, :type :beast, :size :medium, :option-pack "Monster Manual", :armor-class
12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:damage-resistance
{:bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:charmed
true, :frightened true, :paralyzed true, :petrified true, :prone true, :restrained
true, :stunned true}}, :traits [{:name "Swarm", :description "The swarm can occupy
another creature's space and vice versa, and the swarm can move through any opening
large enough for a Tiny insect. The swarm can't regain hit points or gain temporary
hit points. "} {:name "Bites", :type :action,
:description "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the
swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the
swarm has half of its hit points or fewer. "}]}, :pentadrone
{:key :pentadrone, :int 10, :speed "40ft.", :name "Pentadrone", :alignment "lawful
neutral", :cha 13, :hit-points {:die-count 5, :die 10, :modifier
5}, :type :construct, :size :large, :option-pack "Monster Manual", :armor-class 16,
:skills {:perception 4}, :str 15, :challenge 2, :con 12, :dex 14, :wis 10, :props
{:language {:modron true}}, :traits [{:name "Axiomatic Mind", :description "The
pentadrone can't be compelled to act in a\nmanner contrary to its nature or its
instructions."} {:name "Disintegration", :description "If the pentadrone dies, its
body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas
carrying."} {:type :action, :name "Multiattack", :description "The pentadrone makes
five arm attacks."} {:type :action, :name "Arm", :description "Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."}
{:type :action, :name "Paralysis Gas (Recharge 5- 6)", :description "The pentadrone
exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC ll
Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success."}]}, :imp-familiar {:key :imp-familiar, :int 11, :speed "20ft., fly 40ft.
", :name "Imp Familiar", :alignment "lawful evil", :cha 14, :hit-points {:die-count
3, :die 4, :modifier 3}, :type :fiend, :size :tiny, :option-pack "Monster
Manual", :armor-class 13, :skills {:deception 4, :insight 3, :persuasion
4, :stealth 5}, :str 6, :challenge 1, :con 13, :dex 17, :wis 12, :props {:language
{:infernal true, :common true}, :damage-resistance {:cold true, :bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true},
:condition-immunity {:poisoned true}}, :traits [{:name
"Familiar", :type :Other, :description "The imp can enter into a contract to serve
another creature as a familiar, forming a telepathic bond with its willing master.
While the two are bonded, the master can sense what the imp senses as long as they
are within l mile of each other. While the imp is within 10 feet of its master, the
master shares the imp's Magic Resistance trait. If its master violates the terms of
the contract, the imp can end its service as a familiar, ending the telepathic
bond."} {:name "Shapechanger", :description "The imp can use its action to
polymorph into a beast form that resembles a rat (speed 20ft.), a raven (20ft., fly
60ft.), or a spider (20ft., climb 20ft.), or back into its true form. Its
statistics are the same in each form, except for the speed changes noted. Any
equipment it is wearing or carrying isn't transformed. It reverts to its true form
if it dies. "} {:name "Devil's Sight", :description "Magical darkness doesn't
impede the imp's darkvision. "} {:name "Magic Resistance", :description "The imp
has advantage on saving throws against spells and other magical effects. "} {:type
:action, :name "Sting (Bite in Beast Form)", :description "Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target
must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a
failed save, or half as much damage on a successful one. "} {:type :action, :name
"Invisibility", :description "The imp magically turns invisible until it attacks or
until its concentration ends (as if concentrating on a spell). Any equipment the
imp wears or carries is invisible with it. "}]}, :thri-kreen-weapons-variant- {:key
:thri-kreen-weapons-variant-, :int 8, :speed "40 ft.", :name "Thri-kreen (Weapons
Variant)", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 6, :die 8,
:modifier 6}, :type :humanoid, :size :medium, :option-pack "Monster
Manual", :armor-class 15, :skills {:perception 3, :stealth 4, :survival 3}, :str
12, :challenge 1, :con 13, :dex 15, :wis 12, :languages "thri kreen", :props
{:language {:thri-kreen true}}, :traits [{:name "Chameleon Carapace", :description
"The thri-kreen can change the color of its carapace to match the color and texture
of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks
made to hide. "} {:name "Standing Leap", :description "The thri-kreen's long jump
is up to 30 feet and its high jump is up to 15 feet, with or without a running
start. "} {:name "Multiattack", :description "Option 1: The thri-kreen makes two
gythka attacks or two chatkcha attacks. \nOption 2: The thri-kreen makes two
attacks: one with its bite and one with its claws. ", :type :action} {:name
"Gythka", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) slashing damage. "} {:type :action, :name
"Chatkcha", :description "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 5 (1d6 + 2) slashing damage. "} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11
Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by
5 or more, the target is also paralyzed while poisoned in this way. The poisoned
target can repeat the saving throw on each of its turns, ending the effect on
itself on a success."} {:type :action, :name "Claws", :description "Melee Weapon
Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. "}]},
:bone-devil-summoning-variant- {:key :bone-devil-summoning-variant-, :int
13, :speed "40 ft., fly 40ft.", :name "Bone Devil (Summoning Variant)", :alignment
"lawful evil", :cha 16, :hit-points {:die-count 15, :die 10, :modifier
60}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class
19, :skills {:deception 7, :insight 6}, :str 18, :saving-throws {:int 5, :wis
6, :cha 7}, :challenge 9, :con 18, :dex 16, :wis 14, :props {:language {:infernal
true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true},
:condition-immunity {:poisoned true}}, :traits [{:name "Summon Devil
(1/Day)", :type :action, :description "The devil chooses what to summon and
attempts a magical summoning. A bone devil has a 40 percent chance of summoning 2d6
spined devils or one bone devil. A summoned devil appears in an unoccupied space
within 60 feet of its summoner, acts as an ally of its summoner, and can't summon
other devils. It remains for 1 minute, until it or its summoner dies, or until its
summoner dismisses it as an action. "} {:name "Devil's Sight", :description
"Magical darkness doesn't impede the devil's darkvision."} {:name "Magic
Resistance", :description "The devil has advantage on saving throws against spells
and other magical effects."} {:type :action, :name "Multiattack", :description "The
devil makes three attacks: two with its claws and one with its sting. "}
{:type :action, :name "Claw", :description "Melee Weapon Attack: +8 to hit, reach
10ft., one target. Hit: 8 (1d8 + 4) slashing damage."} {:type :action, :name
"Sting", :description "Melee Weapon Attack: +8 to hit, reach 10ft., one target.
Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must
succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The
target can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. "}]}, :yuan-ti-abomination {:key :yuan-ti-
abomination, :int 17, :speed "40 ft.", :name "Yuan-ti Abomination", :alignment
"neutral evil", :cha 18, :hit-points {:die-count 15, :die 10, :modifier
45}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class
15, :skills {:perception 5, :stealth 6}, :str 19, :challenge 7, :con 17, :dex
16, :wis 15, :props {:language {:abyssal true, :common true, :draconic
true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned
true}}, :traits [{:name "Shapechanger", :description "The yuan-ti can use its
action to polymorph into a Large snake, or back into its true form. Its statistics
are the same in each form. Any equipment it is wearing or carrying isn't
transformed. It doesn't change form if it dies. "} {:name "Innate Spellcasting
(Abomination Form Only)", :description "The yuan-ti's innate spellcasting ability
is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells,
requiring no material components: \nAt will: animal friendship (snakes only)
\n3/day: suggestion \n1/day:fear "} {:name "Magic Resistance", :description "The
yuan-ti has advantage on saving throws against spells and other magical effects. "}
{:type :action, :name "Multiattack (Abomination Form Only)", :description "The
yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and
constrict attacks only once each. "} {:name "Bite", :type :action, :description
"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4)
piercing damage plus 10 (3d6) poison damage. "} {:type :action, :name
"Constrict", :description "Melee Weapon Attack: +7 to hit, reach 10ft., one target
Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14).
Until this grapple ends, the target is restrained, and the yuan-ti can't constrict
another target "} {:type :action, :name "Scimitar (Abomination Form
Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) slashing damage."} {:name "Longbow (Abomination Form
Only)", :description "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage.
", :type :action}]}, :myconid-sovereign
{:key :myconid-sovereign, :int 13, :speed "30ft.", :name "Myconid
Sovereign", :alignment "lawful neutral", :cha 10, :hit-points {:die-count 8, :die
10, :modifier 16}, :type :plant, :size :large, :option-pack "Monster
Manual", :armor-class 13, :str 12, :challenge 2, :con 14, :dex 10, :wis 15, :traits
[{:name "Distress Spores", :description "When the myconid takes damage, all other\
nmyconids within 240 feet of it can sense its pain."} {:name "Sun
Sickness", :description "While in sunlight, the myconid has disadvantage\non
ability checks, attack rolls, and saving throws. The myconid\ndies if it spends
more than 1 hour in direct sunlight."} {:type :action, :name
"Multiattack", :description "The myconid uses either its Hallucination Spores\nor
its Pacifying Spores, then makes a fist attack."} {:type :action, :name
"Fist", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit:\n8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage."}
{:type :action, :name "Animating Spores (3/Day).", :description "The myconid
targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it
and releases spores at the corpse. In 24 hours, the corpse rises as a spore
servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it
can't be animated again in this way."} {:name "Hallucination Spores", :description
"The myconid ejects spores at one creature it can see within 5 feet of it. The
target must succeed on a DC 12 Constitution saving throw or be poisoned for 1
minute. The poisoned target is incapacitated while it hallucinates. The target can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.", :type :action} {:type :action, :name "Pacifying
Spores", :description "The myconid ejects spores at one creature it can see within
5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be
stunned for 1 minute. The target can repeat the saving throw at the end of each of
its turns, ending the condition on itself on a success."} {:type :action, :name
"Rapport Spores", :description "A 30-foot radius of spores extends from the
myconid. These spores can go around corners and affect only creatures with an
Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected
creatures can communicate telepathically with one another while they are within 30
feet of each other. The effect lasts for 1 hour."}]}, :carrion-crawler
{:key :carrion-crawler, :int 1, :speed "30ft., climb 30ft.", :name "Carrion
Crawler", :alignment "unaligned", :cha 5, :hit-points {:die-count 6, :die
10, :modifier 18}, :type :monstrosity, :size :large, :option-pack "Monster Manual",
:armor-class 13, :skills {:perception 3}, :str 14, :challenge 2, :con 16, :dex
13, :wis 12, :traits [{:name "Keen Smell", :description "The carrion crawler has
advantage on Wisdom (Perception) checks that rely on smell."} {:name "Spider
Climb", :description "The carrion crawler can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check."}
{:type :action, :name "Multiattack", :description "The carrion crawler makes two
attacks: one with its tentacles and one with its bite."} {:type :action, :name
"Tentacles", :description "Melee Weapon Attack: +8 to hit, reach 10ft., one
creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the
target is paralyzed. The target can repeat the saving throw at the end of each of
its turns, ending the poison on itself on a success."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) piercing damage."}]}, :orc-eye-of-gruumsh {:key :orc-eye-of-
gruumsh, :int 9, :speed "30ft.", :name "Orc Eye of Gruumsh", :alignment "chaotic
evil", :cha 12, :hit-points {:die-count 6, :die 8, :modifier
8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 16,
:skills {:intimidation 3, :religion 1}, :str 16, :challenge 2, :con 16, :dex
12, :wis 13, :props {:language {:common true, :orc true}}, :traits [{:name
"Aggressive", :description "As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see."} {:name "Gruumsh's Fury", :description
"The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included
in the attack)."} {:name "Spellcasting", :description "The ore is a 3rd-level
spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with
spell attacks). The orc has the following cleric spells prepared:\nCantrips (at-
will): guidance, resistance, thaumaturgy\n1st level (4 slots): bless, command\n2nd
level (2 slots): augury, spiritual weapon (spear)"} {:name
"Spear", :type :action, :description "Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing
damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee
attack."}]}, :green-slaad-control-gem-variant- {:key :green-slaad-control-gem-
variant-, :int 11, :speed "30 ft.", :name "Green Slaad (Control Gem
Variant)", :alignment "chaotic neutral", :cha 12, :hit-points {:die-count 15, :die
10, :modifier 45}, :type :aberration, :size :large, :option-pack "Monster
Manual", :armor-class 16, :skills {:arcana 3, :perception 2}, :str 18, :challenge
8, :con 16, :dex 15, :wis 8, :props {:language {:slaad true, :telepathy-60-ft-
true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning
true, :thunder true}}, :traits [{:name "Control Gem", :description "Implanted in
the slaad's brain is a magic control gem. The slaad must obey whoever possesses the
gem and is immune to being charmed while so controlled. Certain spells can be used
to acquire the gem. If the slaad fails its saving throw against imprisonment, the
spell can transfer the gem to the spellcaster's open hand, instead of imprisoning
the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire
the gem. A greater restoration spell cast on the slaad destroys the gem without
harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the
gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work
and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10)
psychic damage to the slaad. "} {:name "Shapechanger", :description "The slaad can
use its action to polymorph into a Small or Medium humanoid, or back into its true
form. Its statistics, other than its size, are the same in each form. Any equipment
it is wearing or carrying isn't transformed. It reverts to its true form if it
dies. "} {:name "Innate Spellcasting", :description "The slaad's innate
spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast
the following spells, requiring no material components: \nAt will: detect magic,
detect thoughts, mage hand \n2/day each: fear, invisibility (self only) \n1/day:
fireball"} {:name "Magic Resistance", :description "The slaad has advantage on
saving throws against spells and other magical effects. "} {:name
"Regeneration", :description "The slaad regains 10 hit points at the start of its
turn if it has at least 1 hit point. "} {:name "Multiattack", :description "The
slaad makes three attacks: one with its bite and two with its claws or staff.
Alternatively, it uses its Hurl Flame twice.", :type :action} {:type :action, :name
"Bite (Slaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) piercing damage. "} {:type :action, :name "Claw
(Siaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (ld6 + 4) slashing damage. "} {:name
"Staff", :type :action, :description "Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage. "} {:type :action, :name "Hurl
Flame", :description "Ranged Spell Attack: +4 to hit, range 60ft., one target. Hit:
10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or
carried. "}]}, :demilich {:legendary-actions {:description "The demilich can take 3
legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature's turn. The
demilich regains spent legendary actions at the start of its
turn."}, :key :demilich, :int 20, :speed "0 ft., fly 30 ft. (hover)", :name
"Demilich", :alignment "neutral evil", :cha 20, :hit-points {:die-count 20, :die
4}, :type :undead, :size :tiny, :option-pack "Monster Manual", :armor-class
20, :str 1, :saving-throws {:con 6, :int 11, :wis 9, :cha 11}, :challenge 19, :con
10, :dex 20, :wis 17, :props {:damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :damage-vulnerability {:bludgeoning false, :piercing
false, :slashing false}, :damage-immunity {:psychic true, :necrotic true, :piercing
true, :slashing true, :bludgeoning true, :poison true}, :condition-immunity
{:charmed true, :deafened true, :frightened true, :paralyzed true, :petrified true,
:poisoned true, :prone true, :stunned true}}, :traits [{:name "Challenge
Rating", :description "CR 18 (20,000XP)"} {:name "Avoidance", :description "If the
demilich is subjected to an effect that allows it to make a saving throw to take
only half damage, it instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails."} {:name "Legendary Resistance
(3/Day)", :description "If the demilich fails a saving throw, it can choose to
succeed instead."} {:name "Turn Immunity", :description "The demilich is immune to
effects that turn undead."} {:name "Howl (Recharge 5-
6)", :type :action, :description "The demilich emits a bloodcurdling howl. Each
creature within 30 feet of the demilich that can
hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit
points. On a successful save, the creature is frightened until the end of its next
turn."} {:name "Flight", :type :legendary-action, :description "The demilich flies
up to half its flying speed."} {:type :legendary-action, :name "Cloud of
Dust", :description "The demilich magically swirls its dusty remains. Each creature
within 10 feet of the demilich, including around a corner, must succeed on a DC 15
Constitution saving throw or be blinded until the end of the demilich's next turn.
A creature that succeeds on the saving throw is immune to this effect until the end
of the demilich's next turn."} {:name "Energy Drain (Costs 2
Actions)", :type :legendary-action, :description "Each creature with in 30 feet of
the demilich must make a DC 15 Constitution saving throw. On a failed save, the
creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit
point maximum is reduced to 0 by this effect, the creature dies. A creature's hit
point maximum can be restored with the greater restoration spell or similar
magic."} {:name "Vile Curse (Costs 3 Actions)", :type :legendary-
action, :description "The demilich targets one creature it can see within 30 feet
of it. The target must succeed on a DC 15 Wisdom saving throw or be magically
cursed. Until the curse ends, the target has disadvantage on attack rolls and
saving throws. The target can repeat the saving throw at the end of each of its
turns, ending the curse on a success."}]}, :ultroloth {:key :ultroloth, :int
18, :speed "30ft., fly 60ft. ", :name "Ultroloth", :alignment "neutral evil", :cha
19, :hit-points {:die-count 18, :die 8, :modifier 72}, :type :fiend, :size :medium,
:option-pack "Monster Manual", :armor-class 19, :skills {:intimidation
9, :perception 7, :stealth 8}, :str 16, :challenge 13, :con 18, :dex 16, :wis
15, :props {:language {:abyssal true, :infernal true, :telepathy-120ft-
true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:acid true, :poison true},
:condition-immunity {:charmed true, :frightened true, :poisoned true}}, :traits
[{:name "Innate Spellcasting", :description "The ultroloth's innate spellcasting
ability is Charisma (spell save DC 17). The ultroloth can innately cast the
following spells, requiring no material components: \nAt will: alter self,
clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility
(self only), suggestion \n3/day each: dimension door,fear, wall of fire \n1/day
each: fire storm, mass suggestion "} {:name "Magic Resistance", :description "The
ultroloth has advantage on saving throws against spells and other magical effects.
"} {:name "Magic Weapons", :description "The ultroloth's weapon attacks are
magical."} {:name "Multiattack", :type :action, :description "The ultroloth can use
its Hypnotic Gaze and makes three melee attacks. "} {:type :action, :name
"Longsword", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two
hands. "} {:type :action, :name "Hypnotic Gaze", :description "The ultroloth's eyes
sparkle with opalescent light as it targets one creature it can see within 30 feet
of it. If the target can see the ultroloth, the target must succeed on a DC 17
Wisdom saving throw against this magic or be charmed until the end of the
ultroloth's next turn. The charmed target is stunned. If the target's saving throw
is successful, the target is immune to the ultroloth's gaze for the next 24 hours.
"} {:name "Teleport", :type :action, :description "The ultroloth magically
teleports, along with any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see. "}]}, :mud-mephit {:key :mud-mephit, :int 9, :speed
"20 ft., fly 20 ft., swim 20 ft.", :name "Mud Mephit", :alignment "neutral
evil", :cha 7, :hit-points {:die-count 6, :die 6, :modifier
6}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 11,
:skills {:stealth 3}, :str 8, :challenge 0.25, :con 12, :dex 12, :wis 11, :props
{:damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits
[{:name "Death Burst", :description "When the mephit dies, it explodes in a burst
of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on
a DC 11 Dexterity saving throw or be restrained until the end of the creature's
next turn."} {:name "False Appearance", :description "While the mephit remains
motionless, it is indistinguishable from an ordinary mound of mud."}
{:type :action, :name "Fists", :description "Melee Weapon Attack: +3 to hit, reach
5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage."} {:type :action, :name
"Mud Breath (Recharge 6)", :description "The mephit belches viscid mud onto one
creature within 5 feet of it. If the target is Medium or smaller, it must succeed
on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success."}]}, :pentadrone-rogue-variant- {:key :pentadrone-rogue-
variant-, :int 10, :speed "40ft.", :name "Pentadrone (Rogue Variant)", :alignment
"any non-lawful alignment", :cha 13, :hit-points {:die-count 5, :die 10, :modifier
5}, :type :construct, :size :large, :option-pack "Monster Manual", :armor-class 16,
:skills {:perception 4}, :str 15, :challenge 2, :con 12, :dex 14, :wis 10, :props
{:language {:modron true}}, :traits [{:name "Disintegration", :description "If the
pentadrone dies, its body disintegrates\ninto dust, leaving behind its weapons and
anything else it\nwas carrying."} {:type :action, :name "Multiattack", :description
"The pentadrone makes five arm attacks."} {:type :action, :name "Arm", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one target.\nHit: 5 (1d6 + 2)
bludgeoning damage."} {:type :action, :name "Paralysis Gas (Recharge 5-
6)", :description "The pentadrone exhales a 30-foot cone of gas. Each creature in
that area must succeed on a DC ll Constitution saving throw or be paralyzed for 1
minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success."}]}, :nalfeshnee-summoning-variant- {:key
:nalfeshnee-summoning-variant-, :int 19, :speed "20ft., fly 30ft.", :name
"Nalfeshnee (Summoning Variant)", :alignment "chaotic evil", :cha 15, :hit-points
{:die-count 16, :die 10, :modifier 96}, :type :fiend, :size :large, :option-pack
"Monster Manual", :armor-class 18, :str 21, :saving-throws {:con 11, :int 9, :wis
6, :cha 7}, :challenge 13, :con 22, :dex 10, :wis 12, :props {:language {:abyssal
true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire
true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-
immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits
[{:type :action, :name "Summon Demon (1/Day)", :description "The demon chooses what
to summon and attempts a magical summoning. A nalfeshnee has a 50 percent chance of
summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. A summoned
demon appears in an unoccupied space within 60 feet of its summoner, acts as an
ally of its summoner, and can't summon other demons. It remains for 1 minute, until
it or its summoner dies, or until its summoner dismisses it as an action."} {:name
"Magic Resistance", :description "The nalfeshnee has advantage on saving throws
against spells and other magical effects."} {:name
"Multiattack", :type :action, :description "The nalfeshnee uses Horror Nimbus if it
can. It then makes three attacks: one with its bite and two with its claws."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 32 (5d10 + 5) piercing damage."} {:type :action, :name
"Claw", :description "Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 15 (3d6 + 5) slashing damage."} {:type :action, :name "Horror Nimbus (Recharge
5-6)", :description "The nalfeshnee magically emits scintillating, multicolored
light. Each creature within 15 feet of the nalfeshnee that can see the light must
succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success. If a creature's saving throw is successful or the effect ends
for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24
hours."} {:type :action, :name "Teleport", :description "The nalfeshnee magically
teleports, along with any equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see."}]}, :gray-slaad {:key :gray-slaad, :int 13, :speed
"30 ft.", :name "Gray Slaad", :alignment "chaotic neutral", :cha 14, :hit-points
{:die-count 17, :die 8, :modifier 51}, :type :aberration, :size :medium, :option-
pack "Monster Manual", :armor-class 18, :skills {:arcana 5, :perception 6}, :str
17, :challenge 9, :con 16, :dex 17, :wis 8, :props {:language {:slaad
true, :telepathy-60-ft- true}, :damage-resistance {:acid true, :cold true, :fire
true, :lightning true, :thunder true}}, :traits [{:name
"Shapechanger", :description "The slaad can use its action to polymorph into a
Small or Medium humanoid, or back into its true form. Its statistics, other than
its size, are the same in each form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies. "} {:name "Innate
Spellcasting", :description "The slaad's innate spellcasting ability is Charisma
(spell save DC 14). The slaad can innately cast the following spells, requiring no
material components: \nAt will: detect magic, detect thoughts, invisibility (self
only), mage hand, major image \n2/day each:fear,fly,fireball,
tongues \n1/day: plane shift (self only) "} {:name "Magic
Resistance", :description "The slaad has advantage on saving throws against spells
and other magical effects. "} {:name "Magic Weapons", :description "The slaad's
weapon attacks are magical. "} {:name "Regeneration", :description "The slaad
regains 10 hit points at the start of its turn if it has at least 1 hit point. "}
{:type :action, :name "Multiattack", :description "The slaad makes three attacks:
one with its bite and two with its claws or greatsword. "} {:type :action, :name
"Bite (Slaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage. "} {:type :action, :name "Claws
(Slaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) slashing damage. "} {:type :action, :name
"Greatsword", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. "}]}, :spectator {:key :spectator, :int
13, :speed "0 ft., fly 30ft. (hover)", :name "Spectator", :alignment "lawful
neutral", :cha 11, :hit-points {:die-count 6, :die 8, :modifier
12}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class
14, :skills {:perception 6}, :str 8, :challenge 3, :con 14, :dex 14, :condition-
immunities "prone", :wis 14, :languages "telepathy 120ft, undercommon, deep
speech", :props {:language {:telepathy-120ft- true, :undercommon true, :deep-speech
true}, :condition-immunity {:prone true}}, :traits [{:type :action, :name
"Bite", :description "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit:
2 (1d6-1) piercing damage."} {:type :action, :name "Eye Rays", :description "The
spectator shoots up to two of the following magical eye rays at one or two
creatures it can see within 90 feet of it. It can use each ray only once on a
turn."} {:name "1. Confusion Ray", :type :action, :description "The target must
succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of
its next turn. On its turn, the target can't move, and it uses its action to make a
melee or ranged attack against a randomly determined creature within range. If the
target can't attack, it does nothing on its turn."} {:name "2. Paralyzing
Ray", :description "The target must succeed on a DC 13 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.", :type :action}
{:description "The target must succeed on a DC 13 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw at the end of each
of its turns, with disadvantage if the spectator is visible to the target, ending
the effect on itself on a success.", :name "3. Fear Ray", :type :action}
{:description "The target must make a DC 13 Constitution saving throw, taking 16
(3d10) necrotic damage on a failed save, or half as much damage on a successful
one.", :name "4. Wounding Ray"} {:type :action, :description "The spectator
magically creates enough food and water to sustain itself for 24 hours.", :name
"Create Food and Water"} {:description "If the spectator makes a successful saving
throw against a spell, or a spell attack misses it, the spectator can choose
another creature (including the spellcaster) it can see within 30 feet of it. The
spell targets the chosen creature instead of the spectator. If the spell forced a
saving throw, the chosen creature makes its own save. If the spell was an attack,
the attack roll is rerolled against the chosen creature.", :name "Reaction: Spell
Reflection"}]}, :tridrone-rogue-variant- {:key :tridrone-rogue-variant-, :int
9, :speed "30ft.", :name "Tridrone (Rogue Variant)", :alignment "any non-lawful
alignment", :cha 9, :hit-points {:die-count 3, :die 8, :modifier
3}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class
15, :str 12, :challenge 0.5, :con 12, :dex 13, :wis 10, :props {:language {:modron
true}}, :traits [{:name "Disintegration", :description "If the tridrone dies, its
body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas
carrying."} {:type :action, :name "Multiattack", :description "The tridrone makes
three fist attacks or three\njavelin attacks."} {:type :action, :name
"Fist", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit:\n3 (1d4 + 1) bludgeoning damage."} {:type :action, :name
"Javelin", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or\
nrange 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage."}]}, :quadrone-
rogue-variant- {:key :quadrone-rogue-variant-, :int 10, :speed "30ft., fly
30ft.", :name "Quadrone (Rogue Variant)", :alignment "any non-lawful
alignment", :cha 11, :hit-points {:die-count 4, :die 8, :modifier
4}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class
16, :skills {:perception 2}, :str 12, :challenge 1, :con 12, :dex 14, :wis
10, :languages "modron", :props {:language {:modron true}}, :traits [{:name
"Disintegration", :description "If the quadrone dies, its body disintegrates\ninto
dust, leaving behind its weapons and anything else it\nwas carrying."} {:name
"Multiattack", :type :action, :description "The quadrone makes two fist attacks or
four\nshortbow attacks."} {:name "Fist", :description "Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit:\n3 (1d4 + 1) bludgeoning
damage.", :type :action} {:type :action, :name "Shortbow", :description "Ranged
Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage."}]}, :yochlol-summoning-variant- {:key :yochlol-summoning-variant-, :int
13, :speed "30ft., climb 30ft. ", :name "Yochlol (Summoning Variant)", :alignment
"chaotic evil", :cha 15, :hit-points {:die-count 16, :die 8, :modifier
64}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class
15, :skills {:deception 10, :insight 6}, :str 15, :saving-throws {:dex 6, :int
5, :wis 6, :cha 6}, :challenge 10, :con 18, :dex 14, :wis 15, :props {:language
{:abyssal true, :elvish true, :undercommon true}, :damage-resistance {:cold
true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned
true}}, :traits [{:name "Summon Demon (1/Day)", :type :action, :description "The
demon chooses what to summon and attempts a magical summoning. A yochlol has a 50
percent chance of summoning one yochlol. A summoned demon appears in an unoccupied
space within 60 feet of its summoner, acts as an ally of its summoner, and can't
summon other demons. It remains for 1 minute, until it or its summoner dies, or
until its summoner dismisses it as an action."} {:name "Shapechanger", :description
"The yochlol can use its action to polymorph into a form that resembles a female
drow or giant spider, or back into its true form. Its statistics are the same in
each form. Any equipment it is wearing or carrying isn't transformed. It reverts to
its true form if it dies."} {:name "Magic Resistance", :description "The yochlol
has advantage on saving throws against spells and other magical effects. "} {:name
"Spider Climb", :description "The yochlol can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check."} {:name "Innate
Spellcasting", :description "The yochlol's spellcasting ability is Charisma (spell
save DC 14). The yochlol can innately cast the following spells, requiring no
material components: \nAt will: detect thoughts, web \n1/day: dominate person "}
{:name "Web Walker", :description "The yochlol ignores movement restrictions caused
by webbing."} {:type :action, :name "Multiattack", :description "The yochlol makes
two melee attacks. "} {:type :action, :name "Slam (Bite in Spider
Form)", :description "Melee Weapon Attack: +6 to hit, reach 5 ft. (10ft. in demon
form), one target. Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form) damage
plus 21 (6d6) poison damage."} {:type :action, :name "Mist Form", :description "The
yochlol transforms into toxic mist or reverts to its true form. Any equipment it is
wearing or carrying is also transformed. It reverts to its true form if it dies.
While in mist form, the yochlol is incapacitated and can't speak. It has a flying
speed of 30 feet, can hover, and can pass through any space that isn't airtight. It
has advantage on Strength, Dexterity, and Constitution saving throws, and it is
immune to nonmagical damage. While in mist form, the yochlol can enter a creature's
space and stop there. Each time that creature starts its turn with the yochlol in
its space, the creature must succeed on a DC 14 Constitution saving throw or be
poisoned until the start of its next turn. While poisoned in this way, the target
is incapacitated. "}]}, :nyacaloth {:key :nyacaloth, :int 12, :speed "40 ft., fly
60ft. ", :name "Nyacaloth", :alignment "neutral evil", :cha 15, :hit-points {:die-
count 13, :die 10, :modifier 52}, :type :fiend, :size :large, :option-pack "Monster
Manual", :armor-class 18, :skills {:intimidation 6, :perception 4, :stealth
4}, :str 20, :challenge 9, :con 19, :dex 11, :wis 10, :props {:language {:abyssal
true, :infernal true, :telepathy-60-ft- true}, :damage-resistance {:cold
true, :fire true, :bludgeoning true, :piercing true, :slashing true, :lightning
true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:poisoned
true}}, :traits [{:name "Innate Spellcasting", :description "The nycaloth's innate
spellcasting ability is Charisma. The nycaloth can innately cast the following
spells, requiring no material components: \nAt will: darkness, detect magic, dispel
magic, invisibility (self only), mirror image "} {:name "Magic
Resistance", :description "The nycaloth has advantage on saving throws against
spells
and other magical effects."} {:name "Magic Weapons", :description "The nycaloth's
weapon attacks are magical. "} {:type :action, :name "Multiattack", :description
"The nycaloth makes two melee attacks, or it makes one melee attack and teleports
before or after the attack."} {:type :action, :name "Claw", :description "Melee
Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
damage. If the target is a creature, it must succeed on a DC 16 Constitution saving
throw or take 5 (2d4) slashing damage at the start of each of its turns due to a
fiendish wound. Each time the nycaloth hits the wounded target with this attack,
the damage dealt by the wound increases by 5 (2d4). Any creature can take an action
to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also
closes if the target receives magical healing. "} {:type :action, :name "Greataxe",
:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18
(2d12 + 5) slashing damage. "} {:type :action, :name "Teleport", :description "The
nycaloth magically teleports, along with any equipment it is wearing or carrying,
up to 60 feet to an unoccupied space it can see. "}]}, :gnoll-fang-of-yeenoghu
{:key :gnoll-fang-of-yeenoghu, :int 10, :speed "30ft.", :name "Gnoll Fang of
Yeenoghu", :alignment "chaotic evil", :cha 13, :hit-points {:die-count 10, :die
8, :modifier 20}, :type :fiend, :size :medium, :option-pack "Monster
Manual", :armor-class 14, :str 17, :saving-throws {:con 4, :wis 2, :cha
3}, :challenge 4, :con 15, :dex 15, :wis 11, :props {:language {:abyssal
true, :gnoll true}}, :traits [{:name "Rampage", :description "When the gnoll
reduces a creature to 0 hit points with a melee attack on its turn, the gnoll ca n
take a bonus action to move up to half its speed and make a bite attack."}
{:type :action, :name "Multiattack", :description "The gnoll makes three attacks:
one with its bite and two with its claws."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12
Constitution saving throw or take 7 (2d6) poison damage."} {:type :action, :name
"Claw", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one [Link]:
7 (1d8 + 3) slashing damage."}]}, :water-weird {:key :water-weird, :int 10, :speed
"0 ft., swim 60 ft. ", :name "Water Weird", :alignment "neutral", :cha 10, :hit-
points {:die-count 9, :die 10, :modifier
9}, :type :elemental, :size :large, :option-pack "Monster Manual", :armor-class 13,
:str 17, :challenge 3, :con 13, :dex 16, :wis 10, :props {:language {:understands-
aquan-but-doesnt-speak true}, :damage-resistance {:fire true, :bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-
immunity {:grappled true, :paralyzed true, :poisoned true, :restrained true, :prone
true, :unconscious true}}, :traits [{:name "Invisible in Water", :description "The
water weird is invisible while fully immersed in water. "} {:name "Water
Bound", :description "The water weird dies if it leaves the water to which it is
bound or if that water is destroyed."} {:type :action, :name
"Constrict", :description "Melee Weapon Attack: +5 to hit, reach 10ft., one
creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller,
it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this
grapple ends, the target is restrained, the water weird tries to drown it, and the
water weird can't constrict another target. "}]}, :quasit-familiar {:key :quasit-
familiar, :int 7, :speed "40 ft.", :name "Quasit Familiar", :alignment "chaotic
evil", :cha 10, :hit-points {:die-count 3, :die
4}, :type :fiend, :size :tiny, :option-pack "Monster Manual", :armor-class
13, :skills {:stealth 5}, :str 5, :challenge 1, :con 10, :dex 17, :wis 10, :props
{:language {:abyssal true, :common true}, :damage-resistance {:cold true, :fire
true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-
immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name
"Familiar", :description "The quasit can serve another creature as a familiar,
forming a telepathic bond with its willing master. While the two are bonded, the
master can sense what the quasit senses as long as they are within 1 mile of each
other. While the quasit is within 10 feet of its master, the master shares the
quasit's Magic Resistance trait. At any time and for any reason, the qua sit can
end its service as a familiar, ending the telepathic bond."} {:name "Shapechanger",
:description "The quasit can use its action to polymorph into a beast form that
resembles a bat (speed 10ft. fly 40ft.), a centipede (40ft., climb 40ft.), or a
toad (40ft., swim 40ft.), or back into its true form. Its statistics are the same
in each form, except for the speed changes noted. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it dies."} {:name "Magic
Resistance", :description "The quasit has advantage on saving throws against spells
and other magical effects."} {:type :action, :name "Claws (Bite in Beast
Form)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution
saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The
target can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. "} {:type :action, :name "Scare
(1/Day)", :description "One creature of the quasit's choice within 20 feet of it
must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The
target can repeat the saving throw at the end of each of its turns, with
disadvantage if the quasit is within line of sight, ending the effect on itself on
a success."} {:type :action, :name "Invisibility", :description "The quasit
magically turns invisible until it attacks or uses Scare, or until its
concentration ends (as if concentrating on a spell). Any equipment the quasit wears
or carries is invisible with it."}]}, :pseudodragon-familiar {:key :pseudodragon-
familiar, :int 10, :speed "15ft., fly 60ft. ", :name "Pseudodragon
Familiar", :alignment "neutral good", :cha 10, :hit-points {:die-count 2, :die
4, :modifier 2}, :type :dragon, :size :tiny, :option-pack "Monster Manual", :armor-
class 13, :skills {:perception 3, :stealth 4}, :str 6, :challenge 0.25, :con
13, :dex 15, :wis 12, :props {:language {:understands-common-and-draconic-but-cant-
speak- true}}, :traits [{:name "Familiar", :description "The pseudodragon can serve
another creature as a familiar, forming a magic, telepathic bond with that willing
companion. While the two are bonded, the companion can sense what the pseudodragon
senses as long as they are within 1 mile of each other. While the pseudodragon is
within 10 feet of its companion, the companion shares the pseudodragon's Magic
Resistance trait. At any time and for any reason, the pseudodragon can end its
service as a familiar, ending the telepathic bond. "} {:name "Keen
Senses", :description "The pseudodragon has advantage on Wisdom (Perception) checks
that rely on sight, hearing, or smell. "} {:name "Magic Resistance", :description
"The pseudodragon has advantage on saving throws against spells and other magical
effects. "} {:name "Limited Telepathy", :description "The pseudodragon can
magically communicate simple ideas, emotions, and images telepathically with any
creature within 100 feet of it that can understand a language. "} {:name
"Bite", :type :action, :description "Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage. "} {:type :action, :name
"Sting", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11
Constitution saving throw or become poisoned for 1 hour. If the saving throw fails
by 5 or more, the target falls unconscious for the same duration, or until it takes
damage or another creature uses an action to shake it awake. "}]}, :young-remorhaz-
{:key :young-remorhaz-, :int 3, :speed "30ft., burrow 20ft. ", :name "Young
Remorhaz ", :alignment "unaligned", :cha 4, :hit-points {:die-count 11, :die
10, :modifier 33}, :type :monstrosity, :size :large, :option-pack "Monster Manual",
:armor-class 14, :str 18, :challenge 5, :con 17, :dex 13, :wis 10, :props {:damage-
immunity {:cold true, :fire true}}, :traits [{:name "Heated Body", :description "A
creature that touches the remorhaz or hits it with a melee attack while within 5
feet of it takes 7 (2d6) fire damage. "} {:name "Bite", :type :action, :description
"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4)
piercing damage plus 7 (2d6) fire damage."}]}, :dust-mephit-summoning-variant-
{:damage-resistances "fire", :key :dust-mephit-summoning-variant-, :damage-
vulnerabilities "fire", :int 9, :speed "30 ft., fly 30ft.", :name "Dust Mephit
(Summoning Variant)", :damage-immunities "poison", :alignment "neutral evil", :cha
10, :hit-points {:die-count 5, :die 6}, :type :elemental, :size :small, :option-
pack "Monster Manual", :armor-class 12, :skills {:perception 2, :stealth 4}, :str
5, :challenge 0.5, :con 10, :dex 14, :condition-immunities "poisoned", :wis
11, :languages "auran, terran", :props {:language {:auran true, :terran
true}, :damage-vulnerability {:fire true}, :damage-immunity {:poison
true}, :condition-immunity {:poisoned true}}, :traits [{:name "Death
Burst", :description "When the mephit dies, it explodes in a burst of dust. Each
creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw
or be blinded for 1 minute. A blinded creature can repeat the saving throw on each
of its turns, ending the effect on itself on a success."}
{:name "Innate Spellcasting (1/Day).", :description "The mephit can innately cast
sleep, requiring no material components. Its innate spellcasting ability is
Charisma."} {:name "Claws", :description "Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 4 (1d4 + 2) slashing damage.", :type :action} {:name
"Summon Mephits (1/Day)", :description "The mephit has a 25 percent chance of
summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space
within 60 feet of its summoner, acts as an ally of its summoner, and can't summon
other mephits. It remains for 1 minute, until it or its summoner dies, or until its
summoner dismisses it as an action.", :type :action} {:name "Blinding Breath
(Recharge 6)", :type :action, :description "The mephit exhales a 15-foot cone of
blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving
throw or be blinded for 1 minute. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success."}]}, :sea-hag-
coven-variant- {:key :sea-hag-coven-variant-, :int 12, :speed "30ft., swim 40ft. ",
:name "Sea Hag (Coven Variant)", :alignment "chaotic evil", :cha 13, :hit-points
{:die-count 7, :die 8, :modifier 21}, :type :fey, :size :medium, :option-pack
"Monster Manual", :armor-class 14, :str 16, :challenge 4, :con 16, :dex 13, :wis
12, :props {:language {:aquan true, :common true, :giant true}}, :traits [{:name
"Shared Spellcasting", :description "While all three members of a hag coven are
within 30 feet of one another, they can each cast the following spells from the
wizard's spell list but must share the spell slots among themselves: \n1st level (4
slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object
\n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3
slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane,
scrying \n6th level (1 slot): eye bite \nFor casting these spells, each hag is a
12th-level spellcaster that uses Intelligence as her spellcasting ability. The
spell save DC is 12 +the hag's Intelligence modifier, and the spell attack bonus is
4 +the hag's Intelligence modifier. "} {:name "Amphibious", :description "The hag
can breathe air and water. "} {:name "Horrific Appearance", :description "Any
humanoid that starts its turn within 30 feet of the hag and can see the hag's true
form must make a DC 11 Wisdom saving throw. On a failed save, the creature is
frightened for 1 minute. A creature can repeat the saving throw at the end of each
of its turns, with disadvantage if the hag is within line of sight, ending the
effect on itself on a success. If a creature's saving throw is successful or the
effect ends for it, the creature is immune to the hag's Horrific Appearance for the
next 24 hours. Unless the target is surprised or the revelation of the hag's true
form is sudden, the target can avert its eyes and avoid making the initial saving
throw. Until the start of its next turn, a creature that averts its eyes has
disadvantage on attack rolls against the hag. "} {:type :action, :name
"Claws", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage. "} {:type :action, :name "Death
Glare", :description "The hag targets one frightened creature she can see within 30
feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom
saving throw against this magic or drop to 0 hit points."} {:type :action, :name
"Illusory Appearance", :description "The hag covers herself and anything she is
wearing or carrying with a magical illusion that makes her look like an ugly
creature of her general size and humanoid shape. The effect ends if the hag takes a
bonus action to end it or if she dies. The changes wrought by this effect fail to
hold up to physical inspection. For example, the hag could appear to have no claws,
but someone touching her hand might feel the claws. Otherwise, a creature must take
an action to visually inspect the illusion and succeed on a DC 16 Intelligence
(Investigation) check to discern that the hag is disguised. "}]}, :grick-alpha
{:key :grick-alpha, :int 4, :speed "30ft., climb 30ft.", :name "Grick
Alpha", :alignment "neutral", :cha 9, :hit-points {:die-count 10, :die
10, :modifier 20}, :type :monstrosity, :size :large, :option-pack "Monster Manual",
:armor-class 18, :str 18, :challenge 7, :con 15, :dex 16, :wis 14, :props {:damage-
resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:name
"Stone Camouflage", :description "The grick has advantage on Dexterity (Stealth)
checks made to hide in rocky terrain."} {:type :action, :name
"Multiattack", :description "The grick makes two attacks: one with its tail and one
with its tentacles. If it hits with its tentacles, the grick can make one beak
attack against the same target."} {:type :action, :name "Tail", :description "Melee
Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage."} {:type :action, :name "Tentacles", :description "Melee Weapon Attack: +7
to hit, reach 10ft., one target. Hit: 22 (4d8 + 4) slashing damage."}
{:type :action, :name "Beak", :description "Melee Weapon Attack: +7 to hit, reach
10ft., one target. Hit: 13 (2d8 + 4) piercing damage."}]}, :nycaloth-summoning-
variant- {:key :nycaloth-summoning-variant-, :int 12, :speed "40 ft., fly
60ft.", :name "Nycaloth (Summoning Variant)", :damage-immunities "acid,
poison", :alignment "neutral evil", :cha 15, :hit-points {:die-count 13, :die
10, :modifier 52}, :type :fiend, :size :large, :option-pack "Monster
Manual", :armor-class 18, :skills {:intimidation 6, :perception 4, :stealth
4}, :str 20, :challenge 9, :con 19, :dex 11, :condition-immunities "poisoned", :wis
10, :languages "abyssal, infernal, telepathy 60 ft", :props {:language {:abyssal
true, :infernal true, :telepathy-60-ft- true}, :damage-resistance {:cold
true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:poisoned
true}}, :traits [{:name "Summon Yugoloth (1/Day)", :type :action, :description "The
yugoloth chooses what to summon and attempts a magical summoning. A nycaloth has a
50 percent chance of summoning 1d4 mezzoloths or one nycaloth. A summoned yugoloth
appears in an unoccupied space within 60 feet of its summoner, does as it pleases,
and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until
it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
"} {:name "Innate Spellcasting", :description "The nycaloth's innate spellcasting
ability is Charisma. The nycaloth can innately cast the following spells, requiring
no material components: \nAt will: darkness, detect magic, dispel magic,
invisibility (self only), mirror image"} {:name "Magic Resistance", :description
"The nycaloth has advantage on saving throws against spells and other magical
effects. "} {:name "Magic Weapons", :description "The nycaloth's weapon attacks are
magical. "} {:type :action, :name "Multiattack", :description "The nycaloth makes
two melee attacks, or it makes one melee attack and teleports before or after the
attack. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a
creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4)
slashing damage at the start of each of its turns due to a fiendish wound. Each
time the nycaloth hits the wounded target with this attack, the damage dealt by the
wound increases by 5 (2d4). Any creature can take an action to stanch the wound
with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the
target receives magical healing. "} {:type :action, :name "Greataxe", :description
"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5)
slashing damage."} {:type :action, :name "Teleport", :description "The nycaloth
magically teleports, along with any equipment it is wearing or carrying, up to 60
feet to an unoccupied space it can see. "}]}, :grell {:key :grell, :int 12, :speed
"10ft., fly 30ft. (hover)", :name "Grell", :alignment "neutral evil", :cha 9, :hit-
points {:die-count 10, :die 8, :modifier
10}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class
12, :skills {:perception 4, :stealth 6}, :str 15, :challenge 3, :con 13, :dex
14, :wis 11, :props {:damage-immunity {:lightning true}, :condition-immunity
{:blinded true, :prone true}, :language {:grell true}}, :traits
[{:type :action, :name "Multiattack", :description "The grell makes two attacks:
one with its tentacles and one with its beak."} {:type :action, :name
"Tentacles", :description "Melee Weapon Attack: +4 to hit, reach 10ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11
Constitution saving throw or be poisoned for 1 minute. The poisoned target is
paralyzed, and it can repeat the saving throw at the end of each of its turns,
ending the effect on a success. The target is also grappled (escape DC 15). If the
target is Medium or smaller, it is also restrained until this grapple ends. While
grappling the target, the grell has advantage on attack rolls against it and can't
use this attack against other targets. When the grell moves, any Medium or smaller
target it is grappling moves with it."} {:type :action, :name "Beak", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2)
piercing damage."}]}, :beholder {:legendary-actions {:description "The beholder can
take 3 legendary actions, using the Eye Ray option below. It can take only one
legendary action at a time and only at the end of another creature's turn. The
beholder regains spent legendary
actions at the start of its turn."}, :key :beholder, :int 17, :speed "0 ft., fly
20ft. (hover)", :name "Beholder", :alignment "lawful evil", :cha 17, :hit-points
{:die-count 19, :die 10, :modifier 76}, :type :aberration, :size :large, :option-
pack "Monster Manual", :armor-class 18, :skills {:perception 12}, :str 10, :saving-
throws {:int 8, :wis 7, :cha 8}, :challenge 13, :con 18, :dex 14, :wis 15, :props
{:condition-immunity {:prone true}, :language {:deep-speech true, :undercommon
true}}, :traits [{:name "Antimagic Cone", :description "The beholder's central eye
creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone.
At the start of each of its turns, the beholder decides which way the cone faces
and whether the cone is active. The area works against the beholder's own eye
rays."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 14 (4d6) piercing damage."} {:type :action, :name
"Eye Rays", :description "The beholder shoots three of the following magical eye
rays at random (reroll duplicates), choosing one to three targets it can see within
120 feet of it:"} {:type :legendary-action, :description "The beholder uses one
random eye ray.", :name "Eye Ray"} {:type :action, :name "1. Charm
Ray", :description "The targeted creature must succeed on a DC 16 Wisdom saving
throw or be charmed by the beholder for 1 hour, or until the beholder harms the
creature. "} {:type :action, :name "2. Paralyzing Ray", :description "The targeted
creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success."} {:type :action, :name "3. Fear
Ray", :description "The targeted creature must succeed on a DC 16 Wisdom saving
throw or be frightened for 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success. "}
{:type :action, :name "4. Slowing Ray", :description "The targeted creature must
succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is
halved for 1 minute. In addition, the creature can't take reactions, and it can
take either an action or a bonus action on its turn, not both. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success. "} {:type :action, :name "5. Enervation Ray", :description
"The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8)
necrotic damage on a failed save, or half as much damage on a successful one. "}
{:type :action, :name "6. Telekinetic Ray", :description "If the target is a
creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it
up to 30 feet in any direction. It is restrained by the ray's telekinetic grip
until the start of the beholder's next turn or until the beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or
carried, it is moved up to 30 feet in any direction. The beholder can also exert
fine control on objects with this ray, such as manipulating a simple tool or
opening a door or a container. "} {:type :action, :name "7. Sleep
Ray", :description "The targeted creature must succeed on a DC 16 Wisdom saving
throw or fall asleep and remain unconscious for 1 minute. The target awakens if it
takes damage or another creature takes an action to wake it. This ray has no effect
on constructs and undead. "} {:type :action, :name "8. Petrification
Ray", :description "The targeted creature must make a DC 16 Dexterity saving throw.
On a failed save, the creature begins to turn to stone and is restrained. It must
repeat the saving throw at the end of its next turn. On a success, the effect ends.
On a failure, the creature is petrified until freed by the greater restoration
spell or other magic. "} {:type :action, :name "9. Disintegration
Ray", :description "If the target is a creature, it must succeed on a DC 16
Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the
creature to 0 hit points, its body becomes a pile of fine gray dust. If the target
is a Large or smaller non magical object or creation of magical force, it is
disintegrated without a saving throw. If the target is a Huge or larger object or
creation of magical force, this ray disintegrates a 10-foot cube of it. "}
{:type :action, :name "10. Death Ray", :description "The targeted creature must
succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The
target dies if the ray reduces it to 0 hit points. "}]}, :mezzoloth
{:key :mezzoloth, :int 7, :speed "40 ft.", :name "Mezzoloth", :alignment "neutral
evil", :cha 11, :hit-points {:die-count 10, :die 8, :modifier
30}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class
18, :skills {:perception 3}, :str 18, :challenge 5, :con 16, :dex 11, :wis
10, :languages "abyssal, infernal, telepathy 60 ft", :props {:language {:abyssal
true, :infernal true, :telepathy-60-ft- true}, :damage-resistance {:cold
true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:poisoned
true}}, :traits [{:name "Innate Spellcasting", :description "The mezzoloth's innate
spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately
cast the following spells, requiring no material components:\n2/day each: darkness,
dispel magic \n1/day: cloudkill"} {:name "Magic Resistance", :description "The
mezzoloth has advantage on saving throws against spells and other magical effects.
"} {:name "Magic Weapons", :description "The mezzoloth's weapon attacks are
magical."} {:name "Multiattack", :type :action, :description "The mezzoloth makes
two attacks: one with its claws and one with its trident."} {:type :action, :name
"Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage. "} {:type :action, :name "Trident", :description
"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held
with two claws and used to make a melee attack. "} {:type :action, :name
"Teleport", :description "The mezzoloth magically teleports, along with any
equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can
see. "}]}, :monodrone-rogue-variant- {:key :monodrone-rogue-variant-, :int
4, :speed "30ft., fly 30ft.", :name "Monodrone (Rogue Variant)", :alignment "any
non-lawful alignment", :cha 5, :hit-points {:die-count 1, :die 8, :modifier
1}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class
15, :str 10, :challenge 0.125, :con 12, :dex 13, :wis 10, :props {:language
{:modron true}}, :traits [{:name "Disintegration", :description "If the monodrone
dies, its body disintegrates into dust, leaving behind its weapons and anything
else it was carrying."} {:type :action, :name "Dagger", :description "Melee Weapon
Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage."}
{:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing
damage."}]}, :shadow-demon {:key :shadow-demon, :int 14, :speed "30ft., fly 30ft.",
:name "Shadow Demon", :alignment "chaotic evil", :cha 14, :hit-points {:die-count
12, :die 8, :modifier 12}, :type :fiend, :size :medium, :option-pack "Monster
Manual", :armor-class 13, :skills {:stealth 7}, :str 1, :saving-throws {:dex
5, :cha 4}, :challenge 4, :con 12, :dex 17, :wis 13, :props {:language {:telepathy-
120ft- true, :abyssal true}, :damage-vulnerability {:radiant true}, :damage-
resistance {:acid true, :fire true, :necrotic true, :thunder true, :bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:cold true, :lightning
true, :poison true}, :condition-immunity {:grappled true, :paralyzed
true, :petrified true, :poisoned true, :prone true, :restrained true}}, :traits
[{:name "Incorporeal Movement", :description "The demon can move through other
creatures and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object."} {:name "Light
Sensitivity", :description "While in bright light, the demon has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:name
"Shadow Stealth", :description "While in dim light or darkness, the demon can take
the Hide action as a bonus action."} {:type :action, :name "Claws", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3)
psychic damage or, if the demon had advantage on the attack roll , 17 (4d6 + 3)
psychic damage."}]}, :peryton {:key :peryton, :int 9, :speed "20ft., fly
60ft.", :name "Peryton", :alignment "chaotic evil", :cha 10, :hit-points {:die-
count 6, :die 8, :modifier 6}, :type :monstrosity, :size :medium, :option-pack
"Monster Manual", :armor-class 13, :skills {:perception 5}, :str 16, :challenge
2, :con 13, :dex 12, :wis 12, :props {:language {:understands-common-and-elvish-
but-cant-speak true}, :damage-resistance {:bludgeoning true, :piercing
true, :slashing true}}, :traits [{:name "Dive Attack", :description "If the peryton
is flying and dives at least 30 feet straight toward a target and then hits it with
a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target."}
{:name "Flyby", :description "The peryton doesn't provoke an opportunity attack
when it flies out of an enemy's reach."} {:name "Keen Sight and
Smell", :description "The peryton has advantage on Wisdom (Perception) checks that
rely on sight or smell."} {:type :action, :name "Multiattack", :description "The
peryton makes one gore attack and one talon attack."} {:type :action, :name
"Gore", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) piercing damage."} {:type :action, :name "Talons", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing
damage."}]}, :kuo-toa {:description "Kuo-toa are degenerate fishlike humanoids that
once inhabited the shores and islands of the surface world. Long ago humans and
their ilk drove the kuo-toa underground, where they dwell in madness and
everlasting night. Kuo-toa can no longer abide daylight.", :key :kuo-toa, :int
11, :speed "30ft., swim 30ft.", :name "Kuo-toa", :alignment "neutral evil", :cha 8,
:hit-points {:die-count 4, :die 8}, :type :humanoid, :size :medium, :option-pack
"Monster Manual", :armor-class 13, :skills {:perception 4}, :str 13, :challenge
0.25, :con 11, :dex 10, :wis 10, :props {:language {:undercommon true}}, :traits
[{:name "Amphibious", :description "The kuo-toa can breathe air and water."} {:name
"Otherworldly Perception", :description "The kuo-toa can sense the presence of any
creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
pinpoint such a creature that is moving."} {:name "Slippery", :description "The
kuo-toa has advantage on ability checks and saving throws made to escape a
grapple."} {:name "Sunlight Sensitivity", :description "While in sunlight, the kuo-
toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight."} {:type :action, :name "Bite", :description "Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage."}
{:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage,
or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."}
{:type :action, :name "Net", :description "Ranged Weapon Attack: +3 to hit, range
5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature
can use its action to make a DC 10 Strength check to free itself or another
creature in a net, ending the effect on a success. Dealing 5 slashing damage to the
net (AC 10) frees the target without harming it and destroys the net."} {:name
"Reaction: Sticky Shield", :description "When a creature misses the kuo-toa with a
melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The
attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck
to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the
weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon
can't be used. A creature can pull the weapon free by taking an action to make a DC
11 Strength check and succeeding."}]}, :revenant {:key :revenant, :int 13, :speed
"30 ft.", :name "Revenant", :alignment "neutral", :cha 18, :hit-points {:die-count
16, :die 8, :modifier 64}, :type :undead, :size :medium, :option-pack "Monster
Manual", :armor-class 13, :str 18, :saving-throws {:str 7, :con 7, :wis 6, :cha 7},
:challenge 5, :con 18, :dex 14, :wis 16, :props {:language {:the-languages-it-knew-
in-life true}, :damage-resistance {:necrotic true, :psychic true}, :damage-immunity
{:poison true}, :condition-immunity {:charmed true, :frightened true, :paralyzed
true, :poisoned true, :stunned true}}, :traits [{:name "Regeneration", :description
"The revenant regains 10 hit points at the start of its turn. If the revenant takes
fire or radiant damage, this trait doesn't function at the start of the revenant's
next turn. The revenant's body is destroyed only if it starts its turn with 0 hit
points and doesn't regenerate. "} {:name "Rejuvenation", :description "When the
revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits
and animates another corpse on the same plane of existence and regains all its hit
points. While the soul is bodiless, a wish spell can be used to force the soul to
go to the afterlife and not return. "} {:name "Turn Immunity", :description "The
revenant is immune to effects that turn undead."} {:name "Vengeful
Tracker", :description "The revenant knows the distance to and direction of any
creature against which it seeks revenge, even if the creature and the revenant are
on different planes of existence. If the creature being tracked by the revenant
dies, the revenant knows. "} {:name "Multiattack", :description "The revenant makes
two fist attacks. ", :type :action} {:name "Fist", :description "Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
If the target is a creature against which the revenant has sworn vengeance, the
target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the
revenant can grapple the target (escape DC 14) provided the target is Large or
smaller.", :type :action} {:name "Vengeful Glare", :type :action, :description "The
revenant targets one creature it can see within 30 feet of it and against which it
has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a
failure, the target is paralyzed until the revenant deals damage to it, or until
the end of the revenant's next turn. When the paralysis ends, the target is
frightened of the revenant for 1 minute. The frightened target can repeat the
saving throw at the end of each of its turns, with disadvantage if it can see the
revenant, ending the frightened condition on itself on a success. "}]}, :smoke-
mephit {:description "Smoke mephits are crude, lazy creatures of air and fire that
billow smoke constantly. They rarely speak the truth and love to mock and mislead
other creatures.", :key :smoke-mephit, :int 10, :speed "30 ft., fly 30ft.", :name
"Smoke Mephit", :alignment "neutral evil", :cha 11, :hit-points {:die-count 5, :die
6, :modifier 5}, :type :elemental, :size :small, :option-pack "Monster
Manual", :armor-class 12, :skills {:perception 2, :stealth 4}, :str 6, :challenge
0.25, :con 12, :dex 14, :wis 10, :props {:damage-immunity {:fire true, :poison
true}, :condition-immunity {:poisoned true}, :language {:auran true, :ignan true}},
:traits [{:name "Death Burst", :description "When the mephit dies, it leaves behind
a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The
sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1
minute."} {:name "Innate Spellcasting (1/Day)", :description "The mephit can
innately cast dancing lights, requiring no material components. Its innate
spellcasting ability is Charisma."} {:name "Claws", :type :action, :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2)
slashing damage"} {:type :action, :name "Cinder Breath (Recharge 6)", :description
"The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area
must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the
mephit's next turn."}]}, :scarecrow {:key :scarecrow, :int 10, :speed "30
ft.", :name "Scarecrow", :alignment "chaotic evil", :cha 13, :hit-points {:die-
count 8, :die 8}, :type :construct, :size :medium, :option-pack "Monster
Manual", :armor-class 11, :str 11, :challenge 1, :con 11, :dex 13, :wis 10, :props
{:language {:understands-the-languages-of-its-creator-but-cant-speak-
true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:poison true}, :damage-vulnerability {:fire
true}, :condition-immunity {:charmed true, :frightened true, :paralyzed
true, :poisoned true, :unconscious true}}, :traits [{:name "False
Appearance", :description "While the scarecrow remains motionless, it is
indistinguishable from an ordinary, inanimate scarecrow. "} {:type :action, :name
"Multiattack", :description "The scarecrow makes two claw attacks. "}
{:type :action, :name "Claw", :description "Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it
must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the
scarecrow's next turn. "} {:type :action, :name "Terrifying Glare", :description
"The scarecrow targets one creature it can see within 30 feet of it. If the target
can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be
magically frightened until the end of the scarecrow's next turn. The frightened
target is paralyzed."}]}, :diseased-giant-rat {:key :diseased-giant-rat, :int
2, :speed "30 ft.", :name "Diseased Giant Rat", :alignment "unaligned", :cha
4, :hit-points {:die-count 2, :die 6}, :type :beast, :size :small, :option-pack
"Monster Manual", :armor-class 12, :str 7, :challenge 0.125, :con 11, :dex 15, :wis
10, :traits [{:name "Keen Smell", :description "The rat has advantage on Wisdom
(Perception) checks that rely on smell. "} {:name "Pack Tactics", :description "The
rat has advantage on an attack roll against a creature if at least one of the rat's
allies is within 5 feet of the creature and the ally isn't incapacitated. "} {:name
"Bite", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage. If the target is a creature, it must
succeed on a DC 10 Constitution saving throw or contract a disease. Until the
disease is cured, the target can't regain hit points except by magical means, and
the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's
hit point maximum drops to 0 as a result of this disease, the target dies.
"}]}, :drider-spellcaster {:key :drider-spellcaster, :int 13, :speed "30ft., climb
30ft.", :name "Drider Spellcaster", :alignment "chaotic evil", :cha 12, :hit-points
{:die-count 13, :die 10, :modifier 52}, :type :monstrosity, :size :large, :option-
pack "Monster Manual", :armor-class
19, :skills {:perception 5, :stealth 9}, :str 16, :challenge 6, :con 18, :dex
16, :wis 16, :props {:language {:undercommon true, :elvish true}}, :traits [{:name
"Fey Ancestry", :description "The drider has advantage on saving throws against
being charmed, and magic can't put the drider to sleep."} {:name "Innate
Spellcasting", :description "The drider's innate spellcasting ability is Wisdom
(spell save DC 13). The drider can innately cast the following spells, requiring no
material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire
"} {:name "Spider Climb", :description "The drider can climb difficult surfaces,
including upside down on ceilings, without needing to make an ability check."}
{:name "Sunlight Sensitivity", :description "While in sunlight, the drider has
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on
sight. "} {:name "Web Walker", :description "The drider ignores movement
restrictions caused by webbing."} {:name "Spellcasting", :description "The drider
is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14,
+6 to hit with spell attacks). The drider has the following spells prepared from
the cleric spell list: \nCantrips (at will): poison spray, thaumaturgy \n1st level
(4 slots): bane, detect magic, sanctuary \n2nd level (3 slots): hold person,
silence \n3rd level (3 slots): clairvoyance, dispel magic \n4th level (2 slots):
divination , freedom of movement "} {:type :action, :name
"Multiattack", :description "The drider makes three attacks, either with its
longsword or its longbow. It can replace one of those attacks with a bite attack.
"} {:type :action, :name "Bite", :description "Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
"} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands."} {:type :action, :name "Longbow", :description
"Ranged Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3)
piercing damage plus 4 (1d8) poison damage. "}]}, :hook-horror {:key :hook-
horror, :int 6, :speed "30ft., climb 30ft.", :name "Hook Horror", :alignment
"neutral", :cha 7, :hit-points {:die-count 10, :die 10, :modifier
20}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class
15, :skills {:perception 3}, :str 18, :challenge 3, :con 15, :dex 10, :wis
12, :props {:language {:hook-horror true}}, :traits [{:name
"Echolocation", :description "The hook horror can't use its blindsight while
deafened."} {:name "Keen Hearing", :description "The hook horror has advantage on
Wisdom (Perception) checks that rely on hearing."} {:type :action, :name
"Multiattack", :description "The hook horror makes two hook attacks."}
{:type :action, :name "Hook", :description "Melee Weapon Attack: +6 to hit, reach
10ft., one target. Hit: 11 (2d6 + 4) piercing damage."}]}, :spined-devil
{:key :spined-devil, :int 11, :speed "20ft., fly 40ft.", :name "Spined
Devil", :alignment "lawful evil", :cha 8, :hit-points {:die-count 5, :die
6, :modifier 5}, :type :fiend, :size :small, :option-pack "Monster Manual", :armor-
class 13, :str 10, :challenge 2, :con 12, :dex 15, :wis 14, :props {:damage-
resistance {:cold true, :bludgeoning true, :slashing true, :piercing
true}, :language {:infernal true, :telepathy-120ft- true}, :damage-immunity {:fire
true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name
"Devil's Sight", :description "Magical darkness doesn't impede the devil's
darkvision."} {:name "Flyby", :description "The devil doesn't provoke an
opportunity attack when it flies out of an enemy's reach."} {:name "Limited
Spines", :description "The devil has twelve tail spines. Used spines regrow by the
time the devil finishes a long rest."} {:name "Magic Resistance", :description "The
devil has advantage on saving throws against spells and other magical effects."}
{:name "Multiattack", :description "The devil makes two attacks: one with its bite
and one with its fork or two with its tail spin es.", :type :action}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 5 (2d4) slashing damage."} {:type :action, :name
"Fork", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
3 (1d6) piercing damage."} {:type :action, :name "Tail Spine", :description "Ranged
Weapon Attack: +4 to hit, range 20/80ft., one target. Hit: 4 (1d4 + 2) piercing
damage plus 3 (1d6) fire damage."}]}, :tridrone {:key :tridrone, :int 9, :speed
"30ft.", :name "Tridrone", :alignment "lawful neutral", :cha 9, :hit-points {:die-
count 3, :die 8, :modifier 3}, :type :construct, :size :medium, :option-pack
"Monster Manual", :armor-class 15, :str 12, :challenge 0.5, :con 12, :dex 13, :wis
10, :languages "modron", :props {:language {:modron true}}, :traits [{:name
"Axiomatic Mind", :description "The tridrone can't be compelled to act in a\nmanner
contrary to its nature or its instructions."} {:name "Disintegration", :description
"If the tridrone dies, its body disintegrates\ninto dust, leaving behind its
weapons and anything else it\nwas carrying."} {:name "Multiattack", :description
"The tridrone makes three fist attacks or three\njavelin attacks.", :type :action}
{:name "Fist", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit:\n3 (1d4 + 1) bludgeoning damage.", :type :action} {:name
"Javelin", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or\
nrange 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing
damage.", :type :action}]}, :gnoll-pack-lord {:key :gnoll-pack-lord, :int 8, :speed
"30ft.", :name "Gnoll Pack Lord", :alignment "chaotic evil", :cha 9, :hit-points
{:die-count 9, :die 8, :modifier 9}, :type :humanoid, :size :medium, :option-pack
"Monster Manual", :armor-class 15, :str 16, :challenge 2, :con 13, :dex 14, :wis
11, :props {:language {:gnoll true}}, :traits [{:name "Rampage", :description "When
the gnoll reduces a creature to 0 hit points with a melee attack on its turn , the
gnoll can take a bonus action to move up to half its speed and make a bite
attack."} {:type :action, :name "Multiattack", :description "The gnoll makes two
attacks, either with its glaive or its longbow, and uses its Incite Rampage if it
can."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit,
reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage."}
{:type :action, :name "Glaive", :description "Melee Weapon Attack: +5 to hit, reach
10ft., one target. Hit: 8 (1d10 + 3) slashing damage."} {:type :action, :name
"Longbow", :description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
target. Hit: 6 (1d8 + 2) piercing damage."} {:type :action, :name "Incite Rampage
(Recharge 5-6)", :description "One creature the gnoll can see within 30 feet of it
can use its reaction to make a melee attack if it can hear the gnoll and has the
Rampage trait."}]}, :psychic-gray-ooze {:description "A gray ooze that lives a long
time can evolve to become more intelligent and develop limited psionic ability.
Such occurrences are more common in gray oozes that live near psionic creatures
such as mind flayers, suggesting that the ooze can sense and mimic psionic
ability.", :key :psychic-gray-ooze, :int 6, :speed "10ft., climb 10ft.", :name
"Psychic Gray Ooze", :alignment "unaligned", :cha 2, :hit-points {:die-count
3, :die 8, :modifier 9}, :type :ooze, :size :medium, :option-pack "Monster Manual",
:armor-class 8, :skills {:stealth 2}, :str 12, :challenge 0.5, :con 16, :dex
6, :wis 6, :props {:damage-resistance {:acid true, :cold true, :fire
true}, :condition-immunity {:blinded true, :charmed true, :deafened
true, :frightened true, :prone true}}, :traits [{:name "Psychic Crush (Recharge 5-
6)", :type :action, :description "The ooze targets one creature that it can sense
within 60 feet of it. The target must make a DC 10 Intelligence saving throw,
taking 10 (3d6) psychic damage on a failed save, or half as much damage on a
successful one."} {:name "Amorphous", :description "The ooze can move through a
space as narrow as 1 inch wide without squeezing."} {:name "Corrode
Metal", :description "Any non magical weapon made of metal that hits the ooze
corrodes. After dealing damage, the weapon takes a permanent and cumulative -1
penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non
magical ammunition made of metal that hits the ooze is destroyed after dealing
damage. The ooze can eat through 2-inch-thick, non magical metal in 1 round."}
{:name "False Appearance", :description "While the ooze remains motionless, it is\
nindistinguishable from an oily pool or wet rock."} {:type :action, :name
"Pseudopod", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is
wearing non magical metal armor, its armor is partly corroded and takes a permanent
and cumulative - 1 penalty to the AC it offers. The armor is destroyed if the
penalty reduces its AC to 10."}]}, :satyr-pipes-variant- {:key :satyr-pipes-
variant-, :int 12, :speed "40 ft.", :name "Satyr (Pipes Variant)", :alignment
"chaotic neutral", :cha 14, :hit-points {:die-count 7, :die
8}, :type :fey, :size :medium, :option-pack "Monster Manual", :armor-class
14, :skills {:perception 2, :performance 6, :stealth 5}, :str 12, :challenge
0.5, :con 11, :dex 16, :wis 10, :props {:language {:common true, :elvish
true, :sylvan true}}, :traits [{:name "Magic Resistance", :description "The satyr
has advantage on saving throws against spells and other magical effects. "} {:name
"Ram", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 6 (2d4 +
1) bludgeoning damage. "} {:type :action, :name "Shortsword", :description "Melee
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage. "} {:type :action, :name "Shortbow", :description "Ranged Weapon Attack: +5
to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage."}
{:type :action, :name "Panpipes", :description "The satyr plays its pipes and
chooses one of the following magical effects: a charming melody, a frightening
strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear
the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described
below. Other satyrs and creatures that can't be charmed are unaffected. An affected
creature can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving throw is successful or the
effect ends for it, the creature is immune to these panpipes for the next 24 hours.
\nCharming Melody. The creature is charmed by the satyr for 1 minute. If the satyr
or any of its companions harms the creature, the effect on it ends immediately. \
nFrightening Strain. The creature is frightened for 1 minute. \nGentle Lullaby. The
creature falls asleep and is unconscious for 1 minute. The effect ends if the
creature takes damage or if someone takes an action to shake the creature awake.
"}]}, :steam-mephit-summoning-variant- {:key :steam-mephit-summoning-variant-, :int
11, :speed "30ft., fly 30ft.", :name "Steam Mephit (Summoning Variant)", :damage-
immunities "fire, poison", :alignment "neutral evil", :cha 12, :hit-points {:die-
count 6, :die 6}, :type :elemental, :size :small, :option-pack "Monster
Manual", :armor-class 10, :str 5, :challenge 0.25, :con 10, :dex 11, :condition-
immunities "poisoned", :wis 10, :languages "aquan, ignan", :props {:language
{:aquan true, :ignan true}, :damage-immunity {:fire true, :poison
true}, :condition-immunity {:poisoned true}}, :traits [{:name "Death
Burst", :description "When the mephit dies, it explodes in a cloud of steam. Each
creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw
or take 4 (1d8) fire damage."} {:name "Innate Spellcasting (1/Day)", :description
"The mephit can innately cast blur, requiring no material components. Its innate
spellcasting ability is Charisma."} {:name "Summon Mephits (1/Day)", :description
"The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A
summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts
as an ally of its summoner, and can't summon other mephits. It remains for 1
minute, until it or its summoner dies, or until its summoner dismisses it as an
action.", :type :action} {:type :action, :name "Claws", :description "Melee Weapon
Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2
(1d4) fire damage."} {:type :action, :name "Steam Breath (Recharge
6)", :description "The mephit exhales a 15-foot cone of scalding steam. Each
creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4
(1d8) fire damage on a failed save, or half as much damage on a successful
one."}]}, :sahuagin-baron {:key :sahuagin-baron, :int 14, :speed "30ft., swim 50
ft.", :name "Sahuagin Baron", :alignment "lawful evil", :cha 17, :hit-points {:die-
count 9, :die 10, :modifier 27}, :type :humanoid, :size :large, :option-pack
"Monster Manual", :armor-class 16, :skills {:perception 7}, :str 19, :saving-throws
{:dex 5, :con 6, :int 5, :wis 4}, :challenge 5, :con 16, :dex 15, :wis 13, :props
{:language {:sahuagin true}}, :traits [{:name "Blood Frenzy", :description "The
sahuagin has advantage on melee attack rolls against any creature that doesn't have
all its hit points. "} {:name "Limited Amphibiousness", :description "The sahuagin
can breathe air and water, but he needs to be submerged at least once every 4 hours
to avoid suffocating. "} {:name "Shark Telepathy", :description "The sahuagin can
magically command any shark within 120 feet of him, using a limited telepathy. "}
{:name "Multiattack", :type :action, :description "The sahuagin makes three
attacks: one with his bite and two with his claws or trident. "}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 9 (2d4 + 4) piercing damage. "} {:type :action, :name
"Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage. "} {:type :action, :name "Trident", :description
"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used
with two hands to make a melee attack. "}]}, :cambion {:key :cambion, :int
14, :speed "30ft., fly 60ft.", :name "Cambion", :alignment "any evil
alignment", :cha 16, :hit-points {:die-count 11, :die 8, :modifier
33}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class
19, :skills {:deception 6, :intimidation 6, :perception 4, :stealth 7}, :str
18, :saving-throws {:str 7, :con 6, :int 5, :cha 6}, :challenge 5, :con 16, :dex
18, :wis 12, :props {:damage-resistance {:cold true, :fire true, :poison
true, :lightning true, :piercing true, :slashing true, :bludgeoning
true}, :language {:abyssal true, :common true, :infernal true}}, :traits [{:name
"Fiendish Blessing", :description "The AC of the cambion includes its Charisma
bonus."} {:name "Innate Spellcasting", :description "The cambion's spellcasting
ability is Charisma (spell save DC 14). The cambion can innately cast the following
spells, requiring no material components: \n3/day each: alter self, command, detect
magic\n1/day: plane shift (self only)"} {:type :action, :name
"Multiattack", :description "The cambion makes two melee attacks or uses its Fire
Ray twice."} {:type :action, :name "Spear", :description "Melee or Ranged Weapon
Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4)
piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a
melee attack, plus 3 (1 d6) fire damage."} {:type :action, :name "Fire
Ray", :description "Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit:
10 (3d6) fire damage."} {:type :action, :name "Fiendish Charm", :description "One
humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom
saving throw or be magically charmed for 1 day. The charmed target obeys the
cambion's spoken commands. If the target suffers any harm from the cambion or
another creature or receives a suicidal command from the cambion, the target can
repeat the saving throw, ending the effect on itself on a success. If a target's
saving throw is successful, or if the effect ends for it, the creature is immune to
the cambion's Fiendish Charm for the next 24 hours."}]}, :death-knight
{:key :death-knight, :int 12, :speed "30ft.", :name "Death Knight", :alignment
"chaotic evil", :cha 18, :hit-points {:die-count 19, :die 8, :modifier
95}, :type :undead, :size :medium, :option-pack "Monster Manual", :armor-class
20, :str 20, :saving-throws {:dex 6, :wis 9, :cha 10}, :challenge 17, :con 20, :dex
11, :wis 16, :props {:damage-immunity {:necrotic true, :poison true}, :condition-
immunity {:frightened true, :poisoned true}, :language {:abyssal true, :common
true}}, :traits [{:name "Magic Resistance", :description "The death knight has
advantage on saving throws again st spells and other magical effects."} {:name
"Marshal Undead", :description "Unless the death knight is incapacitated, it and
undead creatures of its choice within 60 feet of it have advantage on saving throws
against features that turn undead."} {:name "Spellcasting", :description "The death
knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell
save DC 18, +10 to hit with spell attacks). It has the following paladin spells
prepared:\n1st level (4 slots): command, compelled duel, searing smite\n2nd level
(3 slots): hold person, magic weapon\n3rd level (3 slots): dispel magic, elemental
weapon\n4th level (3 slots): banishment, staggering smite\n5th level (2 slots):
destructive wave (necrotic)"} {:type :action, :name "Multiattack", :description
"The death knight makes three longsword attacks."} {:type :action, :name
"Longsword", :description "Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used
with two hands, plus 18 (4d8) necrotic damage."} {:type :action, :name "Hellfire
Orb (1/Day)", :description "The death knight hurls a magical ball of fire that
explodes at a point it ca n see within 120 feet of it. Each creature in a 20-foot-
radius sphere centered on that point must make a DC 18 Dexterity saving throw. The
sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6)
necrotic damage on a failed save, or half as much damage on a successful one."}
{:name "Reaction: Parry", :description "The death knight adds 6 to its AC against
one melee attack that would hit it. To do so, the death knight must see the
attacker and be wielding a melee weapon."}]}, :death-slaad-control-gem-variant-
{:key :death-slaad-control-gem-variant-, :int 15, :speed "30 ft.", :name "Death
Slaad (Control Gem Variant)", :alignment "chaotic evil", :cha 16, :hit-points
{:die-count 20, :die 8, :modifier 80}, :type :aberration, :size :medium, :option-
pack "Monster Manual", :armor-class 18, :skills {:arcana 6, :perception 8}, :str
20, :challenge 10, :con 19, :dex 15, :wis 10, :props {:language {:slaad
true, :telepathy-60-ft- true}, :damage-resistance {:acid true, :cold true, :fire
true, :lightning true, :thunder true}}, :traits [{:name "Control Gem", :description
"Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever
possesses the gem and is immune to being charmed while
so controlled. Certain spells can be used to acquire the gem. If the slaad fails
its saving throw against imprisonment, the spell can transfer the gem to the
spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in
the slaad's presence, can be worded to acquire the gem. A greater restoration spell
cast on the slaad destroys the gem without harming the slaad. Someone who is
proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad.
Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom
(Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
"} {:name "Shapechanger", :description "The slaad can use its action to polymorph
into a Small or Medium humanoid, or back into its true form. Its statistics, other
than its size, are the same in each form. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies. "} {:name "Innate
Spellcasting", :description "The slaad's innate spellcasting ability is Charisma
(spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the
following spells, requiring no material components: \nAt will: detect magic, detect
thoughts, invisibility (self only), mage hand, major image \n2/day each: fear,
fireball, fly, tongues \n1/day each: cloudkill, plane shift "} {:name "Magic
Resistance", :description "The slaad has advantage on saving throws against spells
and other magical effects. "} {:name "Magic Weapons", :description "The slaad's
weapon attacks are magical. "} {:name "Regeneration", :description "The slaad
regains 10 hit points at the start of its turn if it has at least 1 hit point. "}
{:type :action, :name "Multiattack", :description "The slaad makes three attacks:
one with its bite and two with its claws or greatsword."} {:type :action, :name
"Bite (Slaad Form Only)", :description "Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. "}
{:type :action, :name "Claws (Slaad Form Only)", :description "Melee Weapon Attack:
+9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6)
necrotic damage. "} {:type :action, :name "Greatsword", :description "Melee Weapon
Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus
7 (2d6) necrotic damage. "}]}, :marid {:key :marid, :int 18, :speed "30ft., fly
60ft., swim 90ft.", :name "Marid", :alignment "chaotic neutral", :cha 18, :hit-
points {:die-count 17, :die 10, :modifier
136}, :type :elemental, :size :large, :option-pack "Monster Manual", :armor-class
17, :str 22, :saving-throws {:dex 5, :wis 7, :cha 8}, :challenge 11, :con 26, :dex
12, :wis 17, :props {:damage-resistance {:acid true, :cold true, :lightning
true}, :language {:aquan true}}, :traits [{:name "Amphibious", :description "The
marid can breathe air and water."} {:name "Elemental Demise", :description "If the
marid dies, its body disintegrates into a burst of water and foam , leaving behind
only equipment the marid was wearing or carrying."} {:name "Innate
Spellcasting", :description "The marid's innate spellcasting ability is Charisma
(spell save DC 16, +8 to hit witn spell attacks). It can innately cast the
following spells, requiring no material components:\nAt will: create or destroy
water, detect evil and good, detect magic,fog cloud, purify food and drink\n3/day
each: tongues, water breathing, water walk\n1/day each: conjure elemental (water
elemental only), control water, gaseous form, invisibility, plane shift"}
{:type :action, :name "Multiattack", :description "The marid makes two trident
attacks."} {:type :action, :name "Trident", :description "Melee or Ranged Weapon
Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6)
piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a
melee attack."} {:type :action, :name "Water Jet", :description "The marid
magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that
line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21
(6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet
away from the marid and knocked prone. On a success, a target takes half the
bludgeoning damage, but is neither pushed nor knocked prone."}]}, :red-slaad
{:key :red-slaad, :int 6, :speed "30 ft.", :name "Red Slaad", :alignment "chaotic
neutral", :cha 7, :hit-points {:die-count 11, :die 10, :modifier
33}, :type :aberration, :size :large, :option-pack "Monster Manual", :armor-class
14, :skills {:perception 1}, :str 16, :challenge 5, :con 16, :dex 12, :wis
6, :props {:language {:telepathy-60-ft- true, :slaad true}, :damage-resistance
{:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits
[{:name "Magic Resistance", :description "The slaad has advantage on saving throws
against spells and other magical effects. "} {:name "Regeneration", :description
"The slaad regains 10 hit points at the start of its turn if it has at least 1 hit
point."} {:type :action, :name "Multiattack", :description "The slaad makes three
attacks: one with its bite and two with its claws. "} {:type :action, :name "Bite",
:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4
+ 3) piercing damage. "} {:type :action, :name "Claw", :description "Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If
the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or
be infected with a disease-a minuscule slaad egg. A humanoid host can carry only
one slaad egg to term at a time. Over three months, the egg moves to the chest
cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving
birth, the host starts to feel unwell, its speed is halved, and it has disadvantage
on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its
way through vital organs and out of the host's chest in 1 round, killing the host
in the process. If the disease is cured before the tadpole's emergence, the unborn
slaad is disintegrated. "}]}, :sahuagin-priestess {:key :sahuagin-priestess, :int
12, :speed "30ft., swim 40ft. ", :name "Sahuagin Priestess", :alignment "lawful
evil", :cha 13, :hit-points {:die-count 6, :die 8, :modifier
6}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 12,
:skills {:perception 6, :religion 3}, :str 13, :challenge 2, :con 12, :dex 11, :wis
14, :props {:language {:sahuagin true}}, :traits [{:name "Blood
Frenzy", :description "The sahuagin has advantage on melee attack rolls against any
creature that doesn't have all its hit points. "} {:name "Limited
Amphibiousness", :description "The sahuagin can breathe air and water, but she
needs to be submerged at least once every 4 hours to avoid suffocating. "} {:name
"Shark Telepathy", :description "The sahuagin can magically command any shark
within 120 feet of her, using a limited telepathy. "} {:name
"Spellcasting", :description "The sahuagin is a 6th-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
She has the following cleric spells prepared: \nCantrips (at will): guidance,
thaumaturgy \n1st level (4 slots): bless, detect magic, guiding bolt \n2nd level (3
slots): hold person, spiritual weapon (trident) \n3rd level (3 slots): mass healing
word, tongues "} {:type :action, :name "Multiattack", :description "The sahuagin
makes two attacks: one with her bite and one with her claws. "}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4 + 1) piercing damage. "} {:type :action, :name
"Claws", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) slashing damage. "}]}, :bone-devil-polearm-variant- {:key :bone-
devil-polearm-variant-, :int 13, :speed "40 ft., fly 40ft.", :name "Bone Devil
(Polearm Variant)", :damage-immunities "fire, poison", :alignment "lawful
evil", :cha 16, :hit-points {:die-count 15, :die 10, :modifier
60}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class
19, :skills {:deception 7, :insight 6}, :str 18, :saving-throws {:int 5, :wis
6, :cha 7}, :challenge 9, :con 18, :dex 16, :condition-immunities "poisoned", :wis
14, :languages "infernal, telepathy 120ft", :props {:language {:infernal
true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning
true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true},
:condition-immunity {:poisoned true}}, :traits [{:name "Devil's
Sight", :description "Magical darkness doesn't impede the devil's darkvision. "}
{:name "Magic Resistance", :description "The devil has advantage on saving throws
against spells and other magical effects. "} {:type :action, :name
"Multiattack", :description "Option 1: The devil makes two attacks: one with its
hooked polearm and one with its sting.\nOption 2: The devil makes three attacks:
two with its claws and one with its sting. "} {:type :action, :name "Hooked
Polearm", :description "Melee Weapon Attack: +8 to hit, reach 10ft., one target.
Hit: 17 (2d12 + 4) piercing damage. If the target is a Huge or smaller creature, it
is grappled (escape DC 14). Until this grapple ends, the devil can't use its
polearm on another target. "} {:type :action, :name "Sting", :description "Melee
Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing
damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14
Constitution saving throw or become poisoned for 1 minute. The target can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a
success. "} {:name "Claw", :type :action, :description "Melee Weapon Attack: +8 to
hit, reach 10ft., one target.
Hit: 8 (1d8 + 4) slashing damage. "}]}, :ettercap-garrote-variant-
{:key :ettercap-garrote-variant-, :int 7, :speed "30ft., climb 30ft. ", :name
"Ettercap (Garrote Variant)", :alignment "neutral evil", :cha 8, :hit-points {:die-
count 8, :die 8, :modifier 8}, :type :monstrosity, :size :medium, :option-pack
"Monster Manual", :armor-class 13, :skills {:perception 3, :stealth 4, :survival
3}, :str 14, :challenge 2, :con 13, :dex 15, :wis 12, :traits [{:name "Spider
Climb", :description "The ettercap can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check. "} {:name "Web
Sense", :description "While in contact with a web, the ettercap knows the exact
location of any other creature in contact with the same web. "} {:name "Web
Walker", :description "The ettercap ignores movement restrictions caused by
webbing. "} {:type :action, :name "Multiattack", :description "The ettercap makes
two attacks: one with its bite and one with its garrote."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must
succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The
creature can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. "} {:type :action, :name "Web Garrote", :description
"Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against
which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning
damage, and the target is grappled (escape DC 12). Until this grapple ends, the
target can't breathe, and the ettercap has advantage on attack rolls against it. "}
{:type :action, :name "Web (Recharge 5-6)", :description "Ranged Weapon Attack: +4
to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is
restrained by webbing. As an action, the restrained creature can make a DC 11
Strength check, escaping from the webbing on a success. The effect ends if the
webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to
bludgeoning damage, and immunity to poison and psychic damage. "}]}, :yuan-ti-
malison-type-2- {:key :yuan-ti-malison-type-2-, :int 14, :speed "30 ft.", :name
"Yuan-ti Malison (Type 2)", :alignment "neutral evil", :cha 16, :hit-points {:die-
count 12, :die 8, :modifier 12}, :type :monstrosity, :size :medium, :option-pack
"Monster Manual", :armor-class 12, :skills {:deception 5, :stealth 4}, :str
16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:language {:abyssal
true, :common true, :draconic true}, :damage-immunity {:poison true}, :condition-
immunity {:poisoned true}}, :traits [{:name "Shapechanger", :description "The yuan-
ti can use its action to polymorph into a Medium snake, or back into its true form.
Its statistics are the same in each form. Any equipment it is wearing or carrying
isn't transformed. It doesn't change form if it dies. "} {:name "Innate
Spellcasting (Yuan-ti Form Only)", :description "The yuan-ti's innate spellcasting
ability is Charisma (spell save DC 1.3). The yuan-ti can innately cast the
following spells, requiring no material components: \nAt will: animal friendship
(snakes only) \n3/day: suggestion "} {:name "Magic Resistance", :description "The
yuan-ti has advantage on saving throws against spells and other magical effects."}
{:name "Malison Type", :description "The yuan-ti has one of the following types: \
nType 1: Human body with snake head \nType 2: Human head and body with snakes for
arms \nType 3: Human head and upper body with a serpentine lower body instead of
legs "} {:type :action, :name "Multiattack (Yuan-ti Form Only)", :description "The
yuan-ti makes two bite attacks using its snake arms. "} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. "}]}, :piercer
{:description "A rock-like shell encases a piercer's body, giving it the look and
texture of a stalactite. That shell protects a soft, slug-like upper body that lets
the piercer move across cavern walls and ceilings to position itself for prey. With
its eye and mouth closed, the piercer is difficult to distinguish from ordinary
rock formations.", :key :piercer, :int 1, :speed "5 ft., climb 5 ft.", :name
"Piercer", :alignment "unaligned", :cha 3, :hit-points {:die-count 3, :die
8, :modifier 9}, :type :monstrosity, :size :medium, :option-pack "Monster
Manual", :armor-class 15, :skills {:stealth 5}, :str 10, :challenge 0.5, :con
16, :dex 13, :wis 7, :traits [{:name "False Appearance", :description "While the
piercer remains motionless on the ceiling, it is indistinguishable from a normal
stalactite."} {:name "Spider Climb", :description "The piercer can climb difficult
surfaces, including upside down on ceilings, without needing to make an ability
check."} {:name "Drop", :type :action, :description "Melee Weapon Attack: +3 to
hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per
10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling
damage for the distance fallen."}]}, :ankylosaurus {:key :ankylosaurus, :int
2, :speed "30ft.", :name "Ankylosaurus", :alignment "unaligned", :cha 5, :hit-
points {:die-count 8, :die 12, :modifier 16}, :type :beast, :size :huge, :option-
pack "Monster Manual", :armor-class 15, :str 19, :challenge 3, :con 15, :dex
11, :wis 12, :traits [{:type :action, :name "Tail", :description "Melee Weapon
Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.
If the target is a creature, it must succeed on a DC 14 Strength saving throw or be
knocked prone."}]}, :poltergeist {:key :poltergeist, :int 10, :speed "0 ft., fly 50
ft. (hover) ", :name "Poltergeist", :alignment "chaotic evil", :cha 11, :hit-points
{:die-count 5, :die 8}, :type :undead, :size :medium, :option-pack "Monster
Manual", :armor-class 12, :str 1, :challenge 2, :con 11, :dex 14, :wis 10, :props
{:language {:understands-all-languages-it-knew-in-life-but-cant-speak-
true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning
true, :thunder true, :bludgeoning true, :piercing true, :slashing true}, :damage-
immunity {:necrotic true, :poison true}, :condition-immunity {:charmed
true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone
true, :restrained true, :unconscious true}}, :traits [{:name
"Invisibility", :description "The poltergeist is invisible. "} {:name "Incorporeal
Movement", :description "The specter can move through other creatures and objects
as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object. "} {:name "Sunlight Sensitivity", :description "While in
sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. "} {:type :action, :name "Forceful
Slam", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 10 (3d6) force damage. "} {:type :action, :name "Telekinetic
Thrust", :description "The poltergeist targets a creature or unattended object
within 30 feet of it. A creature must be Medium or smaller to be affected by this
magic, and an object can weigh up to 150 pounds. If the target is a creature, the
poltergeist makes a Charisma check contested by the target's Strength check. If the
poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any
direction, including upward. If the target then comes into contact with a hard
surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the
target is an object that isn't being worn or carried, the poltergeist hurls it up
to 30 feet in any direction. The poltergeist can use the object as a ranged weapon,
attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4)
bludgeoning damage on a hit. "}]}, :arcanaloth-summoning-variant-
{:key :arcanaloth-summoning-variant-, :int 20, :speed "30ft., fly 30ft.", :name
"Arcanaloth (Summoning Variant)", :damage-immunities "acid, poison", :alignment
"neutral evil", :cha 17, :hit-points {:die-count 16, :die 8, :modifier
32}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class
17, :skills {:arcana 13, :deception 9, :insight 9, :perception 7}, :str
17, :saving-throws {:dex 5, :int 9, :wis 7, :cha 7}, :challenge 12, :con 14, :dex
12, :condition-immunities "charmed, poisoned", :wis 16, :languages "all, telepathy
120ft", :props {:language {:all true, :telepathy-120ft- true}, :damage-resistance
{:cold true, :fire true, :lightning true, :bludgeoning true, :piercing
true, :slashing true}, :damage-immunity {:acid true, :poison true}, :condition-
immunity {:charmed true, :poisoned true}}, :traits [{:name "Summon Yugoloth
(1/Day)", :type :action, :description "The yugoloth chooses what to summon and
attempts a magical summoning. An arcanaloth has a 40 percent chance of summoning
one arcanaloth. A summoned yugoloth appears in an unoccupied space within 60 feet
of its summoner, does as it pleases, and can't summon other yugoloths. The summoned
yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner
takes a bonus action to dismiss it. "} {:name "Innate Spellcasting", :description
"The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The
arcanaloth can innately cast the following spells, requiring no material
components: At will: alter self, darkness, heat metal, invisibility (self only),
magic missile "} {:name "Magic Resistance", :description "The arcanaloth has
advantage on saving throws against spells and other magical effects. "} {:name
"Magic Weapons", :description "The arcanaloth's weapon attacks are magical."}
{:name "Spellcasting", :description "The arcanaloth is a 16th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell
attacks). The arcanaloth has the following wizard spells prepared: \nCantrips (at
will): fire bolt, mage hand, minor illusion, prestidigitation \n1st level (4
slots): detect magic, identify, shield, Tenser's floating disk \n2nd level (3
slots): detect thoughts, mirror image, phantasmal force, suggestion \n3rd level (3
slots): counterspeiiJear,fireball \n4th level (3 slots): banishment, dimension door
\n5th level (2 slots): contact other plane, hold monster \n6th level (1 slot):
chain lightning \n7th level (1 slot):.finger of death \n8th level (1 slot): mind
blank "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must
make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed
save, or half as much damage on a successful one. "} {:type :action, :name
"Teleport", :description "The arcanaloth magically teleports, along with any
equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can
see. "}]}, :green-slaad {:key :green-slaad, :int 11, :speed "30 ft.", :name "Green
Slaad", :alignment "chaotic neutral", :cha 12, :hit-points {:die-count 15, :die 10,
:modifier 45}, :type :aberration, :size :large, :option-pack "Monster
Manual", :armor-class 8, :skills {:arcana 3, :perception 2}, :str 18, :challenge 8,
:con 16, :dex 15, :wis 8, :props {:language {:telepathy-60-ft- true, :slaad
true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning
true, :thunder true}}, :traits [{:name "Shapechanger", :description "The slaad can
use its action to polymorph into a Small or Medium humanoid, or back into its true
form. Its statistics, other than its size, are the same in each form. Any equipment
it is wearing or carrying isn't transformed. It reverts to its true form if it
dies."} {:name "Innate Spellcasting", :description "The slaad's innate spellcasting
ability is Charisma (spell save DC 12). The slaad can innately cast the following
spells, requiring no material components: \nAt will: detect magic, detect thoughts,
mage hand \n2/day each: fear, invisibility (self only) \n1/day: fireball"} {:name
"Magic Resistance", :description "The slaad has advantage on saving throws against
spells and other magical effects. "} {:name "Regeneration", :description "The slaad
regains 10 hit points at the start of its turn if it has at least 1 hit point. "}
{:name "Multiattack", :type :action, :description "The slaad makes three attacks:
one with its bite and two with its claws or staff. Alternatively, it uses its Hurl
Flame twice. "} {:type :action, :name "Bite (Slaad Form Only)", :description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing
damage. "} {:type :action, :name "Claw (Siaad Form Only)", :description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage. "} {:type :action, :name "Staff", :description "Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. "} {:name "Hurl
Flame", :type :action, :description "Ranged Spell Attack: +4 to hit, range 60ft.,
one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that
aren't being worn or carried. "}]}, :crawling-claw {:key :crawling-claw, :int
5, :speed "20 ft., climb 20ft.", :name "Crawling Claw", :alignment "neutral
evil", :cha 4, :hit-points {:die-count 1, :die
4}, :type :undead, :size :tiny, :option-pack "Monster Manual", :armor-class
12, :str 13, :con 11, :dex 14, :wis 10, :props {:damage-immunity {:poison
true}, :condition-immunity {:charmed true, :poisoned true}, :language
{:understands-common-but-cant-speak true}}, :traits [{:name "Turn
Immunity", :description "The claw is immune to effects that turn undead."}
{:type :action, :name "Claw", :description "Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's
choice)."}]}, :umber-hulk {:key :umber-hulk, :int 9, :speed "30ft., burrow 20 ft.
", :name "Umber Hulk", :alignment "chaotic evil", :cha 10, :hit-points {:die-count
11, :die 10, :modifier 33}, :type :monstrosity, :size :large, :option-pack "Monster
Manual", :armor-class 18, :str 20, :challenge 5, :con 16, :dex 13, :wis 10, :props
{:language {:umber-hulk true}}, :traits [{:name "Confusing Gaze", :description
"When a creature starts its turn within 30 feet of the umber hulk and is able to
see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15
Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving
throw, the creature can't take reactions until the start of its next turn and rolls
a d8 to determine what it does during that turn. On a 1 to 4, the creature does
nothing. On a 5 or 6, the creature takes no action but uses all its movement to
move in a random direction. On a 7 or 8, the creature makes one melee attack
against a random creature, or it doe.s nothing if no creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the
start of its turn. If the creature does so, it can't see the umber hulk until the
start of its next turn, when it can avert its eyes again. If the creature looks at
the umber hulk in the meantime, it must immediately make the save. "} {:name
"Tunneler", :description "The umber hulk can burrow through solid rock at half its
burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. "} {:name
"Multiattack", :description "The umber hulk makes three attacks: two with its claws
and one with its mandibles. ", :type :action} {:name
"Claw", :type :action, :description "Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 9 (1d8 + 5) slashing damage. "} {:type :action, :name "Mandibles",
:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8
+ 5) slashing damage. "}]}, :mezzoloth-summoning-variant- {:key :mezzoloth-
summoning-variant-, :int 7, :speed "40 ft.", :name "Mezzoloth (Summoning Variant)",
:damage-immunities "acid, poison", :alignment "neutral evil", :cha 11, :hit-points
{:die-count 10, :die 8, :modifier 30}, :type :fiend, :size :medium, :option-pack
"Monster Manual", :armor-class 18, :skills {:perception 3}, :str 18, :challenge
5, :con 16, :dex 11, :condition-immunities "poisoned", :wis 10, :languages
"abyssal, infernal, telepathy 60 ft", :props {:language {:abyssal true, :infernal
true, :telepathy-60-ft- true}, :damage-resistance {:cold true, :fire
true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-
immunity {:acid true, :poison true}, :condition-immunity {:poisoned true}}, :traits
[{:name "Summon Yugoloth (1/Day)", :type :action, :description "The yugoloth
chooses what to summon and attempts a magical summoning. A mezzoloth has a 30
percent chance of summoning one mezzoloth. A summoned yugoloth appears in an
unoccupied space within 60 feet of its summoner, does as it pleases, and can't
summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its
summoner dies, or until its summoner takes a bonus action to dismiss it. "} {:name
"Innate Spellcasting", :description "The mezzoloth's innate spellcasting ability is
Charisma (spell save DC 11). The mezzoloth can innately cast the following spells,
requiring no material components:\n2/day each: darkness, dispel magic \n1/day:
cloudkill"} {:name "Magic Resistance", :description "The mezzoloth has advantage on
saving I throws against spells and other magical effects. "} {:name "Magic
Weapons", :description "The mezzoloth's weapon attacks are magical."}
{:type :action, :name "Multiattack", :description "The mezzoloth makes two attacks:
one with its claws and one with its trident."} {:type :action, :name
"Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage. "} {:type :action, :name "Trident", :description
"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 7 (1d6 + 4) piercing damage, or 8 (ld8 + 4) piercing damage when held
with two claws and used to make a melee attack. "} {:type :action, :name
"Teleport", :description "The mezzoloth magically teleports, along with any
equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can
see."}]}, :blue-slaad {:key :blue-slaad, :int 7, :speed "30 ft.", :name "Blue
Slaad", :alignment "chaotic neutral", :cha 9, :hit-points {:die-count 13, :die
10, :modifier 52}, :type :aberration, :size :large, :option-pack "Monster
Manual", :armor-class 15, :skills {:perception 1}, :str 20, :challenge 7, :con
18, :dex 15, :wis 7, :props {:language {:slaad true, :telepathy-60-ft-
true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning
true, :thunder true}}, :traits [{:name "Magic Resistance", :description "The slaad
has advantage on saving throws against spells and other magical effects. "} {:name
"Regeneration", :description "The slaad regains 10 hit points at the start of its
turn if it has at least 1 hit point. "} {:type :action, :name
"Multiattack", :description "The slaad makes three attacks: one with its bite and
two with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. "}
{:type :action, :name "Claw", :description "Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it
must succeed on a DC 15 Constitution saving throw or be infected with a disease
called chaos phage. While infected, the target can't regain hit points, and its hit
point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the
target's hit point maximum to 0, the target instantly transforms
into a red slaad or, if it has the ability to cast spells of 3rd level or higher,
a green slaad. Only a wish spell can reverse the transformation. "}]}, :glabrezu-
summoning-variant- {:key :glabrezu-summoning-variant-, :int 19, :speed
"40ft.", :name "Glabrezu (Summoning Variant)", :alignment "chaotic evil", :cha
16, :hit-points {:die-count 15, :die 10, :modifier 75}, :type :fiend, :size :large,
:option-pack "Monster Manual", :armor-class 17, :str 20, :saving-throws {:str
9, :con 9, :wis 7, :cha 7}, :challenge 9, :con 21, :dex 15, :wis 17, :props
{:language {:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true,
:fire true, :piercing true, :slashing true, :bludgeoning true}, :damage-immunity
{:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon
Demon (1/Day)", :type :action, :description "The demon chooses what to summon and
attempts a magical summoning. A glabrezu has a 30 percent chance of summoning 1d3
vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied
space within 60 feet of its summoner, acts as an ally of its summoner, and can't
summon other demons. It remains for 1 minute, until it or its summoner dies, or
until its summoner dismisses it as an action."} {:name "Innate
Spellcasting", :description "The glabrezu's spellcasting ability is Intelligence
(spell save DC 16). The glabrezu can innately cast the following spells, requiring
no material components:\nAt will: darkness, detect magic, dispel magic\n1/day each:
confusion, fly, power word stun"} {:name "Magic Resistance", :description "The
glabrezu has advantage on saving throws against spells and other magical effects."}
{:type :action, :name "Multiattack", :description "The glabrezu makes four attacks:
two with its pincers and two with its fists. Alternatively, it makes two attacks
with its pincers and casts one spell."} {:type :action, :name
"Pincer", :description "Melee Weapon Attack: +9 to hit, reach 10ft., one target.
Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller
creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of
which can grapple only one target."} {:type :action, :name "Fist", :description
"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2)
bludgeoning damage."}]}, :balor-summoning-variant- {:key :balor-summoning-variant-,
:int 20, :speed "40ft., fly 80ft.", :name "Balor (Summoning Variant)", :damage-
immunities "fire, poison", :alignment "chaotic evil", :cha 22, :hit-points {:die-
count 21, :die 12, :modifier 126}, :type :fiend, :size :huge, :option-pack "Monster
Manual", :armor-class 19, :str 26, :saving-throws {:str 14, :con 12, :wis 9, :cha
12}, :challenge 19, :con 22, :dex 15, :condition-immunities "poisoned", :wis
16, :languages "abyssal, telepathy 120ft", :props {:language {:abyssal
true, :telepathy-120ft- true}, :damage-resistance {:cold true, :lightning
true, :piercing true, :slashing true, :bludgeoning true}, :damage-immunity {:fire
true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon
Demon (1/Day)", :description "The demon chooses what to summon and attempts a
magical summoning. A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6
hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned
demon appears in an unoccupied space within 60 feet of its summoner, acts as an
ally of its summoner, and can't summon other demons. It remains for 1 minute, until
it or its summoner dies, or until its summoner dismisses it as an
action.", :type :action} {:name "Death Throes", :description "When the balor dies,
it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity
saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage
on a successful one. The explosion ignites flammable objects in that area that
aren't being worn or carried, and it destroys the balor's weapons."} {:name "Fire
Aura", :description "At the start of each of the balor's turns, each creature
within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura
that aren't being worn or carried ignite. A creature that touches the balor or hits
it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage."}
{:name "Magic Resistance", :description "The balor has advantage on saving throws
against spells and other magical effects."} {:name "Magic Weapons", :description
"The balor's weapon attacks are magical."} {:name
"Multiattack", :type :action, :description "The balor makes two attacks: one with
its longsword and one with its whip."} {:name
"Longsword", :type :action, :description "Melee Weapon Attack:+ 14 to hit, reach
10ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning
damage. If the balor scores a critical hit, it rolls damage dice three times,
instead of twice."} {:type :action, :name "Whip", :description "Melee Weapon
Attack: +14 to hit, reach 30ft., one target. Hit: 15 (2d6 + 8) slashing damage plus
10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw
or be pulled up to 25 feet toward the balor."} {:type :action, :name
"Teleport", :description "The balor magically teleports, along with any equipment
it is wearing or carrying, up to 120 feet to an unoccupied space it can
see."}]}, :aarakroca {:key :aarakroca, :int 11, :speed "20 ft., fly 50 ft.", :name
"Aarakroca", :alignment "neutral good", :cha 11, :hit-points {:die-count 3, :die
8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 12,
:skills {:perception 5}, :str 10, :challenge 0.25, :con 10, :dex 14, :wis
12, :props {:language {:auran true}}, :traits [{:name "Dive Attack", :description
"If the Aarakocra is flying and dives at least 30 ft. straight toward a target and
then hits it with a melee weapon\nattack, the attack deals an extra 3 (1d6) damage
to the target."} {:type :action, :name "Talon", :description "Melee Weapon Attack:
+4 to hit, reach 5 ft., one target.\nHit: 4 (ld4 + 2) slashing damage ."}
{:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or\nrange 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage."}]}, :githzerai-zerth {:key :githzerai-zerth, :int 16, :speed "30
ft.", :name "Githzerai Zerth", :alignment "lawful neutral", :cha 12, :hit-points
{:die-count 13, :die 8, :modifier 26}, :type :humanoid, :size :medium, :option-pack
"Monster Manual", :armor-class 17, :skills {:arcana 6, :insight 6, :perception
6}, :str 13, :saving-throws {:str 4, :dex 7, :int 6, :wis 6}, :challenge 6, :con
15, :dex 18, :wis 17, :props {:language {:gith true}}, :traits [{:name "Innate
Spellcasting (Psionics)", :description "The githzerai's spellcasting ability is
Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the
following spells, requiring no components:\nAt will: mage hand (the hand is
invisible)\n3/day each:feather fall, jump, see invisibility, shield\n1/day each:
phantasmal killer, plane shift"} {:name "Psychic Defense", :description "While the
githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom
modifier."} {:type :action, :name "Multiattack", :description "The githzerai makes
two unarmed strikes."} {:type :action, :name "Unarmed Strike", :description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage plus 13 (3d8) psychic damage. This is a magic weapon attack."}]}, :barlgura-
summoning-variant- {:key :barlgura-summoning-variant-, :int 7, :speed "30ft., climb
30ft.", :name "Barlgura (Summoning Variant)", :alignment "chaotic evil", :cha
9, :hit-points {:die-count 8, :die 10, :modifier
24}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class
15, :skills {:perception 5, :stealth 5}, :str 18, :saving-throws {:dex 5, :con
6}, :challenge 5, :con 16, :dex 15, :wis 14, :props {:language {:abyssal
true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire
true, :lightning true}, :damage-immunity {:poison true}, :condition-immunity
{:poisoned true}}, :traits [{:name "Summon Demon
(1/Day)", :type :action, :description "The demon chooses what to summon and
attempts a magical summoning. A barlgura has a 30 percent chance of summoning one
barlgura. A summoned demon appears in an unoccupied space within 60 feet of its
summoner, acts as an ally of its summoner, and can't summon other demons. It
remains for 1 minute, until it or its summoner dies, or until its summoner
dismisses it as an action."} {:name "Innate Spellcasting", :description "The
barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can
innately cast the following spells, requiring no material components:\n1/day each:
entangle, phantasmal force\n2/day each: disguise self, invisibility (self only)"}
{:name "Reckless", :description "At the start of its turn, the barlgura can gain
advantage on all melee weapon attack rolls it makes during that turn, but attack
rolls against it have advantage until the start of its next turn."} {:name "Running
Leap", :description "The barlgura's long jump is up to 40 feet and its high jump is
up to 20 feet when it has a running start."} {:type :action, :name
"Multiattack", :description "The barlgura makes three attacks: one with its bite
and two with its fists."} {:type :action, :name "Bite", :description "Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage."}
{:type :action, :name "Fist", :description "Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage."}]}, :gray-slaad-control-
gem-variant- {:key :gray-slaad-control-gem-variant-, :int 13, :speed "30
ft.", :name "Gray Slaad (Control Gem Variant)", :alignment "chaotic neutral", :cha
14, :hit-points {:die-count 17, :die 8, :modifier 51}, :type :aberration, :size
:medium, :option-pack "Monster Manual", :armor-class 18, :skills {:arcana
5, :perception 6}, :str 17, :challenge 9, :con 16, :dex 17, :wis 8, :props
{:language {:slaad true, :telepathy-60-ft- true}, :damage-resistance {:acid
true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name
"Control Gem", :description "Implanted in the slaad's brain is a magic control gem.
The slaad must obey whoever possesses the gem and is immune to being charmed while
so controlled. Certain spells can be used to acquire the gem. If the slaad fails
its saving throw against imprisonment, the spell can transfer the gem to the
spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in
the slaad's presence, can be worded to acquire the gem. A greater restoration spell
cast on the slaad destroys the gem without harming the slaad. Someone who is
proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad.
Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom
(Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
"} {:name "Shapechanger", :description "The slaad can use its action to polymorph
into a Small or Medium humanoid, or back into its true form. Its statistics, other
than its size, are the same in each form. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies. "} {:name "Innate
Spellcasting", :description "The slaad's innate spellcasting ability is Charisma
(spell save DC 14). The slaad can innately cast the following spells, requiring no
material components: \nAt will: detect magic, detect thoughts, invisibility (self
only), mage hand, major image \n2/day each: fear, fly, fireball, tongues \n1/day:
plane shift (self only) "} {:name "Magic Resistance", :description "The slaad has
advantage on saving throws against spells and other magical effects. "} {:name
"Magic Weapons", :description "The slaad's weapon attacks are magical. "} {:name
"Regeneration", :description "The slaad regains 10 hit points at the start of its
turn if it has at least 1 hit point. "} {:type :action, :name
"Multiattack", :description "The slaad makes three attacks: one with its bite and
two with its claws or greatsword. "} {:type :action, :name "Bite (Slaad Form
Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage. "} {:type :action, :name "Claws (Slaad Form
Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
8 (1d10 + 3) slashing damage. "} {:type :action, :name "Greatsword", :description
"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
slashing damage. "}]}, :manes {:key :manes, :int 3, :speed "20ft.", :name
"Manes", :alignment "chaotic evil", :cha 4, :hit-points {:die-count 2, :die
6, :modifier 2}, :type :fiend, :size :small, :option-pack "Monster Manual", :armor-
class 9, :str 10, :challenge 0.125, :con 13, :dex 9, :wis 8, :props {:damage-
resistance {:cold true, :fire true, :lightning true}, :language {:understands-
abyssal-but-cant-speak true}, :damage-immunity {:poison true}, :condition-immunity
{:charmed true, :frightened true, :grappled false, :poisoned true}}, :traits
[{:type :action, :name "Claws", :description "Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 5 (2d4) slashing damage."}]}, :faerie-dragon {:key :faerie-
dragon, :int 14, :speed "10ft., fly 60ft.", :name "Faerie Dragon", :alignment
"chaotic good", :cha 16, :hit-points {:die-count 4, :die 4, :modifier
4}, :type :dragon, :size :tiny, :option-pack "Monster Manual", :armor-class
15, :skills {:arcana 4, :perception 3, :stealth 7}, :str 3, :challenge 1, :con
13, :dex 20, :wis 12, :props {:language {:sylvan true, :draconic true}}, :traits
[{:name "Challenge Rating", :description "CR: 1 (200 XP) for a red, orange, or
yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie
dragon"} {:name "Superior Invisibility", :description "As a bonus action, the
dragon can magically turn invisible until its concentration ends (as if
concentrating on a spell). Any equipment the dragon wears or carries is invisible
with it."} {:name "Limited Telepathy", :description "Using telepathy, the dragon
can magically communicate with any other faerie dragon within 60 feet of it."}
{:name "Magic Resistance", :description "The dragon has advantage on saving throws
against spells and other magical effects."} {:name "Innate
Spellcasting", :description "The dragon's innate spellcasting ability is\nCharisma
(spell save DC 13). It can innately cast a number of spells, requiring no material
components. As the dragon ages and changes color, it gains additional spells as
shown below.\nRed, 1/day each: dancing lights, mage hand, minor illusion\nOrange,
1/day: color spray\nYellow, 1/day: mirror image\nGreen, 1/day: suggestion\nBlue,
1/day: major image\nIndigo, 1/day: hallucinatory terrain\nViolet, 1/day:
polymorph"} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to
hit, reach 5 ft., one creature. Hit: 1 piercing damage."} {:type :action, :name
"Euphoria Breath (Recharge 5-6)", :description "The dragon exhales a puff of
euphoria gas at one creature within 5 feet of it. The target must succeed on a DC
11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must
roll a d6 at the start of each of its turns to determine its behavior during the
turn:\n1-4. The target takes no action or bonus action and uses all of its movement
to move in a random direction.\n5-6. The target doesn't move, and the only thing it
can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself
on a success."}]}, :kuo-toa-archpriest {:key :kuo-toa-archpriest, :int 13, :speed
"30ft., swim 30ft.", :name "Kuo-toa Archpriest", :alignment "neutral evil", :cha
14, :hit-points {:die-count 13, :die 8, :modifier
39}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class
13, :skills {:perception 9, :religion 6}, :str 16, :challenge 6, :con 16, :dex
14, :wis 16, :props {:language {:undercommon true}}, :traits [{:name
"Amphibious", :description "The kuo-toa can breathe air and water."} {:name
"Otherworldly Perception", :description "The kuo-toa can sense the presence of any
creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
pinpoint such a creature that is moving."} {:name "Slippery", :description "The
kuo-toa has advantage on ability checks and saving throws made to escape a
grapple."} {:name "Sunlight Sensitivity", :description "While in sunlight, the kuo-
toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight."} {:name "Spellcasting", :description "The kuo-toa is a 1Oth-level
spell caster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
spell attacks). The kuo-toa has the following cleric spells prepared:\nCantrips (at
will): guidance, sacred flame, thaumaturgy\nlst level (4 slots): detect magic,
sanctuary, shield of faith\n2nd level (3 slots): hold person, spiritual weapon\n3rd
level (3 slots): spirit guardians, tongues\n4th level (3 slots): control water,
divination\n5th level (2 slots): mass cure wounds, scrying"} {:type :action, :name
"Multiattack", :description "The kuo-toa makes two melee attacks."} {:type :action,
:name "Scepter", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (ld6 + 3) bludgeoning damage plus 14 (4d6) lightning damage."}
{:type :action, :name "Unarmed Strike", :description "Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."}]}, :blue-
slaad-control-gem-variant- {:key :blue-slaad-control-gem-variant-, :int 7, :speed
"30 ft.", :name "Blue Slaad (Control Gem Variant)", :alignment "chaotic
neutral", :cha 9, :hit-points {:die-count 13, :die 10, :modifier
52}, :type :aberration, :size :large, :option-pack "Monster Manual", :armor-class
15, :skills {:perception 1}, :str 20, :challenge 7, :con 18, :dex 15, :wis
7, :props {:language {:slaad true, :telepathy-60-ft- true}, :damage-resistance
{:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits
[{:name "Control Gem", :description "Implanted in the slaad's brain is a magic
control gem. The slaad must obey whoever possesses the gem and is immune to being
charmed while so controlled. Certain spells can be used to acquire the gem. If the
slaad fails its saving throw against imprisonment, the spell can transfer the gem
to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if
cast in the slaad's presence, can be worded to acquire the gem. A greater
restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an
incapacitated slaad. Each try requires 1 minute of uninterrupted work and a
successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10)
psychic damage to the slaad. "} {:name "Magic Resistance", :description "The slaad
has advantage on saving throws against spells and other magical effects. "} {:name
"Regeneration", :description "The slaad regains 10 hit points at the start of its
turn if it has at least 1 hit point. "} {:name
"Multiattack", :type :action, :description "The slaad makes three attacks: one with
its bite and two with its claws. "} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5)
piercing damage. "} {:type :action, :name "Claw", :description "Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If
the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or
be infected with a disease called chaos phage. While infected, the target can't
regain hit points,
and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease
reduces the target's hit point maximum to 0, the target instantly transforms into a
red slaad or, if it has the ability to cast spells of 3rd level or higher, a green
slaad. Only a wish spell can reverse the transformation. "}]}, :myconid-sprout
{:key :myconid-sprout, :int 8, :speed "10 ft.", :name "Myconid Sprout", :alignment
"lawful neutral", :cha 5, :hit-points {:die-count 2, :die
6}, :type :plant, :size :small, :option-pack "Monster Manual", :armor-class
10, :str 8, :con 10, :dex 10, :wis 11, :traits [{:name "Distress
Spores", :description "When the myconid takes damage, all other\nmyconids within
240 feet of it can sense its pain."} {:name "Sun Sickness", :description "While in
sunlight, the myconid has disadvantage\non ability checks, attack rolls, and saving
throws. The myconid\ndies if it spends more than 1 hour in direct sunlight."}
{:type :action, :name "Fist", :description "Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: 1 (1d4-1) bludgeoning damage plus 2 (1d4) poison damage."}
{:type :action, :name "Rapport Spores (3/Day)", :description "A 10-foot radius of
spores extends from the myconid. These spores can go around corners and affect only
creatures with an Intelligence of 2 or higher that aren't undead, constructs, or
elementals. Affected creatures can communicate telepathically with one another
while they are within 30 feet of each other. The effect lasts for 1
hour."}]}, :ice-devil-spear-variant- {:key :ice-devil-spear-variant-, :int
18, :speed "40ft.", :name "Ice Devil (Spear Variant)", :damage-immunities "fire,
cold, poison", :alignment "lawful evil", :cha 18, :hit-points {:die-count 19, :die
10, :modifier 76}, :type :fiend, :size :large, :option-pack "Monster
Manual", :armor-class 18, :str 21, :saving-throws {:dex 7, :con 9, :wis 7, :cha 9},
:challenge 14, :con 18, :dex 14, :condition-immunities "poisoned", :wis
15, :languages "infernal, telepathy 120ft", :props {:language {:infernal
true, :telepathy-120ft- true}, :damage-resistance {:bludgeoning true, :piercing
true, :slashing true}, :damage-immunity {:fire true, :cold true, :poison
true}, :condition-immunity {:poisoned true}}, :traits [{:name "Devil's
Sight", :description "Magical darkness doesn't impede the devil's darkvision. "}
{:name "Magic Resistance", :description "The devil has advantage on saving throws
against spells and other magical effects. "} {:name
"Multiattack", :type :action, :description "Option 1: The devil makes two attacks:
one with its spear and one with its tail. \nOption 2: The devil makes three
attacks: one with its bite, one with its claws, and one with its tail. "} {:name
"Ice Spear", :type :action, :description "Melee Weapon Attack:+ 10 to hit, reach
10ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If
the target is a creature, it must succeed on a DC 15 Constitution saving throw, or
for 1 minute, its speed is reduced by 10 feet; it can take either an action or a
bonus action on each of its turns, not both; and it can't take reactions. The
target can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. "} {:type :action, :name "Tail", :description "Melee
Weapon Attack:+ 10 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning
damage plus 10 (3d6) cold damage. "} {:type :action, :name "Wall of ice (Recharge
6)", :description "The devil magically forms an opaque wall of ice on a solid
surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet
long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When
the wall appears, each creature in its space is pushed out of it by the shortest
route. The creature chooses which side of the wall to end up on, unless the
creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw,
taking 35 (10d6) cold damage on a failed save, or half as much damage on a
successful one. The wall lasts for 1 minute or until the devil is incapacitated or
dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit
points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison,
and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid
air in the space the wall occupied. Whenever a creature finishes moving through the
frigid air on a turn, willingly or otherwise, the creature must make a DC 17
Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as
much damage on a successful one. The frigid air dissipates when the rest of the
wall vanishes. "} {:type :action, :name "Bite", :description "Melee Weapon Attack:+
10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6)
cold damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack:+
10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6)
cold damage. "}]}, :vampire-warrior {:legendary-actions {:description "The vampire
can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn.
The vampire regains spent legendary actions at the start of its
turn."}, :key :vampire-warrior, :int 17, :speed "30 ft.", :name "Vampire
Warrior", :alignment "lawful evil", :cha 18, :hit-points {:die-count 17, :die
8, :modifier 68}, :type :undead, :size :medium, :option-pack "Monster
Manual", :armor-class 18, :skills {:perception 7, :stealth 9}, :str 18, :saving-
throws {:dex 9, :wis 7, :cha 9}, :challenge 15, :con 18, :dex 18, :wis
15, :languages "the languages it knew in life", :props {:language {:the-languages-
it-knew-in-life true}, :damage-resistance {:necrotic true, :bludgeoning
true, :piercing true, :slashing true}}, :traits [{:name
"Shapechanger", :description "If the vampire isn't in sunlight or running water, it
can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back
into its true form. While in bat form, the vampire can't speak, its walking speed
is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its
size and speed, are unchanged. Anything it is wearing transforms with it, but
nothing it is carrying does. It reverts to its true form if it dies. While in mist
form, the vampire can't take any actions, speak, or manipulate objects. It is
weightless, has a flying speed of 20 feet, can hover, and can enter a hostile
creature's space and stop there. In addition, if air can pass through a space, the
mist can do so without squeezing, and it can't pass through water. It has advantage
on Strength, Dexterity, and Constitution saving throws, and it is immune to all
nonmagical damage, except the damage it takes from sunlight. "} {:name "Legendary
Resistance (3/Day)", :description "If the vampire fails a saving throw, it can
choose to succeed instead. "} {:name "Misty Escape", :description "When it drops to
0 hit points outside its resting place, the vampire transforms into a cloud of mist
(as in the Shapechanger trait) instead offal ling unconscious, provided that it
isn't in sunlight or running water. If it can't transform, it is destroyed. While
it has 0 hit points in mist form, it can't revert to its vampire form, and it must
reach its resting place within 2 hours or be destroyed. Once in its resting place,
it reverts to its vampire form. It is then paralyzed until it regains at least 1
hit point. After spending 1 hour in its resting place with 0 hit points, it regains
1 hit point. "} {:name "Regeneration", :description "The vampire regains 20 hit
points at the start of its turn if it has at least 1 hit point and isn't in
sunlight or running water. If the vampire takes radiant damage or damage from holy
water, this trait doesn't function at the start of the vampire's next turn. "}
{:name "Spider Climb", :description "The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to make an ability check. "}
{:name "Vampire Weaknesses", :description "The vampire has the following flaws: \
nForbiddance. The vampire can't enter a residence without an invitation from one of
the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it
ends its turn in running water. \nStake to the Heart. If a piercing weapon made of
wood is driven into the vampire's heart while the vampire is incapacitated in its
resting place, the vampire is paralyzed until the stake is removed. \nSunlight
Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in
sunlight. While in sunlight, it has disadvantage on attack rolls and ability
checks. "} {:name "Multiattack (Vampire Form Only)", :description "Option 1: The
vampire makes two greatsword attacks.\nOption 2: The vampire makes two other
attacks, only one of which can be a bite attack. ", :type :action}
{:type :action, :name "Greatsword", :description "Melee Weapon Attack: +9 to hit,
reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. "} {:name "Bite (Bat
or Vampire Form Only)", :type :action, :description "Melee Weapon Attack: +9 to
hit, reach 5 ft., one willing creature, or a creature that is grappled by the
vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10
(3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal
to the necrotic damage taken, and the vampire regains hit points equal to that
amount. The reduction lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0. A humanoid slain in this way and
then buried in the ground rises the following night as a vampire spawn under the
vampire's control. "} {:name "Charm", :type :action, :description "The vampire
targets one humanoid it can see within 30 feet of it.
If the target can see the vampire, the target must succeed on a DC 17 Wisdom
saving throw against this magic or be charmed by the vampire. The charmed target
regards the vampire as a trusted friend to be heeded and protected. Although the
target isn't under the vampire's control, it takes the vampire's requests or
actions in the most favorable way it can, and it is a willing target for the
vampire's bite attack. Each time the vampire or the vampire's companions do
anything harmful to the target, it can repeat the saving throw, ending the effect
on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire
is destroyed, is on a different plane of existence than the target, or takes a
bonus action to end the effect. "} {:name "Children of the Night
(1/Day)", :type :action, :description "The vampire magically calls 2d4 swarms of
bats or rats, provided that the sun isn't up. While outdoors, the vampire can call
3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of
the vampire and obeying its spoken commands. The beasts remain for 1 hour, until
the vampire dies, or until the vampire dismisses them as a bonus action. "}
{:type :legendary-action, :name "Move", :description "The vampire moves up to its
speed without provoking opportunity attacks. "} {:type :legendary-action, :name
"Unarmed Strike", :description "The vampire makes one unarmed strike. "}
{:type :legendary-action, :name "Bite (Costs 2 Actions)", :description "The vampire
makes one bite attack."} {:name "Unarmed Strike (Vampire Form
Only)", :type :action, :description "Melee Weapon Attack: +9 to hit, reach 5 ft.,
one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 18). "}]}, :arcanaloth {:key :arcanaloth,
:int 20, :speed "30ft., fly 30ft. ", :name "Arcanaloth", :alignment "neutral evil",
:cha 17, :hit-points {:die-count 16, :die 8, :modifier
32}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class
17, :skills {:arcana 13, :deception 9, :insight 9, :perception 7}, :str
17, :saving-throws {:dex 5, :int 9, :wis 7, :cha 7}, :challenge 12, :con 14, :dex
12, :wis 16, :props {:language {:all true, :telepathy-120ft- true}, :damage-
resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing
true, :slashing true}, :damage-immunity {:acid true, :poison true}, :condition-
immunity {:charmed true, :poisoned true}}, :traits [{:name "Innate
Spellcasting", :description "The arcanaloth's innate spellcasting ability is
Charisma (spell save DC 15). The arcanaloth can innately cast the following spells,
requiring no material components: \nAt will: alter self, darkness, heat metal,
invisibility (self only), magic missile "} {:name "Magic Resistance", :description
"The arcanaloth has advantage on saving throws against spells and other magical
effects. "} {:name "Magic Weapons", :description "The arcanaloth's weapon attacks
are magical."} {:name "Spellcasting", :description "The arcanaloth is a 16th-level
spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The arcanaloth has the following wizard spells prepared: \
nCantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation \n1st
level (4 slots): detect magic, identify, shield, Tenser's floating disk \n2nd level
(3 slots): detect thoughts, mirror image, phantasmal force, suggestion \n3rd level
(3 slots): counterspeiiJear,fireball \n4th level (3 slots): banishment, dimension
door \n5th level (2 slots): contact other plane, hold monster \n6th level (1 slot):
chain lightning \n7th level (1 slot): finger of death \n8th level (1 slot): mind
blank "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must
make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed
save, or half as much damage on a successful one."} {:type :action, :name
"Teleport", :description "The arcanaloth magically teleports, along with any
equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can
see. "}]}, :needle-blight {:key :needle-blight, :int 4, :speed "30 ft.", :name
"Needle Blight", :alignment "neutral evil", :cha 3, :hit-points {:die-count 2, :die
8, :modifier 2}, :type :plant, :size :medium, :option-pack "Monster
Manual", :armor-class 12, :str 12, :challenge 0.25, :con 13, :dex 12, :wis
8, :props {:condition-immunity {:blinded true, :deafened true}, :language
{:understands-common-but-cant-speak true}}, :traits [{:type :action, :name "Claws",
:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4
+ 1) piercing damage."} {:type :action, :name "Needles", :description "Ranged
Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing
damage."}]}, :galeb-duhr {:key :galeb-duhr, :int 11, :speed "15ft. (30ft. when
rolling, 60ft. rolling downhill)", :name "Galeb Duhr", :alignment "neutral", :cha
11, :hit-points {:die-count 9, :die 8, :modifier
45}, :type :elemental, :size :medium, :option-pack "Monster Manual", :armor-class
16, :str 20, :challenge 6, :con 20, :dex 14, :wis 12, :props {:damage-resistance
{:bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison
true}, :condition-immunity {:paralyzed true, :petrified true, :poisoned
true}, :language {:terran true}}, :traits [{:name "False Appearance", :description
"While the galeb duhr remains motionless, it is indistinguishable from a normal
boulder."} {:name "Rolling Charge", :description "If the galeb duhr rolls at least
20 feet straight toward a target and then hits it with a slam attack on the same
turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Strength saving throw or be knocked prone."}
{:type :action, :name "Slam", :description "Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage."} {:type :action, :name
"Animate Boulders (1/Day)", :description "The galeb duhr magically animates up to
two boulders it can see within 60 feet of it. A boulder has statistics like those
of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed
or frightened, and it lacks this action option. A boulder remains animated as long
as the galeb duhr maintains concentration, up to l minute (as if concentrating on a
spell)."}]}, :death-slaad {:key :death-slaad, :int 15, :speed "30 ft.", :name
"Death Slaad", :alignment "chaotic evil", :cha 16, :hit-points {:die-count 20, :die
8, :modifier 80}, :type :aberration, :size :medium, :option-pack "Monster
Manual", :armor-class 18, :skills {:arcana 6, :perception 8}, :str 20, :challenge
10, :con 19, :dex 15, :wis 10, :props {:language {:slaad true, :telepathy-60-ft-
true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning
true, :thunder true}}, :traits [{:name "Shapechanger", :description "The slaad can
use its action to polymorph into a Small or Medium humanoid, or back into its true
form. Its statistics, other than its size, are the same in each form. Any equipment
it is wearing or carrying isn't transformed. It reverts to its true form if it
dies."} {:name "Innate Spellcasting", :description "The slaad's innate spellcasting
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can
innately cast the following spells, requiring no material components: \nAt will:
detect magic, detect thoughts, invisibility (self only), mage hand, major image \
n2/day each: fear, fireball, fly, tongues \n1/day each: cloudkill, plane shift"}
{:name "Magic Resistance", :description "The slaad has advantage on saving throws
against spells and other magical effects. "} {:name "Magic Weapons", :description
"The slaad's weapon attacks are magical."} {:name "Regeneration", :description "The
slaad regains 10 hit points at the start of its turn if it has at least 1 hit
point. "} {:type :action, :name "Multiattack", :description "The slaad makes three
attacks: one with its bite and two with its claws or greatsword. "} {:type :action,
:name "Bite (Slaad Form Only)", :description "Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 9 (2d8 + 5) piercing damage plus 7 (2d6) necrotic damage.
"} {:type :action, :name "Claws (Slaad Form Only)", :description "Melee Weapon
Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus
7 (2d6) necrotic damage. "} {:type :action, :name "Greatsword", :description "Melee
Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
damage plus 7 (2d6) necrotic damage. "}]}, :nothic {:description "A baleful eye
peers out from the darkness, its gleam hinting at a weird intelligence and
unnerving malevolence. Most times, a nothic is content to watch, weighing and
assessing the creatures it encounters. When driven to violence, it uses its
horrific gaze to rot the flesh from its enemies' bones.", :key :nothic, :int
13, :speed "30ft.", :name "Nothic", :alignment "neutral evil", :cha 8, :hit-points
{:die-count 6, :die 8, :modifier 18}, :type :aberration, :size :medium, :option-
pack "Monster Manual", :armor-class 15, :skills {:arcana 3, :insight 4, :perception
2, :stealth 5}, :str 14, :challenge 2, :con 16, :dex 16, :wis 10, :props {:language
{:undercommon true}}, :traits [{:name "Keen Sight", :description "The nothic has
advantage on Wisdom (Perception) checks that rely on sight."} {:type :action, :name
"Multiattack", :description "The nothic makes two claw attacks."}
{:type :action, :name "Claw", :description "Melee Weapon Attack: +4 to hit, reach 5
ft., one target.\nHit: 6 (1d6 + 3) slashing damage."} {:type :action, :name
"Rotting Gaze", :description "The nothic targets one creature it can see within 30
feet of it. The target must succeed
on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic
damage."} {:type :action, :name "Weird Insight", :description "The nothic targets
one creature it can see within 30 feet of it. The target must contest its Charisma
(Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins,
it magically learns one fact or secret about the target. The target automatically
wins if it is immune to being charmed."}]}, :yuan-ti-malison-type-1- {:key :yuan-
ti-malison-type-1-, :int 14, :speed "30 ft.", :name "Yuan-ti Malison (Type
1)", :alignment "neutral evil", :cha 16, :hit-points {:die-count 12, :die
8, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Monster Manual",
:armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con
13, :dex 14, :wis 12, :props {:language {:abyssal true, :draconic true, :common
true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned
true}}, :traits [{:name "Shapechanger", :description "The yuan-ti can use its
action to polymorph into a Medium snake, or back into its true form. Its statistics
are the same in each form. Any equipment it is wearing or carrying isn't
transformed. It doesn't change form if it dies. "} {:name "Innate Spellcasting
(Yuan-ti Form Only)", :description "The yuan-ti's innate spellcasting ability is
Charisma (spell save DC 1.3). The yuan-ti can innately cast the following spells,
requiring no material components: \nAt will: animal friendship (snakes only)
\n3/day: suggestion "} {:name "Magic Resistance", :description "The yuan-ti has
advantage on saving throws against spells and other magical effects. "} {:name
"Malison Type", :description "The yuan-ti has one of the following types: \nType 1:
Human body with snake head \nType 2: Human head and body with snakes for arms \
nType 3: Human head and upper body with a serpentine lower body instead of legs "}
{:name "Multiattack (Yuan-ti Form Only)", :type :action, :description "The yuan-ti
makes two ranged attacks or two melee attacks, but can use its bite only once. "}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. "}
{:type :action, :name "Scimitar (Yuan-ti Form Only)", :description "Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."}
{:type :action, :name "Longbow (Yuan-ti Form Only)", :description "Ranged Weapon
Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage
plus 7 (2d6) poison damage. "}]}, :vampire-spellcaster {:legendary-actions
{:description "The vampire can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end
of another creature's turn. The vampire regains spent legendary actions at the
start of its turn."}, :key :vampire-spellcaster, :int 17, :speed "30 ft.", :name
"Vampire Spellcaster", :alignment "lawful evil", :cha 18, :hit-points {:die-count
17, :die 8, :modifier 68}, :type :undead, :size :medium, :option-pack "Monster
Manual", :armor-class 16, :skills {:perception 7, :stealth 9}, :str 18, :saving-
throws {:dex 9, :wis 7, :cha 9}, :challenge 15, :con 18, :dex 18, :wis 15, :props
{:language {:the-languages-it-knew-in-life true}, :damage-resistance {:necrotic
true, :bludgeoning true, :piercing true, :slashing true}}, :traits [{:name
"Spellcasting", :description "The vampire is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell
attacks). The vampire has the following wizard spells prepared: \nCantrips (at
will): mage hand, prestidigitation, ray of frost \n1st level (4 slots): comprehend
languages,fogcloud, sleep \n2nd level (3 slots): detect thoughts, gust of wind,
mirror image \n3rd level (3 slots): animate dead, bestow curse, nondetection \n4th
level (3 slots): blight, greater invisibility \n5th level (1 slot): dominate person
"} {:name "Shapechanger", :description "If the vampire isn't in sunlight or running
water, it can use its action to polymorph into a Tiny bat or a Medium cloud of
mist, or back into its true form. While in bat form, the vampire can't speak, its
walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics,
other than its size and speed, are unchanged. Anything it is wearing transforms
with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate
objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter
a hostile creature's space and stop there. In addition, if air can pass through a
space, the mist can do so without squeezing, and it can't pass through water. It
has advantage on Strength, Dexterity, and Constitution saving throws, and it is
immune to all nonmagical damage, except the damage it takes from sunlight. "}
{:name "Legendary Resistance (3/Day)", :description "If the vampire fails a saving
throw, it can choose to succeed instead. "} {:name "Misty Escape", :description
"When it drops to 0 hit points outside its resting place, the vampire transforms
into a cloud of mist (as in the Shapechanger trait) instead offal ling unconscious,
provided that it isn't in sunlight or running water. If it can't transform, it is
destroyed. While it has 0 hit points in mist form, it can't revert to its vampire
form, and it must reach its resting place within 2 hours or be destroyed. Once in
its resting place, it reverts to its vampire form. It is then paralyzed until it
regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit
points, it regains 1 hit point. "} {:name "Regeneration", :description "The vampire
regains 20 hit points at the start of its turn if it has at least 1 hit point and
isn't in sunlight or running water. If the vampire takes radiant damage or damage
from holy water, this trait doesn't function at the start of the vampire's next
turn. "} {:name "Spider Climb", :description "The vampire can climb difficult
surfaces, including upside down on ceilings, without needing to make an ability
check."} {:name "Vampire Weaknesses", :description "The vampire has the following
flaws: \nForbiddance. The vampire can't enter a residence without an invitation
from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid
damage if it ends its turn in running water. \nStake to the Heart. If a piercing
weapon made of wood is driven into the vampire's heart while the vampire is
incapacitated in its resting place, the vampire is paralyzed until the stake is
removed. \nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it
starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls
and ability checks."} {:type :action, :name "Multiattack (Vampire Form
Only)", :description "The vampire makes two attacks, only one of which can be a
bite attack. "} {:name "Unarmed Strike (Vampire Form Only)", :description "Melee
Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning
damage. Instead of dealing damage, the vampire can grapple the target (escape DC
18). ", :type :action} {:name "Bite (Bat or Vampire Form
Only)", :type :action, :description "Melee Weapon Attack: +9 to hit, reach 5 ft.,
one willing creature, or a creature that is grappled by the vampire, incapacitated,
or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The
target's hit point maximum is reduced by an amount equal to the necrotic damage
taken, and the vampire regains hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if this effect reduces its
hit point maximum to 0. A humanoid slain in this way and then buried in the ground
rises the following night as a vampire spawn under the vampire's control. "} {:type
:action, :name "Charm", :description "The vampire targets one humanoid it can see
within 30 feet of it. If the target can see the vampire, the target must succeed on
a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The
charmed target regards the vampire as a trusted friend to be heeded and protected.
Although the target isn't under the vampire's control, it takes the vampire's
requests or actions in the most favorable way it can, and it is a willing target
for the vampire's bite attack. Each time the vampire or the vampire's companions do
anything harmful to the target, it can repeat the saving throw, ending the effect
on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire
is destroyed, is on a different plane of existence than the target, or takes a
bonus action to end the effect. "} {:type :action, :name "Children of the Night
(1/Day)", :description "The vampire magically calls 2d4 swarms of bats or rats,
provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves
instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire
and obeying its spoken commands. The beasts remain for 1 hour, until the vampire
dies, or until the vampire dismisses them as a bonus action. "} {:type :legendary-
action, :name "Move", :description "The vampire moves up to its speed without
provoking opportunity attacks. "} {:type :legendary-action, :name "Unarmed Strike",
:description "The vampire makes one unarmed strike. "} {:type :legendary-
action, :name "Bite (Costs 2 Actions)", :description "The vampire makes one bite
attack. "}]}, :flumph {:key :flumph, :int 14, :speed "5 ft., fly 30ft.", :name
"Flumph", :alignment "lawful good", :cha 11, :hit-points {:die-count 2, :die
6}, :type :aberration, :size :small, :option-pack "Monster Manual", :armor-class
12, :skills {:arcana 4, :history 4, :religion 4}, :str 6, :challenge 0.125, :con
10,
:dex 15, :wis 14, :props {:language {:understands-undercommon-but-cant-speak true,
:telepathy-60-ft- true}, :damage-vulnerability {:psychic true}}, :traits [{:name
"Advanced Telepathy", :description "The flumph can perceive the content of any
telepathic communication used within 60 feet of it, and it can't be surprised by
creatures with any form of telepathy."} {:name "Prone Deficiency", :description "If
the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-
down and incapacitated. At the end of each of its turns, the flumph can make a DC
10 Dexterity saving throw, righting itself and ending the incapacitated condition
if it succeeds."} {:name "Telepathic Shroud", :description "The flu mph is immune
to any effect that would sense its emotions or read its thoughts, as well as all
divination spells."} {:name "Tendrils", :type :action, :description "Melee Weapon
Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus
2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10
Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the
recurring acid damage on a success. A lesser restoration spell cast on the target
also ends the recurring acid damage."} {:type :action, :name "Stench Spray
(1/Day)", :description "Each creature in a 15-foot cone\noriginating from the
flumph must succeed on a DC 10\nDexterity saving throw or be coated in a foul-
smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The
coated creature is poisoned as long as the stench lasts, and other creatures are
poisoned while with in 5 feet of the coated creature. A creature can remove the
stench on itself by using a short rest to bathe in water, alcohol, or vinegar."}]},
:swarm-of-centipedes {:key :swarm-of-centipedes, :int 1, :speed "20ft., climb
20ft.", :name "Swarm of Centipedes", :alignment "unaligned", :cha 1, :hit-points
{:die-count 5, :die 8}, :type :beast, :size :medium, :option-pack "Monster Manual",
:armor-class 12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:damage-
resistance {:bludgeoning true, :piercing true, :slashing true}, :condition-immunity
{:charmed true, :frightened true, :paralyzed true, :petrified true, :prone
true, :restrained true, :stunned true}}, :traits [{:name "Lingering
Poison", :description "A creature reduced to 0 hit points by a swarm of centipedes
is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed
while poisoned in this way. "} {:name "Swarm", :description "The swarm can occupy
another creature's space and vice versa, and the swarm can move through any opening
large enough for a Tiny insect. The swarm can't regain hit points or gain temporary
hit points. "} {:name "Bites", :description "Melee Weapon Attack: +3 to hit, reach
0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its hit points or fewer.
", :type :action}]}, :bullywug {:key :bullywug, :int 7, :speed "20ft., swim 40ft.",
:name "Bullywug", :alignment "neutral evil", :cha 7, :hit-points {:die-count
2, :die 8, :modifier 2}, :type :humanoid, :size :medium, :option-pack "Monster
Manual", :armor-class 15, :skills {:stealth 3}, :str 12, :challenge 0.25, :con
13, :dex 12, :wis 10, :props {:language {:bullywug true}}, :traits [{:name
"Amphibious", :description "The bullywug can breathe air and water."} {:name "Speak
with Frogs and Toads", :description "The bullywug can communicate simple concepts
to frogs and toads when it speaks in Bullywug."} {:name "Swamp
Camouflage", :description "The bullywug has advantage on Dexterity (Stealth) checks
made to hide in swampy terrain."} {:name "Standing Leap", :description "The
bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or
without a running start."} {:type :action, :name "Multiattack", :description "The
bullywug makes two melee attacks: one with its bite and one with its spear."}
{:type :action, :name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage."} {:type :action, :name
"Spear", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1)
piercing damage if used with two hands to make a melee attack."}]}, :chasme
{:key :chasme, :int 11, :speed "20ft., fly 60 ft.", :name "Chasme", :alignment
"chaotic evil", :cha 10, :hit-points {:die-count 13, :die 10, :modifier
13}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class
15, :skills {:perception 5}, :str 15, :saving-throws {:dex 5, :wis 5}, :challenge
6, :con 12, :dex 15, :wis 14, :props {:language {:abyssal true, :telepathy-120ft-
true}, :damage-immunity {:cold false, :fire false, :lightning false, :poison true},
:damage-resistance {:cold true, :fire true, :lightning true}, :condition-immunity
{:poisoned true}}, :traits [{:name "Drone", :description "The chasme produces a
horrid droning sound to which demons are immune. Any other creature that starts its
turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving
throw or fall unconscious for 10 minutes. A creature that can't hear the drone
automatically succeeds on the save. The effect on the creature ends if it takes
damage or if another creature takes an action to splash it with holy water. If a
creature's saving throw is successful or the effect ends for it, it is immune to
the drone for the next 24 hours."} {:name "Magic Resistance", :description "The
chasme has advantage on saving throws against spells and other magical effects."}
{:name "Spider Climb", :description "The chasme can climb difficult surfaces,
including upside down on ceilings, without needing to make an ability check."}
{:type :action, :name "Proboscis", :description "Melee Weapon Attack: +5 to hit,
reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic
damage, and the target's hit point maximum is reduced by an amount equal to the
necrotic damage taken. If this effect reduces a creature's hit point maximum to 0,
the creature dies. This reduction to a creature's hit point maximum lasts until the
creature finishes a long rest or until it is affected by a spell like greater
restoration."}]}, :vine-blight {:key :vine-blight, :int 5, :speed "10ft.", :name
"Vine Blight", :alignment "neutral evil", :cha 3, :hit-points {:die-count 4, :die
8, :modifier 8}, :type :plant, :size :medium, :option-pack "Monster
Manual", :armor-class 12, :skills {:stealth 1}, :str 15, :challenge 0.5, :con
14, :dex 8, :wis 10, :props {:condition-immunity {:blinded true, :deafened
true}, :language {:common true}}, :traits [{:name "False Appearance", :description
"While the blight remains motionless, it is indistinguishable from a tangle of
vines."} {:type :action, :name "Constrict", :description "Melee Weapon Attack: +4
to hit, reach 10ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large
or smaller target is grappled (escape DC 12). Until this grapple ends, the target
is restrained, and the blight can't constrict another target."}
{:type :action, :name "Entangling Plants (Recharge 5-6)", :description "Grasping
roots and vines sprout in a 15-foot radius centered on the blight, withering away
after 1 minute. For the duration, that area is difficult terrain for non plant
creatures. In addition, each creature of the blight's choice in that area when the
plants appear must succeed on a DC 12 Strength saving throw or become restrained. A
creature can use its action to make a DC 12 Strength check, freeing itself or
another entangled creature within reach on a success."}]}, :hezrou-summoning-
variant- {:key :hezrou-summoning-variant-, :int 5, :speed "30ft.", :name "Hezrou
(Summoning Variant)", :alignment "chaotic evil", :cha 13, :hit-points {:die-count
13, :die 10, :modifier 65}, :type :fiend, :size :large, :option-pack "Monster
Manual", :armor-class 16, :str 19, :saving-throws {:str 7, :con 8, :wis
4}, :challenge 8, :con 20, :dex 17, :wis 12, :props {:language {:abyssal
true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire
true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-
immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits
[{:type :action, :name "Summon Demon (1/Day)", :description "The demon chooses what
to summon and attempts a magical summoning. A hezrou has a 30 percent chance of
summoning 2d6 dretches or one hezrou. A summoned demon appears in an unoccupied
space within 60 feet of its summoner, acts as an ally of its summoner, and can't
summon other demons. It remains for 1 minute, until it or its summoner dies, or
until its summoner dismisses it as an action."} {:name "Magic
Resistance", :description "The hezrou has advantage on saving throws against spells
and other magical effects."} {:name "Stench", :description "Any creature that
starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution
saving throw or be poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to the hezrou's stench for 24 hours."}
{:type :action, :name "Multiattack", :description "The hezrou makes three attacks:
one with its bite and two with its claws."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
15 (2d10 + 4) piercing damage."} {:type :action, :name "Claw", :description "Melee
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
damage."}]}, :goristro {:key :goristro, :int 6, :speed "40ft.", :name
"Goristro", :alignment "chaotic evil", :cha 14, :hit-points {:die-count 23, :die
12, :modifier 161}, :type :fiend, :size :huge, :option-pack "Monster
Manual", :armor-class 19, :skills {:perception 7}, :str
25, :saving-throws {:str 13, :dex 6, :con 13, :wis 7}, :challenge 17, :con
25, :dex 11, :wis 13, :props {:language {:abyssal true}, :damage-resistance {:cold
true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned
true}}, :traits [{:name "Charge", :description "If the goristro moves at least 15
feet straight toward a target and then hits it with a gore attack on the same turn,
the target takes an extra 38 (7d10) piercing damage. If the target is a creature,
it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away
and knocked prone."} {:name "Labyrinthine Recall", :description "The goristro can
perfectly recall any path it has traveled."} {:name "Magic
Resistance", :description "The goristro has advantage on saving throws against
spells and other magical effects."} {:name "Siege Monster", :description "The
goristro deals double damage to objects and structures."} {:type :action, :name
"Multiattack", :description "The goristro makes three attacks: two with its fists
and one with its hoof."} {:type :action, :name "Fist", :description "Melee Weapon
Attack: +13 to hit, reach 10ft., one target. Hit: 20 (3d8 + 7) bludgeoning
damage."} {:type :action, :name "Hoof", :description "Melee Weapon Attack:+ 13 to
hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target
is a creature, it must succeed on a DC 21 Strength saving throw or be knocked
prone."} {:type :action, :name "Gore", :description "Melee Weapon Attack: +13 to
hit, reach 10ft., one target. Hit: 45 (7dl0 + 7) piercing damage."}]}, :death-
tyrant {:legendary-actions {:description "The death tyrant can take 3 legendary
actions, using the Eye Ray option below. It can take only one legendary action at a
time and only at the end of another creature's turn. The tyrant regains spent
legendary actions at the start of its turn."}, :key :death-tyrant, :int 19, :speed
"0 ft., fly 20ft. (hover)", :name "Death Tyrant", :damage-immunities
"poison", :alignment "lawful evil", :cha 19, :hit-points {:die-count 25, :die
10, :modifier 50}, :type :undead, :size :large, :option-pack "Monster
Manual", :armor-class 19, :skills {:perception 12}, :str 10, :saving-throws {:str
5, :con 7, :int 9, :wis 7, :cha 9}, :challenge 14, :con 14, :dex 14, :condition-
immunities "charmed, paralyzed, petrified, poisoned, prone", :wis 15, :languages
"deep speech, undercommon", :props {:language {:deep-speech true, :undercommon
true}, :damage-immunity {:poison true}, :condition-immunity {:charmed
true, :paralyzed true, :petrified true, :poisoned true, :prone true}}, :traits
[{:name "Negative Energy Cone", :description "The death tyrant's central eye emits
an invisible, magical 150-foot cone of negative energy. At the start of each of its
turns, the tyrant decides which way the cone faces and whether the cone is active.
Any creature in that area can't regain hit points. Any humanoid that dies there
becomes a zombie under the tyrant's command. The dead humanoid retains its place in
the initiative order and animates at the start of its next turn, provided that its
body hasn't been completely destroyed."} {:type :action, :name "Bite", :description
"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing
damage."} {:type :action, :name "Eye Rays", :description "The death tyrant shoots
three of the following magical eye rays at random (reroll duplicates), choosing one
to three targets it can see within 120 feet of it:"} {:name "1. Charm
Ray", :type :action, :description "The targeted creature must succeed on a DC 17
Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder
harms the creature."} {:name "2. Paralyzing Ray", :description "The targeted
creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.", :type :action} {:name "3. Fear
Ray", :description "The targeted creature must succeed on a DC 17 Wisdom saving
throw or be frightened for 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.", :type :action} {:name "4. Slowing Ray", :description "The targeted
creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the
target's speed is halved for 1 minute. In addition, the creature can't take
reactions, and it can take either an action or a bonus action on its turn, not
both. The creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.", :type :action} {:name "5. Enervation
Ray", :description "The targeted creature must make a DC 17 Constitution saving
throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on
a successful one.", :type :action} {:name "6. Telekinetic Ray", :description "If
the target is a creature, it must succeed on a DC 17 Strength saving throw or the
tyrant moves it up to 30 feet in any direction. The target is restrained by the
ray's telekinetic grip until the start of the tyrant's next turn or until the
tyrant is incapacitated. If the target is an object weighing 300 pounds or less
that isn't being worn or carried, it is moved up to 30 feet in any direction. The
tyrant can also exert fine control on objects with this ray, such as manipulating a
simple tool or opening a door or a container.", :type :action} {:name "7. Sleep
Ray", :description "The targeted creature must succeed on a DC 17 Wisdom saving
throw or fall asleep and remain unconscious for 1 minute. The target awakens if it
takes damage or another creature takes an action to wake it. Th is ray has no
effect on constructs and undead.", :type :action} {:name "8. Petrification
Ray", :description "The targeted creature must make a DC 17 Dexterity saving throw.
On a failed save, the creature begins to turn to stone and is restrained. It must
repeat the saving throw at the end of its next turn. On a success, the effect ends.
On a failure, the creature is petrified until freed by the greater restoration
spell or other magic.", :type :action} {:name "9. Disintegration Ray", :description
"If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or
take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points,
its body becomes a pile of fine gray dust. If the target is a Large or smaller non
magical object or creation of magical force, it is disintegrated without a saving
throw. If the target is a Huge or larger object or creation of magical force, this
ray disintegrates a 10·foot cube of it.", :type :action} {:name "10. Death
Ray", :description "Death Ray. The targeted creature must succeed on a DC 17
Dexterity saving throw or take 55(10d10) necrotic damage. The target dies if the
ray reduces it to 0 hit points.", :type :action} {:description "The death tyrant
uses one random eye ray.", :name "Eye Ray", :type :legendary-action}]}, :kuo-toa-
monitor {:key :kuo-toa-monitor, :int 12, :speed "30ft., swim 30 ft.", :name "Kuo-
toa Monitor", :alignment "neutral evil", :cha 11, :hit-points {:die-count 10, :die
8, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Monster
Manual", :armor-class 13, :skills {:perception 6, :religion 4}, :str 14, :challenge
3, :con 14, :dex 10, :wis 14, :props {:language {:undercommon true}}, :traits
[{:name "Amphibious", :description "The kuo-toa can breathe air and water."} {:name
"Otherworldly Perception", :description "The kuo-toa can sense the presence of any
creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
pinpoint such a creature that is moving."} {:name "Slippery", :description "The
kuo-toa has advantage on ability checks and saving throws made to escape a
grapple."} {:name "Sunlight Sensitivity", :description "While in sunlight, the kuo-
toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight."} {:type :action, :name "Multiattack", :description "The kuo-toa
makes one bite attack and two unarmed strikes."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
4 (ld4 + 2) piercing damage."} {:type :action, :name "Unarmed Strike", :description
"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take
reactions until the end of the kuo-toa's next turn."}]}, :goblin-boss
{:key :goblin-boss, :int 10, :speed "30ft.", :name "Goblin Boss", :alignment
"neutral evil", :cha 10, :hit-points {:die-count 6, :die 6}, :type :humanoid, :size
:small, :option-pack "Monster Manual", :armor-class 17, :skills {:stealth 6}, :str
10, :challenge 1, :con 10, :dex 14, :wis 8, :props {:language {:common
true, :goblin true}}, :traits [{:name "Nimble Escape", :description "The goblin can
take the Disengage or Hide action as a bonus action on each of its turns."}
{:type :action, :name "Multiattack", :description "The goblin makes two attacks
with its scimitar. The second attack has disadvantage."} {:type :action, :name
"Scimitar", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage."} {:type :action, :name "Javelin", :description
"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one
target. Hit: 5 (1d6 + 2) piercing damage."} {:name "Reaction: Redirect
Attack", :description "When a creature the goblin can see targets it with an
attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap
places, and the chosen goblin becomes the target instead."}]}, :barlgura
{:key :barlgura, :int 7, :speed "30ft., climb 30ft.", :name "Barlgura", :alignment
"chaotic evil", :cha 9, :hit-points {:die-count
8, :die 10, :modifier 24}, :type :fiend, :size :large, :option-pack "Monster
Manual", :armor-class 15, :skills {:perception 5, :stealth 5}, :str 18, :saving-
throws {:con 6, :dex 5}, :challenge 5, :con 16, :dex 15, :wis 14, :props {:language
{:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire
true, :lightning true}, :damage-immunity {:poison true}, :condition-immunity
{:poisoned true}}, :traits [{:name "Innate Spellcasting", :description "The
barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can
innately cast the following spells, requiring no material components:\n1/day each:
entangle, phantasmal force\n2/day each: disguise self, invisibility (self only)"}
{:name "Reckless", :description "At the start of its turn, the barlgura can gain
advantage on all melee weapon attack rolls it makes during that turn, but attack
rolls against it have advantage until the start of its next turn."} {:name "Running
Leap", :description "The barlgura's long jump is up to 40 feet and its high jump is
up to 20 feet when it has a running start."} {:type :action, :name
"Multiattack", :description "The barlgura makes three attacks: one with its bite
and two with its fists."} {:type :action, :name "Bite", :description "Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage."}
{:type :action, :name "Fist", :description "Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 9 (ldlO + 4) bludgeoning damage."}]}, :kuo-toa-whip
{:key :kuo-toa-whip, :int 12, :speed "30ft., swim 30 ft.", :name "Kuo-toa
Whip", :alignment "neutral evil", :cha 11, :hit-points {:die-count 10, :die
8, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Monster
Manual", :armor-class 11, :skills {:perception 6, :religion 4}, :str 14, :challenge
1, :con 14, :dex 10, :wis 14, :props {:language {:undercommon true}}, :traits
[{:name "Amphibious", :description "The kuo-toa can breathe air and water."} {:name
"Otherworldly Perception", :description "The kuo-toa can sense the presence of any
creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
pinpoint such a creature that is moving."} {:name "Slippery", :description "The
kuo-toa has advantage on ability checks and saving throws made to escape a
grapple."} {:name "Sunlight Sensitivity", :description "While in sunlight, the kuo-
toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight."} {:name "Spellcasting", :description "The kuo-toa is a 2nd-level
spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). The kuo-toa has the following cleric spells prepared:\nCantrips (at
will): sacred flame, thaumaturgy\n1st level (3 slots): bane, shield of faith"}
{:type :action, :name "Multiattack", :description "The kuo-toa makes two attacks:
one with its bite and one with its pincer staff."} {:type :action, :name
"Bite", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) piercing damage."} {:type :action, :name "Pincer Staff", :description
"Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 5 (1d6 + 2) piercing
damage. If the target is a Medium or smaller creature, it is grappled (escape DC
14). Until this grapple ends, the kuo-toa can't use its pincer staff on another
target."}]}, :dao {:key :dao, :int 12, :speed "30ft., burrow 30ft., fly
30ft.", :name "Dao", :alignment "neutral evil", :cha 14, :hit-points {:die-count
15, :die 10, :modifier 105}, :type :elemental, :size :large, :option-pack "Monster
Manual", :armor-class 18, :str 23, :saving-throws {:int 5, :wis 5, :cha
6}, :challenge 11, :con 24, :dex 12, :wis 13, :props {:condition-immunity
{:petrified true}, :language {:terran true}}, :traits [{:name "Earth
Glide", :description "The dao can burrow through nonmagical, unworked earth and
stone. While doing so, the dao doesn't disturb the material it moves through."}
{:name "Elemental Demise", :description "If the dao dies, its body disintegrates
into crystalline powder, leaving behind only equipment the dao was wearing or
carrying."} {:name "Innate Spellcasting", :description "The dao's innate
speilcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks).
It can innately cast the following spells, requiring no material components:\nAt
will: detect evil and good, detect magic, stone shape\n3/day each: passwall, move
earth, tongues\n1/day each: conjure elemental (earth elemental only), gaseous form,
invisibility, phantasmal killer, plane shift, wall of stone"} {:name "Sure-Footed",
:description "The dao has advantage on Strength and Dexterity saving throws made
against effects that would knock it prone."} {:name "Multiattack", :description
"The dao makes two fist attacks or two maul attacks."} {:name "Fist", :description
"Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6)
bludgeoning damage."} {:name "Maul", :description "Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a
Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked
prone."}]}, :barbed-devil-summoning-variant- {:key :barbed-devil-summoning-
variant-, :int 12, :speed "30ft.", :name "Barbed Devil (Summoning
Variant)", :alignment "lawful evil", :cha 14, :hit-points {:die-count 13, :die
8, :modifier 52}, :type :fiend, :size :medium, :option-pack "Monster
Manual", :armor-class 15, :skills {:deception 5, :insight 5, :perception 8}, :str
16, :saving-throws {:str 6, :con 7, :wis 5, :cha 5}, :challenge 5, :con 18, :dex
17, :wis 14, :props {:language {:infernal true, :telepathy-120ft- true}, :damage-
resistance {:cold true, :bludgeoning true, :piercing true, :slashing
true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned
true}}, :traits [{:name "Summon Devil (1/Day)", :type :action, :description "The
devil chooses what to summon and attempts a magical summoning. A barbed devil has a
30 percent chance of summoning one barbed devil. A summoned devil appears in an
unoccupied space within 60 feet of its summoner, acts as an ally of its summoner,
and can't summon other devils. It remains for 1 minute, until it or its summoner
dies, or until its summoner dismisses it as an action. "} {:name "Barbed
Hide", :description "At the start of each of its turns, the barbed devil deals 5
(1d10) piercing damage to any creature grappling it. "} {:name "Devil's
Sight", :description "Magical darkness doesn't impede the devil's darkvision. "}
{:name "Magic Resistance", :description "The devil has advantage on saving throws
against spells and other magical effects."} {:type :action, :name
"Multiattack", :description "The devil makes three melee attacks: one with its tail
and two with its claws. Alternatively, it can use Hurl Flame twice. "}
{:type :action, :name "Claw", :description "Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {:type :action, :name
"Tail", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) piercing damage. "} {:type :action, :name "Hurl Flame", :description
"Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire
damage. If the target is a flammable object that isn't being worn or carried, it
also catches fire. "}]}, :bugbear-chief {:key :bugbear-chief, :int 11, :speed
"30ft.", :name "Bugbear Chief", :alignment "chaotic evil", :cha 11, :hit-points
{:die-count 10, :die 8, :modifier 20}, :type :humanoid, :size :medium, :option-pack
"Monster Manual", :armor-class 17, :skills {:intimidation 2, :stealth 6, :survival
3}, :str 17, :challenge 3, :con 14, :dex 14, :wis 12, :props {:language {:common
true, :goblin true}}, :traits [{:name "Brute", :description "A melee weapon deals
one extra die of its damage when the bugbear hits with it (included in the
attack)."} {:name "Heart of Hruggek", :description "The bugbear has advantage on
saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or
put to sleep."} {:name "Surprise Attack", :description "If the bugbear surprises a
creature and hits it with an attack during the first round of combat, the target
takes an extra 7 (2d6) damage from the attack."} {:type :action, :name
"Multiattack", :description "The bugbear makes two melee attacks."} {:type :action,
:name "Morningstar", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage."} {:type :action, :name
"Javelin", :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee or 6 (1d6
+ 3) piercing damage at range."}]}, :smoke-mephit-summoning-variant- {:key :smoke-
mephit-summoning-variant-, :int 10, :speed "30 ft., fly 30ft.", :name "Smoke Mephit
(Summoning Variant)", :damage-immunities "fire, poison", :alignment "neutral evil",
:cha 11, :hit-points {:die-count 5, :die 6, :modifier
5}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 12,
:skills {:perception 2, :stealth 4}, :str 6, :challenge 0.25, :con 12, :dex
14, :condition-immunities "poisoned", :wis 10, :languages "auran, ignan", :props
{:language {:auran true, :ignan true}, :damage-immunity {:fire true, :poison true},
:condition-immunity {:poisoned true}}, :traits [{:name "Death Burst", :description
"When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius
sphere centered on its space. The sphere is heavily obscured. Wind disperses the
cloud, which otherwise lasts for 1 minute."} {:name "Innate Spellcasting
(1/Day)", :description "The mephit can innately cast dancing lights, requiring no
material components. Its innate spellcasting ability is Charisma."} {:name "Summon
Mephits (1/Day).", :description "The mephit has
a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit
appears in an unoccupied space within 60 feet of its summoner, acts as an ally of
its summoner, and can't summon other mephits. It remains for 1 minute, until it or
its summoner dies, or