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{"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