├── purecss_theme
├── __init__.py
├── favicon.ico
├── img
│ ├── hex.png
│ └── 5thsrd.png
├── toc.html
└── nav-sub.html
├── docs
├── gamemaster_rules
│ ├── templates
│ │ └── index.md
│ ├── magic_items
│ │ ├── ring_of_swimming.md
│ │ ├── index.md
│ │ ├── ring_of_protection.md
│ │ ├── cloak_of_protection.md
│ │ ├── ring_of_water_walking.md
│ │ ├── vicious_weapon.md
│ │ ├── mantle_of_spell_resistance.md
│ │ ├── boots_of_levitation.md
│ │ ├── bracers_of_defense.md
│ │ ├── ring_of_feather_falling.md
│ │ ├── elven_chain.md
│ │ ├── amulet_of_health.md
│ │ ├── ring_of_jumping.md
│ │ ├── armor_1_2_or_3.md
│ │ ├── helm_of_comprehending_languages.md
│ │ ├── hat_of_disguise.md
│ │ ├── brooch_of_shielding.md
│ │ ├── goggles_of_night.md
│ │ ├── headband_of_intellect.md
│ │ ├── ring_of_telekinesis.md
│ │ ├── stone_of_good_luck_luckstone.md
│ │ ├── weapon_1_2_or_3.md
│ │ ├── gauntlets_of_ogre_power.md
│ │ ├── potion_of_clairvoyance.md
│ │ ├── ring_of_three_wishes.md
│ │ ├── potion_of_speed.md
│ │ ├── potion_of_water_breathing.md
│ │ ├── ring_of_warmth.md
│ │ ├── spellguard_shield.md
│ │ ├── cloak_of_the_manta_ray.md
│ │ ├── horseshoes_of_speed.md
│ │ ├── potion_of_mind_reading.md
│ │ ├── bracers_of_archery.md
│ │ ├── periapt_of_health.md
│ │ ├── ring_of_free_action.md
│ │ ├── wand_of_magic_detection.md
│ │ ├── adamantine_armor.md
│ │ ├── boots_of_elvenkind.md
│ │ ├── scimitar_of_speed.md
│ │ ├── shield_1_2_or_3.md
│ │ ├── dwarven_plate.md
│ │ ├── helm_of_teleportation.md
│ │ ├── gloves_of_swimming_and_climbing.md
│ │ ├── potion_of_heroism.md
│ │ ├── periapt_of_proof_against_poison.md
│ │ ├── ring_of_evasion.md
│ │ ├── circlet_of_blasting.md
│ │ ├── potion_of_invisibility.md
│ │ ├── medallion_of_thoughts.md
│ │ ├── periapt_of_wound_closure.md
│ │ ├── potion_of_gaseous_form.md
│ │ ├── universal_solvent.md
│ │ ├── wand_of_secrets.md
│ │ ├── amulet_of_proof_against_detection_and_location.md
│ │ ├── gem_of_seeing.md
│ │ ├── potion_of_animal_friendship.md
│ │ ├── ammunition_1_2_or_3.md
│ │ ├── mithral_armor.md
│ │ ├── wand_of_the_war_mage_1_2_or_3.md
│ │ ├── eyes_of_minute_seeing.md
│ │ ├── ring_of_invisibility.md
│ │ ├── wind_fan.md
│ │ ├── eyes_of_the_eagle.md
│ │ ├── cloak_of_elvenkind.md
│ │ ├── oil_of_sharpness.md
│ │ ├── rope_of_entanglement.md
│ │ ├── sword_of_life_stealing.md
│ │ ├── dragon_slayer.md
│ │ ├── necklace_of_adaption.md
│ │ ├── pearl_of_power.md
│ │ ├── potion_of_growth.md
│ │ ├── potion_of_climbing.md
│ │ ├── potion_of_diminution.md
│ │ ├── ring_of_regeneration.md
│ │ ├── trident_of_fish_command.md
│ │ ├── stone_of_controlling_earth_elementals.md
│ │ ├── potion_of_flying.md
│ │ ├── wand_of_web.md
│ │ ├── wings_of_flying.md
│ │ ├── armor_of_invulnerability.md
│ │ ├── brazier_of_commanding_fire_elementals.md
│ │ ├── eyes_of_charming.md
│ │ ├── arrow_catching_shield.md
│ │ ├── giant_slayer.md
│ │ ├── lantern_of_revealing.md
│ │ ├── philter_of_love.md
│ │ ├── manual_of_bodily_health.md
│ │ ├── tome_of_clear_thought.md
│ │ ├── tome_of_understanding.md
│ │ ├── wand_of_polymorph.md
│ │ ├── manual_of_gainful_exercise.md
│ │ ├── plate_armor_of_etherealness.md
│ │ ├── restorative_ointment.md
│ │ ├── slippers_of_spider_climbing.md
│ │ ├── boots_of_striding_and_springing.md
│ │ ├── manual_of_quickness_of_action.md
│ │ ├── oil_of_etherealness.md
│ │ ├── ring_of_animal_influence.md
│ │ ├── dwarven_thrower.md
│ │ ├── ring_of_spell_turning.md
│ │ ├── mace_of_smiting.md
│ │ ├── tome_of_leadership_and_influence.md
│ │ ├── bowl_of_command_water_elementals.md
│ │ ├── censer_of_controlling_air_elementals.md
│ │ ├── gloves_of_missile_snaring.md
│ │ ├── cloak_of_displacement.md
│ │ ├── flame_tongue.md
│ │ ├── talisman_of_the_sphere.md
│ │ ├── necklace_of_fireballs.md
│ │ ├── dagger_of_venom.md
│ │ ├── winged_boots.md
│ │ ├── boots_of_speed.md
│ │ ├── dust_of_disappearance.md
│ │ ├── immovable_rod.md
│ │ ├── animated_shield.md
│ │ ├── glamoured_studded_leather.md
│ │ ├── boots_of_the_winterlands.md
│ │ ├── chime_of_opening.md
│ │ ├── shield_of_missile_attraction.md
│ │ ├── wand_of_magic_missiles.md
│ │ ├── frost_brand.md
│ │ ├── mace_of_disruption.md
│ │ ├── staff_of_striking.md
│ │ ├── rod_of_rulership.md
│ │ ├── sovereign_glue.md
│ │ ├── staff_of_withering.md
│ │ ├── wand_of_fireballs.md
│ │ ├── cape_of_the_mountebank.md
│ │ ├── amulet_of_the_planes.md
│ │ ├── efficient_quiver.md
│ │ ├── nine_lives_stealer.md
│ │ ├── potion_of_resistance.md
│ │ ├── defender.md
│ │ ├── horseshoes_of_a_zephyr.md
│ │ ├── wand_of_lightning_bolts.md
│ │ ├── holy_avenger.md
│ │ ├── armor_of_resistance.md
│ │ ├── elemental_gem.md
│ │ ├── staff_of_healing.md
│ │ ├── staff_of_fire.md
│ │ ├── oil_of_slipperiness.md
│ │ ├── well_of_many_worlds.md
│ │ ├── demon_armor.md
│ │ ├── potion_of_healing.md
│ │ ├── staff_of_frost.md
│ │ ├── wand_of_paralysis.md
│ │ ├── helm_of_telepathy.md
│ │ ├── scarab_of_protection.md
│ │ ├── wand_of_enemy_detection.md
│ │ ├── potion_of_poison.md
│ │ ├── armor_of_vulnerability.md
│ │ ├── ring_of_x_ray_vision.md
│ │ ├── broom_of_flying.md
│ │ ├── ring_of_the_ram.md
│ │ ├── robe_of_scintillating_colors.md
│ │ ├── ring_of_resistance.md
│ │ ├── cloak_of_the_bat.md
│ │ ├── horn_of_blasting.md
│ │ ├── luck_blade.md
│ │ ├── vorpal_sword.md
│ │ ├── dimensional_shackles.md
│ │ ├── cubic_gate.md
│ │ ├── dust_of_dryness.md
│ │ ├── sword_of_wounding.md
│ │ ├── pipes_of_haunting.md
│ │ ├── cloak_of_arachnida.md
│ │ └── robe_of_the_archmagi.md
│ ├── magic_item_indexes
│ │ └── index.md
│ ├── monsters
│ │ ├── index.md
│ │ ├── sea_horse.md
│ │ ├── deer.md
│ │ ├── pony.md
│ │ ├── camel.md
│ │ ├── lizard.md
│ │ ├── draft_horse.md
│ │ ├── riding_horse.md
│ │ ├── rat.md
│ │ ├── crab.md
│ │ ├── badger.md
│ │ ├── hawk.md
│ │ ├── cat.md
│ │ ├── eagle.md
│ │ ├── weasel.md
│ │ ├── plesiosaurus.md
│ │ ├── pegasus.md
│ │ ├── scorpion.md
│ │ ├── bat.md
│ │ ├── commoner.md
│ │ └── axe_beak.md
│ └── monster_indexes
│ │ └── index.md
├── spellcasting
│ ├── spells
│ │ ├── index.md
│ │ ├── misty_step.md
│ │ ├── spare_the_dying.md
│ │ ├── divine_favor.md
│ │ ├── jump.md
│ │ ├── glibness.md
│ │ ├── greater_invisibility.md
│ │ ├── barkskin.md
│ │ ├── lesser_restoration.md
│ │ ├── purify_food_and_drink.md
│ │ ├── shield_of_faith.md
│ │ ├── darkvision.md
│ │ ├── guidance.md
│ │ ├── protection_from_energy.md
│ │ ├── expeditious_retreat.md
│ │ ├── power_word_kill.md
│ │ ├── beacon_of_hope.md
│ │ ├── inflict_wounds.md
│ │ ├── remove_curse.md
│ │ ├── resistance.md
│ │ ├── revivify.md
│ │ ├── blur.md
│ │ ├── see_invisibility.md
│ │ ├── mage_armor.md
│ │ ├── shield.md
│ │ ├── stoneskin.md
│ │ ├── water_breathing.md
│ │ ├── tongues.md
│ │ ├── true_strike.md
│ │ ├── create_food_and_water.md
│ │ ├── longstrider.md
│ │ ├── sacred_flame.md
│ │ ├── continual_flame.md
│ │ ├── locate_animals_or_plants.md
│ │ ├── mass_heal.md
│ │ ├── spider_climb.md
│ │ ├── false_life.md
│ │ ├── mind_blank.md
│ │ ├── acid_splash.md
│ │ ├── prayer_of_healing.md
│ │ ├── ray_of_frost.md
│ │ ├── transport_via_plants.md
│ │ ├── fire_bolt.md
│ │ ├── healing_word.md
│ │ ├── silence.md
│ │ ├── grease.md
│ │ ├── magic_weapon.md
│ │ ├── aid.md
│ │ ├── cure_wounds.md
│ │ ├── scorching_ray.md
│ │ ├── mass_healing_word.md
│ │ ├── nondetection.md
│ │ ├── poison_spray.md
│ │ ├── goodberry.md
│ │ ├── protection_from_poison.md
│ │ ├── feather_fall.md
│ │ ├── fly.md
│ │ ├── power_word_stun.md
│ │ ├── heal.md
│ │ ├── eldritch_blast.md
│ │ ├── ray_of_enfeeblement.md
│ │ ├── death_ward.md
│ │ ├── shillelagh.md
│ │ ├── true_seeing.md
│ │ ├── magic_missile.md
│ │ ├── bless.md
│ │ ├── vicious_mockery.md
│ │ ├── foresight.md
│ │ ├── shocking_grasp.md
│ │ ├── gentle_repose.md
│ │ ├── pass_without_trace.md
│ │ ├── guiding_bolt.md
│ │ ├── speak_with_animals.md
│ │ ├── finger_of_death.md
│ │ ├── mending.md
│ │ ├── faerie_fire.md
│ │ ├── invisibility.md
│ │ ├── mass_cure_wounds.md
│ │ ├── detect_evil_and_good.md
│ │ ├── fog_cloud.md
│ │ ├── harm.md
│ │ ├── maze.md
│ │ ├── detect_poison_and_disease.md
│ │ ├── hellish_rebuke.md
│ │ ├── sanctuary.md
│ │ ├── bane.md
│ │ ├── branding_smite.md
│ │ ├── heroism.md
│ │ ├── comprehend_languages.md
│ │ ├── cone_of_cold.md
│ │ ├── antilife_shell.md
│ │ ├── regenerate.md
│ │ ├── circle_of_death.md
│ │ ├── time_stop.md
│ │ ├── haste.md
│ │ ├── water_walk.md
│ │ ├── entangle.md
│ │ ├── flame_strike.md
│ │ ├── passwall.md
│ │ ├── telepathic_bond.md
│ │ ├── blindnessdeafness.md
│ │ ├── light.md
│ │ ├── greater_restoration.md
│ │ ├── arcane_eye.md
│ │ ├── arcane_sword.md
│ │ ├── detect_magic.md
│ │ └── vampiric_touch.md
│ ├── spell_indexes
│ │ └── index.md
│ └── spell_lists
│ │ └── index.md
├── privacy_policy.md
├── character
│ ├── races
│ │ └── index.md
│ └── classes
│ │ └── index.md
├── combat
│ └── index.md
├── search.md
├── rules
│ └── abilities
│ │ └── index.md
├── license.md
└── adventuring
│ └── equipment
│ └── index.md
├── create_invalidation.sh
├── plugins
├── table-styler.py
└── css_minifier.py
├── README.md
├── pyproject.toml
├── .gitignore
├── license.md
└── deploy_to_prod.sh
/purecss_theme/__init__.py:
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1 |
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/purecss_theme/favicon.ico:
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https://raw.githubusercontent.com/vitusventure/5thSRD/HEAD/purecss_theme/favicon.ico
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/purecss_theme/img/hex.png:
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https://raw.githubusercontent.com/vitusventure/5thSRD/HEAD/purecss_theme/img/hex.png
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/purecss_theme/img/5thsrd.png:
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https://raw.githubusercontent.com/vitusventure/5thSRD/HEAD/purecss_theme/img/5thsrd.png
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/docs/gamemaster_rules/templates/index.md:
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1 | # Templates
2 |
3 | * [Halfdragon Template](/gamemaster_rules/templates/halfdragon_template/)
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/create_invalidation.sh:
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1 | #!/bin/bash
2 |
3 | # Invalidate Cloudfront cache
4 | aws cloudfront create-invalidation --distribution-id E21QCV3S5T8Z34 --paths "/*" --output json
5 |
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/docs/gamemaster_rules/magic_items/ring_of_swimming.md:
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1 | name: Ring of Swimming
2 | type: ring
3 |
4 | # Ring of Swimming
5 | _Ring, uncommon_
6 |
7 | You have a swimming speed of 40 feet while wearing this ring.
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/docs/gamemaster_rules/magic_items/index.md:
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1 | # Magic Items Indexes
2 |
3 | * [Magic Items by Name](/gamemaster_rules/magic_item_indexes/items_by_name/)
4 | * [Magic Items by Type](/gamemaster_rules/magic_item_indexes/items_by_type/)
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/docs/gamemaster_rules/magic_item_indexes/index.md:
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1 | # Magic Items Indexes
2 |
3 | * [Magic Items by Name](/gamemaster_rules/magic_item_indexes/items_by_name/)
4 | * [Magic Items by Type](/gamemaster_rules/magic_item_indexes/items_by_type/)
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/docs/gamemaster_rules/magic_items/ring_of_protection.md:
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1 | name: Ring of Protection
2 | type: ring
3 |
4 | # Ring of Protection
5 | _Ring, rare (requires attunement)_
6 |
7 | You gain a +1 bonus to AC and saving throws while wearing this ring.
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/docs/spellcasting/spells/index.md:
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1 | # Spells
2 |
3 | * [Spells by Level](/spellcasting/spell_indexes/spells_by_level/)
4 | * [Spells by Name](/spellcasting/spell_indexes/spells_by_name/)
5 | * [Spells by School](/spellcasting/spell_indexes/spells_by_school)
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/docs/gamemaster_rules/magic_items/cloak_of_protection.md:
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1 | name: Cloak of Protection
2 | type: item
3 |
4 | # Cloak of Protection
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | You gain a +1 bonus to AC and saving throws while you wear this cloak.
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/docs/spellcasting/spell_indexes/index.md:
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1 | # Spell Indexes
2 |
3 | * [Spells by Level](/spellcasting/spell_indexes/spells_by_level/)
4 | * [Spells by Name](/spellcasting/spell_indexes/spells_by_name/)
5 | * [Spells by School](/spellcasting/spell_indexes/spells_by_school)
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/docs/gamemaster_rules/magic_items/ring_of_water_walking.md:
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1 | name: Ring of Water Walking
2 | type: ring
3 |
4 | # Ring of Water Walking
5 | _Ring, uncommon_
6 |
7 | While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
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/docs/gamemaster_rules/magic_items/vicious_weapon.md:
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1 | name: Vicious Weapon
2 | type: weapon
3 |
4 | # Vicious Weapon
5 | _Weapon (any), rare_
6 |
7 | When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.
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/docs/gamemaster_rules/magic_items/mantle_of_spell_resistance.md:
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1 | name: Mantle of Spell Resistance
2 | type: item
3 |
4 | # Mantle of Spell Resistance
5 | _Wondrous item, rare (requires attunement)_
6 |
7 | You have advantage on saving throws against spells while you wear this cloak.
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/docs/gamemaster_rules/monsters/index.md:
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1 | # Monster Indexes
2 |
3 | * [Monsters by CR](/gamemaster_rules/monster_indexes/monsters_by_cr/)
4 | * [Monsters by Name](/gamemaster_rules/monster_indexes/monsters_by_name/)
5 | * [Monsters by Type](/gamemaster_rules/monster_indexes/monsters_by_type)
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/docs/gamemaster_rules/magic_items/boots_of_levitation.md:
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1 | name: Boots of Levitation
2 | type: item
3 |
4 | # Boots of Levitation
5 | _Wondrous item, rare (requires attunement)_
6 |
7 | While you wear these boots, you can use an action to cast the **_levitate_** spell on yourself at will.
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/docs/gamemaster_rules/magic_items/bracers_of_defense.md:
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1 | name: Bracers of Defense
2 | type: item
3 |
4 | # Bracers of Defense
5 | _Wondrous item, rare (requires attunement)_
6 |
7 | While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
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/docs/gamemaster_rules/magic_items/ring_of_feather_falling.md:
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1 | name: Ring of Feather Falling
2 | type: ring
3 |
4 | # Ring of Feather Falling
5 | _Ring, rare (requires attunement)_
6 |
7 | When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
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/docs/gamemaster_rules/monster_indexes/index.md:
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1 | # Monster Indexes
2 |
3 | * [Monsters by CR](/gamemaster_rules/monster_indexes/monsters_by_cr/)
4 | * [Monsters by Name](/gamemaster_rules/monster_indexes/monsters_by_name/)
5 | * [Monsters by Type](/gamemaster_rules/monster_indexes/monsters_by_type)
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/docs/gamemaster_rules/magic_items/elven_chain.md:
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1 | name: Elven Chain
2 | type: armor
3 |
4 | # Elven Chain
5 | _Armor (chain shirt), rare_
6 |
7 | You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
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/docs/gamemaster_rules/magic_items/amulet_of_health.md:
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1 | name: Amulet of Health
2 | type: item
3 |
4 | # Amulet of Health
5 | _Wondrous item, rare (requires attunement)_
6 |
7 | Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.
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/docs/gamemaster_rules/magic_items/ring_of_jumping.md:
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1 | name: Ring of Jumping
2 | type: ring
3 |
4 | # Ring of Jumping
5 | _Ring, uncommon (requires attunement)_
6 |
7 | While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
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/docs/gamemaster_rules/magic_items/armor_1_2_or_3.md:
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1 | name: Armor, +1, +2, or +3
2 | type: armor
3 |
4 | # Armor, +1, +2, or +3
5 | _Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)_
6 |
7 | You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
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/docs/privacy_policy.md:
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1 | # Privacy Policy
2 |
3 | ## Advertisements
4 |
5 | We use a third-party to provide monetization technologies for our site. You can review their privacy and cookie policy [here](https://nitropay.com/privacy/).
6 |
7 | ## CCPA Opt Out
8 |
9 |
10 |
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/docs/gamemaster_rules/magic_items/helm_of_comprehending_languages.md:
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1 | name: Helm of Comprehending Languages
2 | type: item
3 |
4 | # Helm of Comprehending Languages
5 | _Wondrous item, uncommon_
6 |
7 | While wearing this helm, you can use an action to cast the **_comprehend languages_** spell from it at will.
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/docs/gamemaster_rules/magic_items/hat_of_disguise.md:
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1 | name: Hat of Disguise
2 | type: item
3 |
4 | # Hat of Disguise
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While wearing this hat, you can use an action to cast the **_disguise self_** spell from it at will. The spell ends if the hat is removed.
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/docs/gamemaster_rules/magic_items/brooch_of_shielding.md:
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1 | name: Brooch of Shielding
2 | type: item
3 |
4 | # Brooch of Shielding
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the **_magic missile_** spell.
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/docs/gamemaster_rules/magic_items/goggles_of_night.md:
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1 | name: Goggles of Night
2 | type: item
3 |
4 | # Goggles of Night
5 | _Wondrous item, uncommon_
6 |
7 | While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
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/docs/gamemaster_rules/magic_items/headband_of_intellect.md:
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1 | name: Headband of Intellect
2 | type: item
3 |
4 | # Headband of Intellect
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/ring_of_telekinesis.md:
--------------------------------------------------------------------------------
1 | name: Ring of Telekinesis
2 | type: ring
3 |
4 | # Ring of Telekinesis
5 | _Ring, very rare (requires attunement)_
6 |
7 | While wearing this ring, you can cast the **_telekinesis_** spell at will, but you can target only objects that aren't being worn or carried.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/stone_of_good_luck_luckstone.md:
--------------------------------------------------------------------------------
1 | name: Stone of Good Luck (Luckstone)
2 | type: item
3 |
4 | # Stone of Good Luck (Luckstone)
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/weapon_1_2_or_3.md:
--------------------------------------------------------------------------------
1 | name: Weapon, +1, +2, or +3
2 | type: weapon
3 |
4 | # Weapon, +1, +2, or +3
5 | _Weapon (any), uncommon (+1), rare (+2), or very rare (+3)_
6 |
7 | You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/gauntlets_of_ogre_power.md:
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1 | name: Gauntlets of Ogre Power
2 | type: item
3 |
4 | # Gauntlets of Ogre Power
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/potion_of_clairvoyance.md:
--------------------------------------------------------------------------------
1 | name: Potion of Clairvoyance
2 | type: potion
3 |
4 | # Potion of Clairvoyance
5 | _Potion, rare_
6 |
7 | When you drink this potion, you gain the effect of the **_clairvoyance_** spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.
--------------------------------------------------------------------------------
/plugins/table-styler.py:
--------------------------------------------------------------------------------
1 | import re
2 |
3 | def style_tables(output_content, page, config):
4 | output_content = re.sub(r'
', '', output_content)
5 | output_content = re.sub(r'
', '
', output_content)
6 | return output_content
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/ring_of_three_wishes.md:
--------------------------------------------------------------------------------
1 | name: Ring of Three Wishes
2 | type: ring
3 |
4 | # Ring of Three Wishes
5 | _Ring, legendary_
6 |
7 | While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the **_wish_** spell from it. The ring becomes nonmagical when you use the last charge.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/potion_of_speed.md:
--------------------------------------------------------------------------------
1 | name: Potion of Speed
2 | type: potion
3 |
4 | # Potion of Speed
5 | _Potion, very rare_
6 |
7 | When you drink this potion, you gain the effect of the **_haste_** spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/potion_of_water_breathing.md:
--------------------------------------------------------------------------------
1 | name: Potion of Water Breathing
2 | type: potion
3 |
4 | # Potion of Water Breathing
5 | _Potion, uncommon_
6 |
7 | You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
8 |
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/ring_of_warmth.md:
--------------------------------------------------------------------------------
1 | name: Ring of Warmth
2 | type: ring
3 |
4 | # Ring of Warmth
5 | _Ring, uncommon (requires attunement)_
6 |
7 | While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/spellguard_shield.md:
--------------------------------------------------------------------------------
1 | name: Spellguard Shield
2 | type: armor
3 |
4 | # Spellguard Shield
5 | _Armor (shield), very rare (requires attunement)_
6 |
7 | While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/cloak_of_the_manta_ray.md:
--------------------------------------------------------------------------------
1 | name: Cloak of the Manta Ray
2 | type: item
3 |
4 | # Cloak of the Manta Ray
5 | _Wondrous item, uncommon_
6 |
7 | While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
8 |
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/horseshoes_of_speed.md:
--------------------------------------------------------------------------------
1 | name: Horseshoes of Speed
2 | type: item
3 |
4 | # Horseshoes of Speed
5 | _Wondrous item, rare_
6 |
7 | These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/potion_of_mind_reading.md:
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1 | name: Potion of Mind Reading
2 | type: potion
3 |
4 | # Potion of Mind Reading
5 | _Potion, rare_
6 |
7 | When you drink this potion, you gain the effect of the **_detect thoughts_** spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/bracers_of_archery.md:
--------------------------------------------------------------------------------
1 | name: Bracers of Archery
2 | type: item
3 |
4 | # Bracers of Archery
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/periapt_of_health.md:
--------------------------------------------------------------------------------
1 | name: Periapt of Health
2 | type: item
3 |
4 | # Periapt of Health
5 | _Wondrous item, uncommon_
6 |
7 | You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/ring_of_free_action.md:
--------------------------------------------------------------------------------
1 | name: Ring of Free Action
2 | type: ring
3 |
4 | # Ring of Free Action
5 | _Ring, rare (requires attunement)_
6 |
7 | While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/wand_of_magic_detection.md:
--------------------------------------------------------------------------------
1 | name: Wand of Magic Detection
2 | type: wand
3 |
4 | # Wand of Magic Detection
5 | _Wand, uncommon_
6 |
7 | This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the **_detect magic_** spell from it. The wand regains 1d3 expended charges daily at dawn.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/adamantine_armor.md:
--------------------------------------------------------------------------------
1 | name: Adamantine Armor
2 | type: armor
3 |
4 | # Adamantine Armor
5 | _Armor (medium or heavy, but not hide), uncommon_
6 |
7 | This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
8 |
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/boots_of_elvenkind.md:
--------------------------------------------------------------------------------
1 | name: Boots of Elvenkind
2 | type: item
3 |
4 | # Boots of Elvenkind
5 | _Wondrous item, uncommon_
6 |
7 | While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/scimitar_of_speed.md:
--------------------------------------------------------------------------------
1 | name: Scimitar of Speed
2 | type: weapon
3 |
4 | # Scimitar of Speed
5 | _Weapon (scimitar), very rare (requires attunement)_
6 |
7 | You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/shield_1_2_or_3.md:
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1 | name: Shield, +1, +2, or +3
2 | type: armor
3 |
4 | # Shield, +1, +2, or +3
5 | _Armor (shield), uncommon (+1), rare (+2), or very rare (+3)_
6 |
7 | While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.
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/docs/gamemaster_rules/magic_items/dwarven_plate.md:
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1 | name: Dwarven Plate
2 | type: armor
3 |
4 | # Dwarven Plate
5 | _Armor (plate), very rare_
6 |
7 | While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
8 |
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/docs/gamemaster_rules/magic_items/helm_of_teleportation.md:
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1 | name: Helm of Teleportation
2 | type: item
3 |
4 | # Helm of Teleportation
5 | _Wondrous item, rare (requires attunement)_
6 |
7 | This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the **_teleport_** spell from it. The helm regains 1d3 expended charges daily at dawn.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/gloves_of_swimming_and_climbing.md:
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1 | name: Gloves of Swimming and Climbing
2 | type: item
3 |
4 | # Gloves of Swimming and Climbing
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/potion_of_heroism.md:
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1 | name: Potion of Heroism
2 | type: potion
3 |
4 | # Potion of Heroism
5 | _Potion, rare_
6 |
7 | For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the **_bless_** spell (no concentration required). This blue potion bubbles and steams as if boiling.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/periapt_of_proof_against_poison.md:
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1 | name: Periapt of Proof against Poison
2 | type: item
3 |
4 | # Periapt of Proof against Poison
5 | _Wondrous item, rare_
6 |
7 | This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
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/docs/gamemaster_rules/magic_items/ring_of_evasion.md:
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1 | name: Ring of Evasion
2 | type: ring
3 |
4 | # Ring of Evasion
5 | _Ring, rare (requires attunement)_
6 |
7 | This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/circlet_of_blasting.md:
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1 | name: Circlet of Blasting
2 | type: item
3 |
4 | # Circlet of Blasting
5 | _Wondrous item, uncommon_
6 |
7 | While wearing this circlet, you can use an action to cast the **_scorching ray_** spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
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/docs/gamemaster_rules/magic_items/potion_of_invisibility.md:
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1 | name: Potion of Invisibility
2 | type: potion
3 |
4 | # Potion of Invisibility
5 | _Potion, very rare_
6 |
7 | This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
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/docs/gamemaster_rules/magic_items/medallion_of_thoughts.md:
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1 | name: Medallion of Thoughts
2 | type: item
3 |
4 | # Medallion of Thoughts
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the **_detect thoughts_** spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
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/docs/gamemaster_rules/magic_items/periapt_of_wound_closure.md:
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1 | name: Periapt of Wound Closure
2 | type: item
3 |
4 | # Periapt of Wound Closure
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
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/docs/gamemaster_rules/magic_items/potion_of_gaseous_form.md:
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1 | name: Potion of Gaseous Form
2 | type: potion
3 |
4 | # Potion of Gaseous Form
5 | _Potion, rare_
6 |
7 | When you drink this potion, you gain the effect of the **_gaseous form_** spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.
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/docs/gamemaster_rules/magic_items/universal_solvent.md:
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1 | name: Universal Solvent
2 | type: item
3 |
4 | # Universal Solvent
5 | _Wondrous item, legendary_
6 |
7 | This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including **sovereign glue**.
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/docs/gamemaster_rules/magic_items/wand_of_secrets.md:
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1 | name: Wand of Secrets
2 | type: wand
3 |
4 | # Wand of Secrets
5 | _Wand, uncommon_
6 |
7 | The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
8 |
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/amulet_of_proof_against_detection_and_location.md:
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1 | name: Amulet of Proof against Detection and Location
2 | type: item
3 |
4 | # Amulet of Proof against Detection and Location
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
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/docs/gamemaster_rules/magic_items/gem_of_seeing.md:
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1 | name: Gem of Seeing
2 | type: item
3 |
4 | # Gem of Seeing
5 | _Wondrous item, rare (requires attunement)_
6 |
7 | This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
8 |
9 | The gem regains 1d3 expended charges daily at dawn.
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/docs/gamemaster_rules/magic_items/potion_of_animal_friendship.md:
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1 | name: Potion of Animal Friendship
2 | type: potion
3 |
4 | # Potion of Animal Friendship
5 | _Potion, uncommon_
6 |
7 | When you drink this potion, you can cast the **_animal friendship_** spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
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/docs/character/races/index.md:
--------------------------------------------------------------------------------
1 | # Races
2 |
3 | * [Dragonborn](/character/races/dragonborn/)
4 | * [Dwarf](/character/races/dwarf/)
5 | * [Elf](/character/races/elf/)
6 | * [Gnome](/character/races/gnome/)
7 | * [Half-Elf](/character/races/half-elf/)
8 | * [Half-Orc](/character/races/half-orc/)
9 | * [Halfling](/character/races/halfling/)
10 | * [Human](/character/races/human/)
11 | * [Tiefling](/character/races/tiefling/)
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/docs/gamemaster_rules/magic_items/ammunition_1_2_or_3.md:
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1 | name: Ammunition, +1, +2 or +3
2 | type: weapon
3 |
4 | # Ammunition, +1, +2, or +3
5 | _Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)_
6 |
7 | You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
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/docs/gamemaster_rules/magic_items/mithral_armor.md:
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1 | name: Mithral Armor
2 | type: armor
3 |
4 | # Mithral Armor
5 | _Armor (medium or heavy, but not hide), uncommon_
6 |
7 | Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/wand_of_the_war_mage_1_2_or_3.md:
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1 | name: Wand of the War Mage, +1, +2, or +3
2 | type: wand
3 |
4 | # Wand of the War Mage, +1, +2, or +3
5 | _Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)_
6 |
7 | While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.
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/docs/gamemaster_rules/magic_items/eyes_of_minute_seeing.md:
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1 | name: Eyes of Minute Seeing
2 | type: item
3 |
4 | # Eyes of Minute Seeing
5 | _Wondrous item, uncommon_
6 |
7 | These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
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/docs/combat/index.md:
--------------------------------------------------------------------------------
1 | # Combat
2 |
3 | * [Actions in Combat](/combat/actions_in_combat/)
4 | * [Cover](/combat/cover/)
5 | * [Damage and Healing](/combat/damage_and_healing/)
6 | * [Making an Attack](/combat/making_an_attack/)
7 | * [Mounted Combat](/combat/mounted_combat/)
8 | * [Movement and Position](/combat/movement_and_position/)
9 | * [Order of Combat](/combat/order_of_combat/)
10 | * [Underwater Combat](/combat/underwater_combat/)
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/ring_of_invisibility.md:
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1 | name: Ring of Invisibility
2 | type: ring
3 |
4 | # Ring of Invisibility
5 | _Ring, legendary (requires attunement)_
6 |
7 | While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
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/docs/gamemaster_rules/magic_items/wind_fan.md:
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1 | name: Wind Fan
2 | type: item
3 |
4 | # Wind Fan
5 | _Wondrous item, uncommon_
6 |
7 | While holding this fan, you can use an action to cast the **_gust of wind_** spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
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/README.md:
--------------------------------------------------------------------------------
1 | # 5thSRD
2 | This is a markdown version of the 5th Edition System Reference Document.
3 |
4 | Documents are in the docs/ directory.
5 |
6 | Published as a website built via mkdocs on https://5thsrd.org
7 |
8 | # How to Build
9 | Various indexes are built using build_indexes.py.
10 |
11 | Build the full site using mkdocs (http://www.mkdocs.org/): mkdocs build --clean
12 |
13 | You can also serve locally by running mkdocs serve
14 |
--------------------------------------------------------------------------------
/docs/gamemaster_rules/magic_items/eyes_of_the_eagle.md:
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1 | name: Eyes of the Eagle
2 | type: item
3 |
4 | # Eyes of the Eagle
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
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/docs/gamemaster_rules/magic_items/cloak_of_elvenkind.md:
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1 | name: Cloak of Elvenkind
2 | type: item
3 |
4 | # Cloak of Elvenkind
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
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/docs/gamemaster_rules/magic_items/oil_of_sharpness.md:
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1 | name: Oil of Sharpness
2 | type: potion
3 |
4 | # Oil of Sharpness
5 | _Potion, very rare_
6 |
7 | This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
8 |
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/docs/gamemaster_rules/magic_items/rope_of_entanglement.md:
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1 | name: Rope of Entanglement
2 | type: item
3 |
4 | # Rope of Entanglement
5 | _Wondrous item, rare_
6 |
7 | This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
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/docs/gamemaster_rules/magic_items/sword_of_life_stealing.md:
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1 | name: Sword of Life Stealing
2 | type: weapon
3 |
4 | # Sword of Life Stealing
5 | _Weapon (any sword), rare (requires attunement)_
6 |
7 | When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.
8 |
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/docs/spellcasting/spells/misty_step.md:
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1 | name: Misty Step
2 | level: 2
3 | school: conjuration
4 | classes: sorcerer
5 | warlock
6 | wizard
7 |
8 | # Misty Step
9 | _2nd-level conjuration_
10 |
11 | **Casting Time:** 1 bonus action
12 | **Range:** Self
13 | **Components:** V
14 | **Duration:** Instantaneous
15 |
16 | Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
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/docs/spellcasting/spells/spare_the_dying.md:
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1 | name: Spare the Dying
2 | level: 0
3 | school: necromancy
4 | classes: cleric
5 |
6 | # Spare the Dying
7 | _Necromancy cantrip_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** Touch
11 | **Components:** V, S
12 | **Duration:** Instantaneous
13 |
14 | You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
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/docs/gamemaster_rules/magic_items/dragon_slayer.md:
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1 | name: Dragon Slayer
2 | type: weapon
3 |
4 | # Dragon Slayer
5 | _Weapon (any sword), rare_
6 |
7 | You gain a +1 bonus to attack and damage rolls made with this magic weapon.
8 |
9 | When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
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/docs/gamemaster_rules/magic_items/necklace_of_adaption.md:
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1 | name: Necklace of Adaption
2 | type: item
3 |
4 | # Necklace of Adaptation
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as **_cloudkill_** and **_stinking cloud_** effects, inhaled poisons, and the breath weapons of some dragons).
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/docs/gamemaster_rules/magic_items/pearl_of_power.md:
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1 | name: Pearl of Power
2 | type: item
3 |
4 | # Pearl of Power
5 | _Wondrous item, uncommon (requires attunement by a spellcaster)_
6 |
7 | While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it cant be used again until the next dawn.
8 |
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/docs/gamemaster_rules/magic_items/potion_of_growth.md:
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1 | name: Potion of Growth
2 | type: potion
3 |
4 | # Potion of Growth
5 | _Potion, uncommon_
6 |
7 | When you drink this potion, you gain the "enlarge" effect of the **_enlarge/reduce_** spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
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/docs/spellcasting/spells/divine_favor.md:
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1 | name: Divine Favor
2 | level: 1
3 | school: evocation
4 | classes: paladin
5 |
6 | # Divine Favor
7 | _1st-level evocation_
8 |
9 | **Casting Time:** 1 bonus action
10 | **Range:** Self
11 | **Components:** V, S
12 | **Duration:** Concentration, up to 1 minute
13 |
14 | Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
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/docs/spellcasting/spells/jump.md:
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1 | name: Jump
2 | level: 1
3 | school: transmutation
4 | classes: druid
5 | ranger
6 | sorcerer
7 | wizard
8 |
9 | # Jump
10 | _1st-level transmutation_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** Touch
14 | **Components:** V, S, M (a grasshopper's hind leg)
15 | **Duration:** 1 minute
16 |
17 | You touch a creature. The creature's jump distance is tripled until the spell ends.
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/docs/gamemaster_rules/magic_items/potion_of_climbing.md:
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1 | name: Potion of Climbing
2 | type: potion
3 |
4 | # Potion of Climbing
5 | _Potion, common_
6 |
7 | When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
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/docs/gamemaster_rules/magic_items/potion_of_diminution.md:
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1 | name: Potion of Diminution
2 | type: potion
3 |
4 | # Potion of Diminution
5 | _Potion, rare_
6 |
7 | When you drink this potion, you gain the "reduce" effect of the **_enlarge/reduce_** spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
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/docs/gamemaster_rules/magic_items/ring_of_regeneration.md:
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1 | name: Ring of Regeneration
2 | type: ring
3 |
4 | # Ring of Regeneration
5 | _Ring, very rare (requires attunement)_
6 |
7 | While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
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/docs/gamemaster_rules/magic_items/trident_of_fish_command.md:
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1 | name: Trident of Fish Command
2 | type: weapon
3 |
4 | # Trident of Fish Command
5 | _Weapon (trident), uncommon (requires attunement)_
6 |
7 | This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast **_dominate beast_** (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
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/docs/gamemaster_rules/magic_items/stone_of_controlling_earth_elementals.md:
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1 | name: Stone of Controlling Earth Elementals
2 | type: item
3 |
4 | # Stone of Controlling Earth Elementals
5 | _Wondrous item, rare_
6 |
7 | If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the **_conjure elemental_** spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.
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/docs/gamemaster_rules/magic_items/potion_of_flying.md:
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1 | name: Potion of Flying
2 | type: potion
3 |
4 | # Potion of Flying
5 | _Potion, very rare_
6 |
7 | When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
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/docs/gamemaster_rules/magic_items/wand_of_web.md:
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1 | name: Wand of Web
2 | type: wand
3 |
4 | # Wand of Web
5 | _Wand, uncommon (requires attunement by a spellcaster)_
6 |
7 | This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the **_web_** spell (save DC 15) from it.
8 |
9 | The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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/docs/gamemaster_rules/magic_items/wings_of_flying.md:
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1 | name: Wings of Flying
2 | type: item
3 |
4 | # Wings of Flying
5 | _Wondrous item, rare (requires attunement)_
6 |
7 | While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
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/docs/gamemaster_rules/magic_items/armor_of_invulnerability.md:
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1 | name: Armor of Invulnerability
2 | type: armor
3 |
4 | # Armor of Invulnerability
5 | _Armor (plate), legendary (requires attunement)_
6 |
7 | You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.
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/docs/gamemaster_rules/magic_items/brazier_of_commanding_fire_elementals.md:
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1 | name: Brazier of Commanding Fire Elementals
2 | type: item
3 |
4 | # Brazier of Commanding Fire Elementals
5 | _Wondrous item, rare_
6 |
7 | While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the **_conjure elemental_** spell. The brazier can't be used this way again until the next dawn. The brazier weighs 5 pounds.
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/docs/gamemaster_rules/magic_items/eyes_of_charming.md:
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1 | name: Eyes of Charming
2 | type: item
3 |
4 | # Eyes of Charming
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the **_charm person_** spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.
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/docs/search.md:
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1 | # Search the SRD
2 |
3 |
14 |
15 |
16 |
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/docs/gamemaster_rules/magic_items/arrow_catching_shield.md:
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1 | name: Arrow-Catching Shield
2 | type: armor
3 |
4 | # Arrow-Catching Shield
5 | _Armor (shield), rare (requires attunement)_
6 |
7 | You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
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/pyproject.toml:
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1 | [tool.poetry]
2 | name = "5thsrd"
3 | version = "0.1.0"
4 | description = ""
5 | authors = ["John Orndorff"]
6 |
7 | [tool.poetry.dependencies]
8 | python = "^3.7"
9 | mkdocs-multilang = "^0.1.3"
10 | Markdown = "^3.3.4"
11 | mkdocs-simple-hooks = "^0.1.3"
12 | mkdocs-section-index = "^0.3.0"
13 | csscompressor = "^0.9.5"
14 |
15 | [tool.poetry.dev-dependencies]
16 |
17 | [build-system]
18 | requires = ["poetry-core>=1.0.0"]
19 | build-backend = "poetry.core.masonry.api"
20 |
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/docs/gamemaster_rules/magic_items/giant_slayer.md:
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1 | name: Giant Slayer
2 | type: weapon
3 |
4 | # Giant Slayer
5 | _Weapon (any axe or sword), rare_
6 |
7 | You gain a +1 bonus to attack and damage rolls made with this magic weapon.
8 |
9 | When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
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/docs/gamemaster_rules/magic_items/lantern_of_revealing.md:
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1 | name: Lantern of Revealing
2 | type: item
3 |
4 | # Lantern of Revealing
5 | _Wondrous item, uncommon_
6 |
7 | While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
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/docs/gamemaster_rules/magic_items/philter_of_love.md:
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1 | name: Philter of Love
2 | type: potion
3 |
4 | # Philter of Love
5 | _Potion, uncommon_
6 |
7 | The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
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/.gitignore:
--------------------------------------------------------------------------------
1 | .idea/
2 | site/
3 | 5thsrd_offline/
4 | docs/spellcasting/spell_lists/*
5 | docs/spellcasting/spell_indexes/*
6 | docs/gamemaster_rules/magic_item_indexes/*
7 | docs/gamemaster_rules/monster_indexes/*
8 |
9 | !docs/spellcasting/spell_lists/index.md
10 | !docs/spellcasting/spell_indexes/index.md
11 | !docs/gamemaster_rules/magic_item_indexes/index.md
12 | !docs/gamemaster_rules/monster_indexes/index.md
13 |
14 | purecss_theme/inline_styles.html
15 |
16 | __pycache__
17 | *.pyc
18 | .venv
19 |
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/docs/gamemaster_rules/magic_items/manual_of_bodily_health.md:
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1 | name: Manual of Bodily Health
2 | type: item
3 |
4 | # Manual of Bodily Health
5 | _Wondrous item, very rare_
6 |
7 | This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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/docs/gamemaster_rules/magic_items/tome_of_clear_thought.md:
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1 | name: Tome of Clear Thought
2 | type: item
3 |
4 | # Tome of Clear Thought
5 | _Wondrous item, very rare_
6 |
7 | This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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/docs/gamemaster_rules/magic_items/tome_of_understanding.md:
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1 | name: Tome of Understanding
2 | type: item
3 |
4 | # Tome of Understanding
5 | _Wondrous item, very rare_
6 |
7 | This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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/docs/gamemaster_rules/magic_items/wand_of_polymorph.md:
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1 | name: Wand of Polymorph
2 | type: wand
3 |
4 | # Wand of Polymorph
5 | _Wand, very rare (requires attunement by a spellcaster)_
6 |
7 | This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the **_polymorph_** spell (save DC 15) from it.
8 |
9 | The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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/docs/gamemaster_rules/magic_items/manual_of_gainful_exercise.md:
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1 | name: Manual of Gainful Exercise
2 | type: item
3 |
4 | # Manual of Gainful Exercise
5 | _Wondrous item, very rare_
6 |
7 | This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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/docs/gamemaster_rules/magic_items/plate_armor_of_etherealness.md:
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1 | name: Plate Armor of Etherealness
2 | type: armor
3 |
4 | # Plate Armor of Etherealness
5 | _Armor (plate), legendary (requires attunement)_
6 |
7 | While you're wearing this armor, you can speak its command word as an action to gain the effect of the **_etherealness_** spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.
8 |
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/docs/gamemaster_rules/magic_items/restorative_ointment.md:
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1 | name: Restorative Ointment
2 | type: item
3 |
4 | # Restorative Ointment
5 | _Wondrous item, uncommon_
6 |
7 | This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
8 |
9 | As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
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/docs/gamemaster_rules/magic_items/slippers_of_spider_climbing.md:
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1 | name: Slippers of Spider Climbing
2 | type: item
3 |
4 | # Slippers of Spider Climbing
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
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/docs/gamemaster_rules/magic_items/boots_of_striding_and_springing.md:
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1 | name: Boots of Striding and Springing
2 | type: item
3 |
4 | # Boots of Striding and Springing
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
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/purecss_theme/toc.html:
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1 |
13 |
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/docs/gamemaster_rules/magic_items/manual_of_quickness_of_action.md:
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1 | name: Manual of Quickness of Action
2 | type: item
3 |
4 | # Manual of Quickness of Action
5 | _Wondrous item, very rare_
6 |
7 | This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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/docs/gamemaster_rules/magic_items/oil_of_etherealness.md:
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1 | name: Oil of Etherealness
2 | type: potion
3 |
4 | # Oil of Etherealness
5 | _Potion, rare_
6 |
7 | Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the **_etherealness_** spell for 1 hour.
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/docs/gamemaster_rules/magic_items/ring_of_animal_influence.md:
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1 | name: Ring of Animal Influence
2 | type: ring
3 |
4 | # Ring of Animal Influence
5 | _Ring, rare_
6 |
7 | This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
8 |
9 | * **_Animal friendship_** (save DC 13)
10 | * **_Fear_** (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
11 | * **_Speak with animals_**
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/docs/spellcasting/spell_lists/index.md:
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1 | # Spell Lists
2 |
3 | * [Bard](/spellcasting/spell_lists/bard_spells/)
4 | * [Cleric](/spellcasting/spell_lists/cleric_spells/)
5 | * [Druid](/spellcasting/spell_lists/druid_spells/)
6 | * [Paladin](/spellcasting/spell_lists/paladin_spells/)
7 | * [Ranger](/spellcasting/spell_lists/ranger_spells/)
8 | * [Sorcerer](/spellcasting/spell_lists/sorcerer_spells/)
9 | * [Warlock](/spellcasting/spell_lists/warlock_spells/)
10 | * [Wizard](/spellcasting/spell_lists/wizard_spells/)
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/docs/gamemaster_rules/magic_items/dwarven_thrower.md:
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1 | name: Dwarven Thrower
2 | type: weapon
3 |
4 | # Dwarven Thrower
5 | _Weapon (warhammer), very rare (requires attunement by a dwarf)_
6 |
7 | You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
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/docs/gamemaster_rules/magic_items/ring_of_spell_turning.md:
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1 | name: Ring of Spell Turning
2 | type: ring
3 |
4 | # Ring of Spell Turning
5 | _Ring, legendary (requires attunement)_
6 |
7 | While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
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/docs/spellcasting/spells/glibness.md:
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1 | name: Glibness
2 | level: 8
3 | school: transmutation
4 | classes: bard
5 | warlock
6 |
7 | # Glibness
8 | _8th-level transmutation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Self
12 | **Components:** V
13 | **Duration:** 1 hour
14 |
15 | Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
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/docs/gamemaster_rules/magic_items/mace_of_smiting.md:
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1 | name: Mace of Smiting
2 | type: weapon
3 |
4 | # Mace of Smiting
5 | _Weapon (mace), rare_
6 |
7 | You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
8 |
9 | When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
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/docs/spellcasting/spells/greater_invisibility.md:
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1 | name: Greater Invisibility
2 | level: 4
3 | school: illusion
4 | classes: bard
5 | sorcerer
6 | wizard
7 |
8 | # Greater Invisibility
9 | _4th-level illusion_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** Touch
13 | **Components:** V, S
14 | **Duration:** Concentration, up to 1 minute
15 |
16 | You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
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/docs/spellcasting/spells/barkskin.md:
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1 | name: Barkskin
2 | level: 2
3 | school: transmutation
4 | classes: druid
5 | ranger
6 |
7 | # Barkskin
8 | _2nd-level transmutation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S, M (a handful of oak bark)
13 | **Duration:** Concentration, up to 1 hour
14 |
15 | You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
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/docs/spellcasting/spells/lesser_restoration.md:
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1 | name: Lesser Restoration
2 | level: 2
3 | school: abjuration
4 | classes: bard
5 | cleric
6 | druid
7 | paladin
8 | ranger
9 |
10 | # Lesser Restoration
11 | _2nd-level abjuration_
12 |
13 | **Casting Time:** 1 action
14 | **Range:** Touch
15 | **Components:** V, S
16 | **Duration:** Instantaneous
17 |
18 | You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
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/docs/spellcasting/spells/purify_food_and_drink.md:
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1 | name: Purify Food and Drink
2 | level: 1
3 | school: transmutation
4 | classes: cleric
5 | druid
6 | paladin
7 |
8 | # Purify Food and Drink
9 | _1st-level transmutation (ritual)_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** 10 feet
13 | **Components:** V, S
14 | **Duration:** Instantaneous
15 |
16 | All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
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/docs/spellcasting/spells/shield_of_faith.md:
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1 | name: Shield of Faith
2 | level: 1
3 | school: abjuration
4 | classes: cleric
5 | paladin
6 |
7 | # Shield of Faith
8 | _1st-level abjuration_
9 |
10 | **Casting Time:** 1 bonus action
11 | **Range:** 60 feet
12 | **Components:** V, S, M (a small parchment with a bit of holy text written on it)
13 | **Duration:** Concentration, up to 10 minutes
14 |
15 | A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
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/docs/gamemaster_rules/magic_items/tome_of_leadership_and_influence.md:
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1 | name: Tome of Leadership and Influence
2 | type: item
3 |
4 | # Tome of Leadership and Influence
5 | _Wondrous item, very rare_
6 |
7 | This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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/docs/rules/abilities/index.md:
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1 | # Abilities
2 |
3 | * [Ability Checks](/rules/abilities/ability_checks/)
4 | * [Ability Scores](/rules/abilities/ability_scores/)
5 | * [Saving Throws](/rules/abilities/saving_throws/)
6 | * [Charisma](/rules/abilities/charisma/)
7 | * [Constitution](/rules/abilities/constitution/)
8 | * [Dexterity](/rules/abilities/dexterity/)
9 | * [Intelligence](/rules/abilities/intelligence/)
10 | * [Strength](/rules/abilities/strength/)
11 | * [Wisdom](/rules/abilities/wisdom/)
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/docs/spellcasting/spells/darkvision.md:
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1 | name: Darkvision
2 | level: 2
3 | school: transmutation
4 | classes: druid
5 | ranger
6 | sorcerer
7 | wizard
8 |
9 | # Darkvision
10 | _2nd-level transmutation_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** Touch
14 | **Components:** V, S, M (either a pinch of dried carrot or an agate)
15 | **Duration:** 8 hours
16 |
17 | You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
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/docs/spellcasting/spells/guidance.md:
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1 | name: Guidance
2 | level: 0
3 | school: divination
4 | classes: cleric
5 | druid
6 |
7 | # Guidance
8 | _Divination cantrip_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
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/docs/gamemaster_rules/magic_items/bowl_of_command_water_elementals.md:
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1 | name: Bowl of Command Water Elementals
2 | type: item
3 |
4 | # Bowl of Commanding Water Elementals
5 | _Wondrous item, rare_
6 |
7 | While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the **_conjure elemental_** spell. The bowl can't be used this way again until the next dawn.
8 |
9 | The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.
10 |
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/docs/gamemaster_rules/magic_items/censer_of_controlling_air_elementals.md:
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1 | name: Censer of Controlling Air Elementals
2 | type: item
3 |
4 | # Censer of Controlling Air Elementals
5 | _Wondrous item, rare_
6 |
7 | While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the **_conjure elemental_** spell. The censer can't be used this way again until the next dawn.
8 |
9 | This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
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/docs/gamemaster_rules/magic_items/gloves_of_missile_snaring.md:
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1 | name: Gloves of Missile Snaring
2 | type: item
3 |
4 | # Gloves of Missile Snaring
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
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/docs/gamemaster_rules/magic_items/cloak_of_displacement.md:
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1 | name: Cloak of Displacement
2 | type: item
3 |
4 | # Cloak of Displacement
5 | _Wondrous item, rare (requires attunement)_
6 |
7 | While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
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/docs/gamemaster_rules/magic_items/flame_tongue.md:
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1 | name: Flame Tongue
2 | type: weapon
3 |
4 | # Flame Tongue
5 | _Weapon (any sword), rare (requires attunement)_
6 |
7 | You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
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/docs/gamemaster_rules/magic_items/talisman_of_the_sphere.md:
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1 | name: Talisman of the Sphere
2 | type: item
3 |
4 | # Talisman of the Sphere
5 | _Wondrous item, legendary (requires attunement)_
6 |
7 | When you make an Intelligence (Arcana) check to control a **sphere of annihilation** while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a **sphere of annihilation**, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.
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/docs/gamemaster_rules/magic_items/necklace_of_fireballs.md:
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1 | name: Necklace of Fireballs
2 | type: item
3 |
4 | # Necklace of Fireballs
5 | _Wondrous item, rare_
6 |
7 | This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level **_fireball_** spell (save DC 15).
8 |
9 | You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the **_fireball_** by 1 for each bead beyond the first.
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/docs/spellcasting/spells/protection_from_energy.md:
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1 | name: Protection from Energy
2 | level: 3
3 | school: abjuration
4 | classes: cleric
5 | druid
6 | ranger
7 | sorcerer
8 | wizard
9 |
10 | # Protection from Energy
11 | _3rd-level abjuration_
12 |
13 | **Casting Time:** 1 action
14 | **Range:** Touch
15 | **Components:** V, S
16 | **Duration:** Concentration, up to 1 hour
17 |
18 | For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
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/license.md:
--------------------------------------------------------------------------------
1 | # Legal Information
2 |
3 | The content of this package is governed by the following license:
4 |
5 | This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [https://dnd.wizards.com/resources/systems-reference-document](https://dnd.wizards.com/resources/systems-reference-document). The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at [https://creativecommons.org/licenses/by/4.0/legalcode](https://creativecommons.org/licenses/by/4.0/legalcode).
6 |
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/docs/gamemaster_rules/magic_items/dagger_of_venom.md:
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1 | name: Dagger of Venom
2 | type: weapon
3 |
4 | # Dagger of Venom
5 | _Weapon (dagger), rare_
6 |
7 | You gain a +1 bonus to attack and damage rolls made with this magic weapon.
8 |
9 | You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
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/docs/spellcasting/spells/expeditious_retreat.md:
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1 | name: Expeditious Retreat
2 | level: 1
3 | school: transmutation
4 | classes: sorcerer
5 | warlock
6 | wizard
7 |
8 | # Expeditious Retreat
9 | _1st-level transmutation_
10 |
11 | **Casting Time:** 1 bonus action
12 | **Range:** Self
13 | **Components:** V, S
14 | **Duration:** Concentration, up to 10 minutes
15 |
16 | This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
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/docs/spellcasting/spells/power_word_kill.md:
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1 | name: Power Word Kill
2 | level: 9
3 | school: enchantment
4 | classes: bard
5 | sorcerer
6 | warlock
7 | wizard
8 |
9 | # Power Word Kill
10 | _9th-level enchantment_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** 60 feet
14 | **Components:** V
15 | **Duration:** Instantaneous
16 |
17 | You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
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/docs/spellcasting/spells/beacon_of_hope.md:
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1 | name: Beacon of Hope
2 | level: 3
3 | school: abjuration
4 | classes: cleric
5 |
6 | # Beacon of Hope
7 | _3rd-level abjuration_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 30 feet
11 | **Components:** V, S
12 | **Duration:** Concentration, up to 1 minute
13 |
14 | This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
15 |
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/docs/spellcasting/spells/inflict_wounds.md:
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1 | name: Inflict Wounds
2 | level: 1
3 | school: necromancy
4 | classes: cleric
5 |
6 | # Inflict Wounds
7 | _1st-level necromancy_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** Touch
11 | **Components:** V, S
12 | **Duration:** Instantaneous
13 |
14 | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
15 |
16 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
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/docs/spellcasting/spells/remove_curse.md:
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1 | name: Remove Curse
2 | level: 3
3 | school: abjuration
4 | classes: cleric
5 | paladin
6 | warlock
7 | wizard
8 |
9 | # Remove Curse
10 | _3rd-level abjuration_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** Touch
14 | **Components:** V, S
15 | **Duration:** Instantaneous
16 |
17 | At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
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/docs/spellcasting/spells/resistance.md:
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1 | name: Resistance
2 | level: 0
3 | school: abjuration
4 | classes: cleric
5 | druid
6 |
7 | # Resistance
8 | _Abjuration cantrip_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S, M (a miniature cloak)
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
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/docs/spellcasting/spells/revivify.md:
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1 | name: Revivify
2 | level: 3
3 | school: necromancy
4 | classes: cleric
5 | paladin
6 |
7 | # Revivify
8 | _3rd-level necromancy_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S, M (diamonds worth 300 gp, which the spell consumes)
13 | **Duration:** Instantaneous
14 |
15 | You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
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/docs/gamemaster_rules/magic_items/winged_boots.md:
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1 | name: Winged Boots
2 | type: item
3 |
4 | # Winged Boots
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
8 |
9 | The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
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/docs/gamemaster_rules/magic_items/boots_of_speed.md:
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1 | name: Boots of Speed
2 | type: item
3 |
4 | # Boots of Speed
5 | _Wondrous item, rare (requires attunement)_
6 |
7 | While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
8 |
9 | When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
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/docs/spellcasting/spells/blur.md:
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1 | name: Blur
2 | level: 2
3 | school: illusion
4 | classes: sorcerer
5 | wizard
6 |
7 | # Blur
8 | _2nd-level illusion_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Self
12 | **Components:** V
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
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/docs/license.md:
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1 | # Legal Information
2 |
3 | ## Site content
4 |
5 | The content of this site is governed by the following license:
6 |
7 | This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [https://dnd.wizards.com/resources/systems-reference-document](https://dnd.wizards.com/resources/systems-reference-document). The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at [https://creativecommons.org/licenses/by/4.0/legalcode](https://creativecommons.org/licenses/by/4.0/legalcode).
8 |
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/docs/spellcasting/spells/see_invisibility.md:
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1 | name: See Invisibility
2 | level: 2
3 | school: divination
4 | classes: bard
5 | sorcerer
6 | wizard
7 |
8 | # See Invisibility
9 | _2nd-level divination_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** Self
13 | **Components:** V, S, M (a pinch of talc and a small sprinkling of powdered silver)
14 | **Duration:** 1 hour
15 |
16 | For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
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/docs/gamemaster_rules/magic_items/dust_of_disappearance.md:
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1 | name: Dust of Disappearance
2 | type: item
3 |
4 | # Dust of Disappearance
5 | _Wondrous item, uncommon_
6 |
7 | Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
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/docs/gamemaster_rules/magic_items/immovable_rod.md:
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1 | name: Immovable Rod
2 | type: rod
3 |
4 | # Immovable Rod
5 | _Rod, uncommon_
6 |
7 | This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
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/docs/spellcasting/spells/mage_armor.md:
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1 | name: Mage Armor
2 | level: 1
3 | school: abjuration
4 | classes: sorcerer
5 | wizard
6 |
7 | # Mage Armor
8 | _1st-level abjuration_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S, M (a piece of cured leather)
13 | **Duration:** 8 hours
14 |
15 | You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
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/docs/spellcasting/spells/shield.md:
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1 | name: Shield
2 | level: 1
3 | school: abjuration
4 | classes: sorcerer
5 | wizard
6 |
7 | # Shield
8 | _1st-level abjuration_
9 |
10 | **Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
11 | **Range:** Self
12 | **Components:** V, S
13 | **Duration:** 1 round
14 |
15 | An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from **_magic missile_**.
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/docs/adventuring/equipment/index.md:
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1 | # Equipment
2 |
3 | * [Adventuring Gear](/adventuring/equipment/adventuring_gear/)
4 | * [Armor](/adventuring/equipment/armor/)
5 | * [Coins](/adventuring/equipment/coins/)
6 | * [Equipment Packs](/adventuring/equipment/equipment_packs/)
7 | * [Mounts and Vehicles](/adventuring/equipment/mounts_and_vehicles/)
8 | * [Tools](/adventuring/equipment/tools/)
9 | * [Trade Goods](/adventuring/equipment/trade_goods/)
10 | * [Weapons](/adventuring/equipment/weapons/)
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/docs/gamemaster_rules/magic_items/animated_shield.md:
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1 | name: Animated Shield
2 | type: armor
3 |
4 | # Animated Shield
5 | _Armor (shield), very rare (requires attunement)_
6 |
7 | While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
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/docs/gamemaster_rules/magic_items/glamoured_studded_leather.md:
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1 | name: Glamoured Studded Leather
2 | type: armor
3 |
4 | # Glamoured Studded Leather
5 | _Armor (studded leather), rare_
6 |
7 | While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
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/docs/spellcasting/spells/stoneskin.md:
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1 | name: Stoneskin
2 | level: 4
3 | school: abjuration
4 | classes: druid
5 | ranger
6 | sorcerer
7 | wizard
8 |
9 | # Stoneskin
10 | _4th-level abjuration_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** Touch
14 | **Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes)
15 | **Duration:** Concentration, up to 1 hour
16 |
17 | This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
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/docs/gamemaster_rules/magic_items/boots_of_the_winterlands.md:
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1 | name: Boots of the Winterlands
2 | type: item
3 |
4 | # Boots of the Winterlands
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
8 |
9 | * You have resistance to cold damage.
10 | * You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
11 |
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/docs/gamemaster_rules/magic_items/chime_of_opening.md:
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1 | name: Chime of Opening
2 | type: item
3 |
4 | # Chime of Opening
5 | _Wondrous item, rare_
6 |
7 | This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
8 |
9 | The chime can be used ten times. After the tenth time, it cracks and becomes useless.
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/docs/gamemaster_rules/magic_items/shield_of_missile_attraction.md:
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1 | name: Shield of Missile Attraction
2 | type: armor
3 |
4 | # Shield of Missile Attraction
5 | _Armor (shield), rare (requires attunement)_
6 |
7 | While holding this shield, you have resistance to damage from ranged weapon attacks.
8 |
9 | **Curse.** This shield is cursed. Attuning to it curses you until you are targeted by the **_remove curse_** spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
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/docs/spellcasting/spells/water_breathing.md:
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1 | name: Water Breathing
2 | level: 3
3 | school: transmutation
4 | classes: druid
5 | ranger
6 | sorcerer
7 | wizard
8 |
9 | # Water Breathing
10 | _3rd-level transmutation (ritual)_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** 30 feet
14 | **Components:** V, S, M (a short reed or piece of straw)
15 | **Duration:** 24 hours
16 |
17 | This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
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/docs/gamemaster_rules/magic_items/wand_of_magic_missiles.md:
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1 | name: Wand of Magic Missiles
2 | type: wand
3 |
4 | # Wand of Magic Missiles
5 | _Wand, uncommon_
6 |
7 | This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the **_magic missile_** spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
8 |
9 | The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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/docs/spellcasting/spells/tongues.md:
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1 | name: Tongues
2 | level: 3
3 | school: divination
4 | classes: bard
5 | cleric
6 | sorcerer
7 | warlock
8 | wizard
9 |
10 | # Tongues
11 | _3rd-level divination_
12 |
13 | **Casting Time:** 1 action
14 | **Range:** Touch
15 | **Components:** V, M (a small clay model of a ziggurat)
16 | **Duration:** 1 hour
17 |
18 | This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
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/docs/spellcasting/spells/true_strike.md:
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1 | name: True Strike
2 | level: 0
3 | school: divination
4 | classes: bard
5 | sorcerer
6 | warlock
7 | wizard
8 |
9 | # True Strike
10 | _Divination cantrip_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** 30 feet
14 | **Components:** S
15 | **Duration:** Concentration, up to 1 round
16 |
17 | You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
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/docs/gamemaster_rules/magic_items/frost_brand.md:
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1 | name: Frost Brand
2 | type: weapon
3 |
4 | # Frost Brand
5 | _Weapon (any sword), very rare (requires attunement)_
6 |
7 | When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
8 |
9 | In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
10 |
11 | When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
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/docs/gamemaster_rules/magic_items/mace_of_disruption.md:
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1 | name: Mace of Disruption
2 | type: weapon
3 |
4 | # Mace of Disruption
5 | _Weapon (mace), rare (requires attunement)_
6 |
7 | When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
8 |
9 | While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
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/docs/gamemaster_rules/magic_items/staff_of_striking.md:
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1 | name: Staff of Striking
2 | type: staff
3 |
4 | # Staff of Striking
5 | _Staff, very rare (requires attunement)_
6 |
7 | This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
8 |
9 | The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
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/docs/gamemaster_rules/monsters/sea_horse.md:
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1 | name: Sea Horse
2 | type: beast
3 | cr: 0
4 |
5 | # Sea Horse
6 | _Tiny beast, unaligned_
7 |
8 | **Armor Class** 11
9 | **Hit Points** 1 (1d4 − 1)
10 | **Speed** 0 ft., swim 20 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 1 (−5) | 12 (+1) | 8 (−1) | 1 (−5) | 10 (+0) | 2 (−4) |
15 |
16 | **Senses** passive Perception 10
17 | **Languages** --
18 | **Challenge** 0 (0 XP)
19 |
20 | **Water Breathing.** The sea horse can breathe only underwater.
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/docs/spellcasting/spells/create_food_and_water.md:
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1 | name: Create Food and Water
2 | level: 3
3 | school: conjuration
4 | classes: cleric
5 | paladin
6 |
7 | # Create Food and Water
8 | _3rd-level conjuration_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 30 feet
12 | **Components:** V, S
13 | **Duration:** Instantaneous
14 |
15 | You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
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/docs/spellcasting/spells/longstrider.md:
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1 | name: Longstrider
2 | level: 1
3 | school: transmutation
4 | classes: bard
5 | druid
6 | ranger
7 | wizard
8 |
9 | # Longstrider
10 | _1st-level transmutation_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** Touch
14 | **Components:** V, S, M (a pinch of dirt)
15 | **Duration:** 1 hour
16 |
17 | You touch a creature. The target's speed increases by 10 feet until the spell ends.
18 |
19 | **At 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.
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/docs/spellcasting/spells/sacred_flame.md:
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1 | name: Sacred Flame
2 | level: 0
3 | school: evocation
4 | classes: cleric
5 |
6 | # Sacred Flame
7 | _Evocation cantrip_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 60 feet
11 | **Components:** V, S
12 | **Duration:** Instantaneous
13 |
14 | Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
15 | The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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/docs/gamemaster_rules/magic_items/rod_of_rulership.md:
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1 | name: Rod of Rulership
2 | type: rod
3 |
4 | # Rod of Rulership
5 | _Rod, rare (requires attunement)_
6 |
7 | You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
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/docs/spellcasting/spells/continual_flame.md:
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1 | name: Continual Flame
2 | level: 2
3 | school: evocation
4 | classes: cleric
5 | wizard
6 |
7 | # Continual Flame
8 | _2nd-level evocation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes)
13 | **Duration:** Until dispelled
14 |
15 | A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A **_continual flame_** can be covered or hidden but not smothered or quenched.
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/docs/gamemaster_rules/magic_items/sovereign_glue.md:
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1 | name: Sovereign Glue
2 | type: item
3 |
4 | # Sovereign Glue
5 | _Wondrous item, legendary_
6 |
7 | This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with **oil of slipperiness**. When found, a container contains 1d6 + 1 ounces.
8 |
9 | One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of **universal solvent** or **oil of etherealness**, or with a **_wish_** spell.
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/docs/gamemaster_rules/magic_items/staff_of_withering.md:
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1 | name: Staff of Withering
2 | type: staff
3 |
4 | # Staff of Withering
5 | _Staff, rare (requires attunement by a cleric, druid, or warlock)_
6 |
7 | This staff has 3 charges and regains 1d3 expended charges daily at dawn.
8 |
9 | The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
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/docs/gamemaster_rules/magic_items/wand_of_fireballs.md:
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1 | name: Wand of Fireballs
2 | type: wand
3 |
4 | # Wand of Fireballs
5 | _Wand, rare (requires attunement by a spellcaster)_
6 |
7 | This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the **_fireball_** spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
8 |
9 | The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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/docs/spellcasting/spells/locate_animals_or_plants.md:
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1 | name: Locate Animals or Plants
2 | level: 2
3 | school: divination
4 | classes: bard
5 | druid
6 | ranger
7 |
8 | # Locate Animals or Plants
9 | _2nd-level divination (ritual)_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** Self
13 | **Components:** V, S, M (a bit of fur from a bloodhound)
14 | **Duration:** Instantaneous
15 |
16 | Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
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/docs/spellcasting/spells/mass_heal.md:
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1 | name: Mass Heal
2 | level: 9
3 | school: evocation
4 | classes: cleric
5 |
6 | # Mass Heal
7 | _9th-level evocation_
8 |
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 60 feet
12 | **Components:** V, S
13 | **Duration:** Instantaneous
14 |
15 | A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
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/docs/spellcasting/spells/spider_climb.md:
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1 | name: Spider Climb
2 | level: 2
3 | school: transmutation
4 | classes: sorcerer
5 | warlock
6 | wizard
7 |
8 | # Spider Climb
9 | _2nd-level transmutation_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** Touch
13 | **Components:** V, S, M (a drop of bitumen and a spider)
14 | **Duration:** Concentration, up to 1 hour
15 |
16 | Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
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/docs/gamemaster_rules/magic_items/cape_of_the_mountebank.md:
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1 | name: Cape of the Mountebank
2 | type: item
3 |
4 | # Cape of the Mountebank
5 | _Wondrous item, rare_
6 |
7 | This cape smells faintly of brimstone. While wearing it, you can use it to cast the **_dimension door_** spell as an action. This property of the cape can't be used again until the next dawn.
8 |
9 | When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
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/docs/spellcasting/spells/false_life.md:
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1 | name: False Life
2 | level: 1
3 | school: necromancy
4 | classes: sorcerer
5 | wizard
6 |
7 | # False Life
8 | _1st-level necromancy_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Self
12 | **Components:** V, S, M (a small amount of alcohol or distilled spirits)
13 | **Duration:** 1 hour
14 |
15 | Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
16 |
17 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
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/docs/spellcasting/spells/mind_blank.md:
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1 | name: Mind Blank
2 | level: 8
3 | school: abjuration
4 | classes: bard
5 | wizard
6 |
7 | # Mind Blank
8 | _8th-level abjuration_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S
13 | **Duration:** 24 hours
14 |
15 | Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even **_foils_** wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
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/plugins/css_minifier.py:
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1 | import os
2 | from csscompressor import compress
3 |
4 |
5 | CSS_SOURCE = './purecss_theme/css/site.css'
6 | OUTPUT_TARGET = './purecss_theme/inline_styles.html'
7 |
8 | def generate_inline_css(*args, **kwargs):
9 | # Read in the source
10 | with open(CSS_SOURCE, 'r') as src:
11 | css_source = src.read()
12 |
13 | # Compress
14 | compressed = compress(css_source)
15 |
16 | # Write to the output
17 | output_text = '''{{% raw %}}
18 |
21 | {{% endraw %}}'''.format(compressed)
22 |
23 | with open(OUTPUT_TARGET, 'w') as f:
24 | f.write(output_text)
25 |
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/docs/gamemaster_rules/magic_items/amulet_of_the_planes.md:
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1 | name: Amulet of the Planes
2 | type: item
3 |
4 | # Amulet of the Planes
5 | _Wondrous item, very rare (requires attunement)_
6 |
7 | While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the **_plane shift_** spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
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/docs/gamemaster_rules/magic_items/efficient_quiver.md:
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1 | name: Efficient Quiver
2 | type: item
3 |
4 | # Efficient Quiver
5 | _Wondrous item, uncommon_
6 |
7 | Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
8 |
9 | You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
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/docs/gamemaster_rules/magic_items/nine_lives_stealer.md:
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1 | name: Nine Lives Stealer
2 | type: weapon
3 |
4 | # Nine Lives Stealer
5 | _Weapon (any sword), very rare (requires attunement)_
6 |
7 | You gain a +2 bonus to attack and damage rolls made with this magic weapon.
8 |
9 | The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
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/docs/gamemaster_rules/magic_items/potion_of_resistance.md:
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1 | name: Potion of Resistance
2 | type: potion
3 |
4 | # Potion of Resistance
5 | _Potion, uncommon_
6 |
7 | When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.
8 |
9 | | d10 | Damage Type |
10 | |-----|-------------|
11 | | 1 | Acid |
12 | | 2 | Cold |
13 | | 3 | Fire |
14 | | 4 | Force |
15 | | 5 | Lightning |
16 | | 6 | Necrotic |
17 | | 7 | Poison |
18 | | 8 | Psychic |
19 | | 9 | Radiant |
20 | | 10 | Thunder |
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/docs/spellcasting/spells/acid_splash.md:
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1 | name: Acid Splash
2 | level: 0
3 | school: conjuration
4 | classes: sorcerer
5 | wizard
6 |
7 | # Acid Splash
8 | _Conjuration cantrip_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 60 feet
12 | **Components:** V, S
13 | **Duration:** Instantaneous
14 |
15 | You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
16 |
17 | This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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/docs/spellcasting/spells/prayer_of_healing.md:
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1 | name: Prayer of Healing
2 | level: 2
3 | school: evocation
4 | classes: cleric
5 |
6 | # Prayer of Healing
7 | _2nd-level evocation_
8 |
9 | **Casting Time:** 10 minutes
10 | **Range:** 30 feet
11 | **Components:** V
12 | **Duration:** Instantaneous
13 |
14 | Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
15 |
16 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
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/docs/gamemaster_rules/monsters/deer.md:
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1 | name: Deer
2 | type: beast
3 | cr: 0
4 |
5 | # Deer
6 | _Medium beast, unaligned_
7 |
8 | **Armor Class** 13
9 | **Hit Points** 4 (1d8)
10 | **Speed** 50 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 11 (+0) | 16 (+3) | 11 (+0) | 2 (−4) | 14 (+2) | 5 (−3) |
15 |
16 | **Senses** passive Perception 12
17 | **Languages** --
18 | **Challenge** 0 (10 XP)
19 |
20 | ### Actions
21 | **Bite.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) piercing damage.
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/docs/spellcasting/spells/ray_of_frost.md:
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1 | name: Ray of Frost
2 | level: 0
3 | school: evocation
4 | classes: sorcerer
5 | wizard
6 |
7 | # Ray of Frost
8 | _Evocation cantrip_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 60 feet
12 | **Components:** V, S
13 | **Duration:** Instantaneous
14 |
15 | A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
16 | The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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/deploy_to_prod.sh:
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1 | #!/bin/bash
2 |
3 | # Get the latest changes
4 | git pull
5 |
6 | # Generate offline indexes
7 | poetry run python ./build_indexes.py --offline
8 |
9 | # Build the offline site
10 | poetry run mkdocs build --clean --config-file offline_build_config.yml
11 |
12 | # Generate regular indexes
13 | poetry run python ./build_indexes.py
14 |
15 | # Build the site
16 | poetry run mkdocs build --clean
17 |
18 | # Zip the offline version
19 | rm /tmp/5thsrd_offline.zip
20 | zip -r /tmp/5thsrd_offline.zip 5thsrd_offline/
21 | mv /tmp/5thsrd_offline.zip ./site/
22 |
23 | # Sync to S3
24 | aws s3 sync ./site/ s3://5thsrd.org/ --region="us-east-1" --delete
25 |
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/docs/gamemaster_rules/magic_items/defender.md:
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1 | name: Defender
2 | type: weapon
3 |
4 | # Defender
5 | _Weapon (any sword), legendary (requires attunement)_
6 |
7 | You gain a +3 bonus to attack and damage rolls made with this magic weapon.
8 |
9 | The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
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/docs/gamemaster_rules/magic_items/horseshoes_of_a_zephyr.md:
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1 | name: Horseshoes of a Zephyr
2 | type: item
3 |
4 | # Horseshoes of a Zephyr
5 | _Wondrous item, very rare_
6 |
7 | These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
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/docs/gamemaster_rules/magic_items/wand_of_lightning_bolts.md:
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1 | name: Wand of Lightning Bolts
2 | type: wand
3 |
4 | # Wand of Lightning Bolts
5 | _Wand, rare (requires attunement by a spellcaster)_
6 |
7 | This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the **_lightning bolt_** spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
8 |
9 | The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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/docs/gamemaster_rules/magic_items/holy_avenger.md:
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1 | name: Holy Avenger
2 | type: weapon
3 |
4 | # Holy Avenger
5 | _Weapon (any sword), legendary (requires attunement by a paladin)_
6 |
7 | You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
8 |
9 | While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
10 |
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/docs/gamemaster_rules/monsters/pony.md:
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1 | name: Pony
2 | type: beast
3 | cr: .125
4 |
5 | # Pony
6 | _Medium beast, unaligned_
7 |
8 | **Armor Class** 10
9 | **Hit Points** 11 (2d8 + 2)
10 | **Speed** 40 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 15 (+2) | 10 (+0) | 13 (+1) | 2 (−4) | 11 (+0) | 7 (−2) |
15 |
16 | **Senses** passive Perception 10
17 | **Languages** --
18 | **Challenge** 1/8 (25 XP)
19 |
20 | ### Actions
21 | **Hooves.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) bludgeoning damage.
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/docs/spellcasting/spells/transport_via_plants.md:
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1 | name: Transport via Plants
2 | level: 6
3 | school: conjuration
4 | classes: druid
5 |
6 | # Transport via Plants
7 | _6th-level conjuration_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 10 feet
11 | **Components:** V, S
12 | **Duration:** 1 round
13 |
14 | This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
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/docs/character/classes/index.md:
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1 | description: In 5th Edition (5e), classes define what a character is good at and what skills they have.
2 |
3 | # Classes
4 |
5 | * [Barbarian](/character/classes/barbarian/)
6 | * [Bard](/character/classes/bard/)
7 | * [Cleric](/character/classes/cleric/)
8 | * [Druid](/character/classes/druid/)
9 | * [Fighter](/character/classes/fighter/)
10 | * [Monk](/character/classes/monk/)
11 | * [Paladin](/character/classes/paladin/)
12 | * [Ranger](/character/classes/ranger/)
13 | * [Rogue](/character/classes/rogue/)
14 | * [Sorcerer](/character/classes/sorcerer/)
15 | * [Warlock](/character/classes/warlock/)
16 | * [Wizard](/character/classes/wizard/)
17 |
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/docs/gamemaster_rules/monsters/camel.md:
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1 | name: Camel
2 | type: beast
3 | cr: .125
4 |
5 | # Camel
6 | _Large beast, unaligned_
7 |
8 | **Armor Class** 9
9 | **Hit Points** 15 (2d10 + 4)
10 | **Speed** 50 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 16 (+3) | 8 (−1) | 14 (+2) | 2 (−4) | 8 (−1) | 5 (−3) |
15 |
16 | **Senses** passive Perception 9
17 | **Languages** --
18 | **Challenge** 1/8 (25 XP)
19 |
20 | ### Actions
21 | **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage.
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/docs/spellcasting/spells/fire_bolt.md:
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1 | name: Fire Bolt
2 | level: 0
3 | school: evocation
4 | classes: sorcerer
5 | wizard
6 |
7 | # Fire Bolt
8 | _Evocation cantrip_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 120 feet
12 | **Components:** V, S
13 | **Duration:** Instantaneous
14 |
15 | You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
16 | This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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/docs/gamemaster_rules/magic_items/armor_of_resistance.md:
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1 | name: Armor of Resistance
2 | type: armor
3 |
4 | # Armor of Resistance
5 | _Armor (light, medium, or heavy), rare (requires attunement)_
6 |
7 | You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.
8 |
9 | | d10 | Damage Type |
10 | |-----|-------------|
11 | | 1 | Acid |
12 | | 2 | Cold |
13 | | 3 | Fire |
14 | | 4 | Force |
15 | | 5 | Lightning |
16 | | 6 | Necrotic |
17 | | 7 | Poison |
18 | | 8 | Psychic |
19 | | 9 | Radiant |
20 | | 10 | Thunder |
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/docs/gamemaster_rules/magic_items/elemental_gem.md:
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1 | name: Elemental Gem
2 | type: item
3 |
4 | # Elemental Gem
5 | _Wondrous item, uncommon_
6 |
7 | This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the **_conjure elemental_** spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
8 |
9 | | Gem | Summoned elemental |
10 | |----------------|--------------------|
11 | | Blue sapphire | Air elemental |
12 | | Yellow diamond | Earth elemental |
13 | | Red corundum | Fire elemental |
14 | | Emerald | Water elemental |
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/docs/spellcasting/spells/healing_word.md:
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1 | name: Healing Word
2 | level: 1
3 | school: evocation
4 | classes: bard
5 | cleric
6 | druid
7 |
8 | # Healing Word
9 | _1st-level evocation_
10 |
11 | **Casting Time:** 1 bonus action
12 | **Range:** 60 feet
13 | **Components:** V
14 | **Duration:** Instantaneous
15 |
16 | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
17 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
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/docs/spellcasting/spells/silence.md:
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1 | name: Silence
2 | level: 2
3 | school: illusion
4 | classes: bard
5 | cleric
6 | ranger
7 |
8 | # Silence
9 | _2nd-level illusion (ritual)_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** 120 feet
13 | **Components:** V, S
14 | **Duration:** Concentration, up to 10 minutes
15 |
16 | For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
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/docs/gamemaster_rules/monsters/lizard.md:
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1 | name: Lizard
2 | type: beast
3 | cr: 0
4 |
5 | # Lizard
6 | _Tiny beast, unaligned_
7 |
8 | **Armor Class** 10
9 | **Hit Points** 2 (1d4)
10 | **Speed** 20 ft., climb 20 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 2 (−4) | 11 (+0) | 10 (+0) | 1 (−5) | 8 (−1) | 3 (−4) |
15 |
16 | **Senses** darkvision 30 ft., passive Perception 9
17 | **Languages** --
18 | **Challenge** 0 (10 XP)
19 |
20 | ### Actions
21 | **Bite.** _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage.
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/docs/spellcasting/spells/grease.md:
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1 | name: Grease
2 | level: 1
3 | school: conjuration
4 | classes: wizard
5 |
6 | # Grease
7 | _1st-level conjuration_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 60 feet
11 | **Components:** V, S, M (a bit of pork rind or butter)
12 | **Duration:** 1 minute
13 |
14 | Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
15 | When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
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/docs/spellcasting/spells/magic_weapon.md:
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1 | name: Magic Weapon
2 | level: 2
3 | school: transmutation
4 | classes: paladin
5 | wizard
6 |
7 | # Magic Weapon
8 | _2nd-level transmutation_
9 |
10 | **Casting Time:** 1 bonus action
11 | **Range:** Touch
12 | **Components:** V, S
13 | **Duration:** Concentration, up to 1 hour
14 |
15 | You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
16 |
17 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
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/docs/gamemaster_rules/monsters/draft_horse.md:
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1 | name: Draft Horse
2 | type: beast
3 | cr: .25
4 |
5 | # Draft Horse
6 | _Large beast, unaligned_
7 |
8 | **Armor Class** 10
9 | **Hit Points** 19 (3d10 + 3)
10 | **Speed** 40 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 18 (+4) | 10 (+0) | 12 (+1) | 2 (−4) | 11 (+0) | 7 (−2) |
15 |
16 | **Senses** passive Perception 10
17 | **Languages** --
18 | **Challenge** 1/4 (50 XP)
19 |
20 | ### Actions
21 | **Hooves.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4 + 4) bludgeoning damage.
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/docs/spellcasting/spells/aid.md:
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1 | name: Aid
2 | level: 2
3 | school: abjuration
4 | classes: cleric
5 | paladin
6 |
7 | # Aid
8 | _2nd-level abjuration_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 30 feet
12 | **Components:** V, S, M (a tiny strip of white cloth)
13 | **Duration:** 8 hours
14 |
15 | Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
16 |
17 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
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/docs/spellcasting/spells/cure_wounds.md:
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1 | name: Cure Wounds
2 | level: 1
3 | school: evocation
4 | classes: bard
5 | cleric
6 | druid
7 | paladin
8 | ranger
9 |
10 | # Cure Wounds
11 | _1st-level evocation_
12 |
13 | **Casting Time:** 1 action
14 | **Range:** Touch
15 | **Components:** V, S
16 | **Duration:** Instantaneous
17 |
18 | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
19 |
20 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
21 |
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/docs/spellcasting/spells/scorching_ray.md:
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1 | name: Scorching Ray
2 | level: 2
3 | school: evocation
4 | classes: sorcerer
5 | wizard
6 |
7 | # Scorching Ray
8 | _2nd-level evocation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 120 feet
12 | **Components:** V, S
13 | **Duration:** Instantaneous
14 |
15 | You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
16 | Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
17 |
18 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
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/docs/gamemaster_rules/magic_items/staff_of_healing.md:
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1 | name: Staff of Healing
2 | type: staff
3 |
4 | # Staff of Healing
5 | _Staff, rare (requires attunement by a bard, cleric, or druid)_
6 |
7 | This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: **_cure wounds_** (1 charge per spell level, up to 4th), **_lesser restoration_** (2 charges), or **_mass cure wounds_** (5 charges).
8 |
9 | The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
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/docs/gamemaster_rules/monsters/riding_horse.md:
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1 | name: Riding Horse
2 | type: beast
3 | cr: .25
4 |
5 | # Riding Horse
6 | _Large beast, unaligned_
7 |
8 | **Armor Class** 10
9 | **Hit Points** 13 (2d10 + 2)
10 | **Speed** 60 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 16 (+3) | 10 (+0) | 12 (+1) | 2 (−4) | 11 (+0) | 7 (−2) |
15 |
16 | **Senses** passive Perception 10
17 | **Languages** --
18 | **Challenge** 1/4 (50 XP)
19 |
20 | ### Actions
21 | **Hooves.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4 + 3) bludgeoning damage.
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/docs/spellcasting/spells/mass_healing_word.md:
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1 | name: Mass Healing Word
2 | level: 3
3 | school: evocation
4 | classes: cleric
5 |
6 | # Mass Healing Word
7 | _3rd-level evocation_
8 |
9 | **Casting Time:** 1 bonus action
10 | **Range:** 60 feet
11 | **Components:** V
12 | **Duration:** Instantaneous
13 |
14 | As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
15 |
16 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
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/docs/spellcasting/spells/nondetection.md:
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1 | name: Nondetection
2 | level: 3
3 | school: abjuration
4 | classes: bard
5 | ranger
6 | wizard
7 |
8 | # Nondetection
9 | _3rd-level abjuration_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** Touch
13 | **Components:** V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
14 | **Duration:** 8 hours
15 |
16 | For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
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/docs/spellcasting/spells/poison_spray.md:
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1 | name: Poison Spray
2 | level: 0
3 | school: conjuration
4 | classes: druid
5 | sorcerer
6 | warlock
7 | wizard
8 |
9 | # Poison Spray
10 | _Conjuration cantrip_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** 10 feet
14 | **Components:** V, S
15 | **Duration:** Instantaneous
16 |
17 | You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
18 | This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
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/docs/spellcasting/spells/goodberry.md:
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1 | name: Goodberry
2 | level: 1
3 | school: transmutation
4 | classes: druid
5 | ranger
6 |
7 | # Goodberry
8 | _1st-level transmutation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S, M (a sprig of mistletoe)
13 | **Duration:** Instantaneous
14 |
15 | Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
16 | The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
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/docs/spellcasting/spells/protection_from_poison.md:
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1 | name: Protection from Poison
2 | level: 2
3 | school: abjuration
4 | classes: cleric
5 | druid
6 | paladin
7 | ranger
8 |
9 | # Protection from Poison
10 | _2nd-level abjuration_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** Touch
14 | **Components:** V, S
15 | **Duration:** 1 hour
16 |
17 | You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
18 | For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
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/docs/spellcasting/spells/feather_fall.md:
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1 | name: Feather Fall
2 | level: 1
3 | school: transmutation
4 | classes: bard
5 | sorcerer
6 | wizard
7 |
8 | # Feather Fall
9 | _1st-level transmutation_
10 |
11 | **Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls
12 | **Range:** 60 feet
13 | **Components:** V, M (a small feather or piece of down)
14 | **Duration:** 1 minute
15 |
16 | Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
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/docs/gamemaster_rules/magic_items/staff_of_fire.md:
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1 | name: Staff of Fire
2 | type: staff
3 |
4 | # Staff of Fire
5 | _Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)_
6 |
7 | You have resistance to fire damage while you hold this staff.
8 |
9 | The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: **_burning hands_** (1 charge), **_fireball_** (3 charges), or **_wall of fire_** (4 charges).
10 |
11 | The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
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/docs/spellcasting/spells/fly.md:
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1 | name: Fly
2 | level: 3
3 | school: transmutation
4 | classes: sorcerer
5 | warlock
6 | wizard
7 |
8 | # Fly
9 | _3rd-level transmutation_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** Touch
13 | **Components:** V, S, M (a wing feather from any bird)
14 | **Duration:** Concentration, up to 10 minutes
15 |
16 | You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
17 |
18 | **At 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.
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/docs/gamemaster_rules/magic_items/oil_of_slipperiness.md:
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1 | name: Oil of Slipperiness
2 | type: potion
3 |
4 | # Oil of Slipperiness
5 | _Potion, uncommon_
6 |
7 | This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a **_freedom of movement_** spell for 8 hours.
8 |
9 | Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the **_grease_** spell in that area for 8 hours.
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/docs/gamemaster_rules/magic_items/well_of_many_worlds.md:
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1 | name: Well of Many Worlds
2 | type: item
3 |
4 | # Well of Many Worlds
5 | _Wondrous item, legendary_
6 |
7 | This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
8 |
9 | You can use an action to unfold and place the **well of many worlds** on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once **well of many worlds** has opened a portal, it can't do so again for 1d8 hours.
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/docs/spellcasting/spells/power_word_stun.md:
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1 | name: Power Word Stun
2 | level: 8
3 | school: enchantment
4 | classes: bard
5 | sorcerer
6 | warlock
7 | wizard
8 |
9 | # Power Word Stun
10 | _8th-level enchantment_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** 60 feet
14 | **Components:** V
15 | **Duration:** Instantaneous
16 |
17 | You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
18 | The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
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/docs/gamemaster_rules/magic_items/demon_armor.md:
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1 | name: Demon Armor
2 | type: armor
3 |
4 | # Demon Armor
5 | _Armor (plate), very rare (requires attunement)_
6 |
7 | While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
8 |
9 | **Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by the **_remove curse_** spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
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/docs/gamemaster_rules/magic_items/potion_of_healing.md:
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1 | name: Potion of Healing
2 | type: potion
3 |
4 | # Potion of Healing
5 | _Potion, rarity varies_
6 |
7 | You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.
8 |
9 | ### Potions of Healing
10 |
11 | | Potion of ... | Rarity | HP Regained |
12 | |------------------|-----------|-------------|
13 | | Healing | Common | 2d4 + 2 |
14 | | Greater healing | Uncommon | 4d4 + 4 |
15 | | Superior healing | Rare | 8d4 + 8 |
16 | | Supreme healing | Very rare | 10d4 + 20 |
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/docs/spellcasting/spells/heal.md:
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1 | name: Heal
2 | level: 6
3 | school: evocation
4 | classes: cleric
5 | druid
6 |
7 | # Heal
8 | _6th-level evocation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 60 feet
12 | **Components:** V, S
13 | **Duration:** Instantaneous
14 |
15 | Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
16 |
17 | **At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
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/docs/gamemaster_rules/magic_items/staff_of_frost.md:
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1 | name: Staff of Frost
2 | type: staff
3 |
4 | # Staff of Frost
5 | _Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)_
6 |
7 | You have resistance to cold damage while you hold this staff.
8 |
9 | The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: **_cone of cold_** (5 charges), **_fog cloud_** (1 charge), **_ice storm_** (4 charges), or **_wall of ice_** (4 charges).
10 |
11 | The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
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/docs/spellcasting/spells/eldritch_blast.md:
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1 | name: Eldritch Blast
2 | level: 0
3 | school: evocation
4 | classes: warlock
5 |
6 | # Eldritch Blast
7 | _Evocation cantrip_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 120 feet
11 | **Components:** V, S
12 | **Duration:** Instantaneous
13 |
14 | A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
15 | The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
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/docs/spellcasting/spells/ray_of_enfeeblement.md:
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1 | name: Ray of Enfeeblement
2 | level: 2
3 | school: necromancy
4 | classes: warlock
5 | wizard
6 |
7 | # Ray of Enfeeblement
8 | _2nd-level necromancy_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 60 feet
12 | **Components:** V, S
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
16 | At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
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/docs/gamemaster_rules/magic_items/wand_of_paralysis.md:
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1 | name: Wand of Paralysis
2 | type: wand
3 |
4 | # Wand of Paralysis
5 | _Wand, rare (requires attunement by a spellcaster)_
6 |
7 | This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
8 |
9 | The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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/docs/spellcasting/spells/death_ward.md:
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1 | name: Death Ward
2 | level: 4
3 | school: abjuration
4 | classes: cleric
5 | paladin
6 |
7 | # Death Ward
8 | _4th-level abjuration_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S
13 | **Duration:** 8 hours
14 |
15 | You touch a creature and grant it a measure of protection from death.
16 | The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
17 | If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
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/docs/spellcasting/spells/shillelagh.md:
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1 | name: Shillelagh
2 | level: 0
3 | school: transmutation
4 | classes: druid
5 |
6 | # Shillelagh
7 | _Transmutation cantrip_
8 |
9 | **Casting Time:** 1 bonus action
10 | **Range:** Touch
11 | **Components:** V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
12 | **Duration:** 1 minute
13 |
14 | The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
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/docs/spellcasting/spells/true_seeing.md:
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1 | name: True Seeing
2 | level: 6
3 | school: divination
4 | classes: bard
5 | cleric
6 | sorcerer
7 | warlock
8 | wizard
9 |
10 | # True Seeing
11 | _6th-level divination_
12 |
13 | **Casting Time:** 1 action
14 | **Range:** Touch
15 | **Components:** V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
16 | **Duration:** 1 hour
17 |
18 | This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
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/docs/gamemaster_rules/magic_items/helm_of_telepathy.md:
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1 | name: Helm of Telepathy
2 | type: item
3 |
4 | # Helm of Telepathy
5 | _Wondrous item, uncommon (requires attunement)_
6 |
7 | While wearing this helm, you can use an action to cast the **_detect thoughts_** spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply--using a bonus action to do so--while your focus on it continues.
8 |
9 | While focusing on a creature with **_detect thoughts_**, you can use an action to cast the **_suggestion_** spell (save DC 13) from the helm on that creature. Once used, the **_suggestion_** property can't be used again until the next dawn.
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/docs/spellcasting/spells/magic_missile.md:
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1 | name: Magic Missile
2 | level: 1
3 | school: evocation
4 | classes: sorcerer
5 | wizard
6 |
7 | # Magic Missile
8 | _1st-level evocation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 120 feet
12 | **Components:** V, S
13 | **Duration:** Instantaneous
14 |
15 | You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
16 |
17 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
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/docs/spellcasting/spells/bless.md:
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1 | name: Bless
2 | level: 1
3 | school: enchantment
4 | classes: cleric
5 | paladin
6 |
7 | # Bless
8 | _1st-level enchantment_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 30 feet
12 | **Components:** V, S, M (a sprinkling of holy water)
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
16 |
17 | **At 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.
18 |
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/docs/spellcasting/spells/vicious_mockery.md:
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1 | name: Vicious Mockery
2 | level: 0
3 | school: enchantment
4 | classes: bard
5 |
6 | # Vicious Mockery
7 | _Enchantment cantrip_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 60 feet
11 | **Components:** V
12 | **Duration:** Instantaneous
13 |
14 | You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
15 | This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
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/docs/gamemaster_rules/magic_items/scarab_of_protection.md:
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1 | name: Scarab of Protection
2 | type: item
3 |
4 | # Scarab of Protection
5 | _Wondrous item, legendary (requires attunement)_
6 |
7 | If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
8 |
9 | * You have advantage on saving throws against spells.
10 | * The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
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/docs/spellcasting/spells/foresight.md:
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1 | name: Foresight
2 | level: 9
3 | school: divination
4 | classes: bard
5 | druid
6 | warlock
7 | wizard
8 |
9 | # Foresight
10 | _9th-level divination_
11 |
12 | **Casting Time:** 1 minute
13 | **Range:** Touch
14 | **Components:** V, S, M (a hummingbird feather)
15 | **Duration:** 8 hours
16 |
17 | You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
18 | This spell immediately ends if you cast it again before its duration ends.
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/docs/spellcasting/spells/shocking_grasp.md:
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1 | name: Shocking Grasp
2 | level: 0
3 | school: evocation
4 | classes: sorcerer
5 | wizard
6 |
7 | # Shocking Grasp
8 | _Evocation cantrip_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S
13 | **Duration:** Instantaneous
14 |
15 | Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
16 | The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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/docs/gamemaster_rules/magic_items/wand_of_enemy_detection.md:
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1 | name: Wand of Enemy Detection
2 | type: wand
3 |
4 | # Wand of Enemy Detection
5 | _Wand, rare (requires attunement)_
6 |
7 | This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.
8 |
9 | The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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/docs/spellcasting/spells/gentle_repose.md:
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1 | name: Gentle Repose
2 | level: 2
3 | school: necromancy
4 | classes: cleric
5 | wizard
6 |
7 | # Gentle Repose
8 | _2nd-level necromancy (ritual)_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
13 | **Duration:** 10 days
14 |
15 | You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
16 | The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as **_raise dead_**.
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/docs/spellcasting/spells/pass_without_trace.md:
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1 | name: Pass without Trace
2 | level: 2
3 | school: abjuration
4 | classes: druid
5 | ranger
6 |
7 | # Pass without Trace
8 | _2nd-level abjuration_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Self
12 | **Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
13 | **Duration:** Concentration, up to 1 hour
14 |
15 | A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
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/docs/gamemaster_rules/magic_items/potion_of_poison.md:
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1 | name: Potion of Poison
2 | type: potion
3 |
4 | # Potion of Poison
5 | _Potion, uncommon_
6 |
7 | This concoction looks, smells, and tastes like a **potion of healing** or other beneficial potion. However, it is actually poison masked by illusion magic. An **_identify_** spell reveals its true nature.
8 |
9 | If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
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/docs/gamemaster_rules/magic_items/armor_of_vulnerability.md:
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1 | name: Armor of Vulnerability
2 | type: armor
3 |
4 | # Armor of Vulnerability
5 | _Armor (plate), rare (requires attunement)_
6 |
7 | While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
8 |
9 | **Curse.** This armor is cursed, a fact that is revealed only when an **_identify_** spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the **_remove curse_** spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
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/docs/gamemaster_rules/magic_items/ring_of_x_ray_vision.md:
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1 | name: Ring of X-ray Vision
2 | type: ring
3 |
4 | # Ring of X-ray Vision
5 | _Ring, rare (requires attunement)_
6 |
7 | While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
8 |
9 | Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
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/docs/gamemaster_rules/monsters/rat.md:
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1 | name: Rat
2 | type: beast
3 | cr: 0
4 |
5 | # Rat
6 | _Tiny beast, unaligned_
7 |
8 | **Armor Class** 10
9 | **Hit Points** 1 (1d4 − 1)
10 | **Speed** 20 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 2 (−4) | 11 (+0) | 9 (−1) | 2 (−4) | 10 (+0) | 4 (−3) |
15 |
16 | **Senses** darkvision 30 ft., passive Perception 10
17 | **Languages** --
18 | **Challenge** 0 (10 XP)
19 |
20 | **Keen Smell.** The rat has advantage on Wisdom (Perception) checks that rely on smell.
21 |
22 | ### Actions
23 | **Bite.** _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage.
24 |
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/docs/spellcasting/spells/guiding_bolt.md:
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1 | name: Guiding Bolt
2 | level: 1
3 | school: evocation
4 | classes: cleric
5 |
6 | # Guiding Bolt
7 | _1st-level evocation_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 120 feet
11 | **Components:** V, S
12 | **Duration:** 1 round
13 |
14 | A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
15 |
16 | **At 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.
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/docs/gamemaster_rules/magic_items/broom_of_flying.md:
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1 | name: Broom of Flying
2 | type: item
3 |
4 | # Broom of Flying
5 | _Wondrous item, uncommon_
6 |
7 | This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
8 |
9 | You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
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/docs/spellcasting/spells/speak_with_animals.md:
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1 | name: Speak with Animals
2 | level: 1
3 | school: divination
4 | classes: bard
5 | druid
6 | ranger
7 |
8 | # Speak with Animals
9 | _1st-level divination (ritual)_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** Self
13 | **Components:** V, S
14 | **Duration:** 10 minutes
15 |
16 | You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
17 |
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/docs/gamemaster_rules/monsters/crab.md:
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1 | name: Crab
2 | type: beast
3 | cr: 0
4 |
5 | # Crab
6 | _Tiny beast, unaligned_
7 |
8 | **Armor Class** 11 (natural armor)
9 | **Hit Points** 2 (1d4)
10 | **Speed** 20 ft., swim 20 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 2 (−4) | 11 (+0) | 10 (+0) | 1 (−5) | 8 (−1) | 2 (−4) |
15 |
16 | **Skills** Stealth +2
17 | **Senses** blindsight 30 ft., passive Perception 9
18 | **Languages** --
19 | **Challenge** 0 (10 XP)
20 | **Amphibious.** The crab can breathe air and water.
21 |
22 | ### Actions
23 | **Claw.** _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage.
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/docs/spellcasting/spells/finger_of_death.md:
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1 | name: Finger of Death
2 | level: 7
3 | school: necromancy
4 | classes: sorcerer
5 | warlock
6 | wizard
7 |
8 | # Finger of Death
9 | _7th-level necromancy_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** 60 feet
13 | **Components:** V, S
14 | **Duration:** Instantaneous
15 |
16 | You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
17 | A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
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/docs/spellcasting/spells/mending.md:
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1 | name: Mending
2 | level: 0
3 | school: transmutation
4 | classes: bard
5 | cleric
6 | druid
7 | sorcerer
8 | wizard
9 |
10 | # Mending
11 | _Transmutation cantrip_
12 |
13 | **Casting Time:** 1 minute
14 | **Range:** Touch
15 | **Components:** V, S, M (two lodestones)
16 | **Duration:** Instantaneous
17 |
18 | This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
19 | This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
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/docs/spellcasting/spells/faerie_fire.md:
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1 | name: Faerie Fire
2 | level: 1
3 | school: evocation
4 | classes: bard
5 | druid
6 |
7 | # Faerie Fire
8 | _1st-level evocation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 60 feet
12 | **Components:** V
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
16 | Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
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/docs/spellcasting/spells/invisibility.md:
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1 | name: Invisibility
2 | level: 2
3 | school: illusion
4 | classes: bard
5 | sorcerer
6 | warlock
7 | wizard
8 |
9 | # Invisibility
10 | _2nd-level illusion_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** Touch
14 | **Components:** V, S, M (an eyelash encased in gum arabic)
15 | **Duration:** Concentration, up to 1 hour
16 |
17 | A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
18 |
19 | **At 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.
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/docs/spellcasting/spells/mass_cure_wounds.md:
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1 | name: Mass Cure Wounds
2 | level: 5
3 | school: evocation
4 | classes: bard
5 | cleric
6 | druid
7 |
8 | # Mass Cure Wounds
9 | _5th-level evocation_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** 60 feet
13 | **Components:** V, S
14 | **Duration:** Instantaneous
15 |
16 | A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
17 |
18 | **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
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/docs/gamemaster_rules/magic_items/ring_of_the_ram.md:
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1 | name: Ring of the Ram
2 | type: ring
3 |
4 | # Ring of the Ram
5 | _Ring, rare (requires attunement)_
6 |
7 | This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
8 |
9 | Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
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/docs/gamemaster_rules/magic_items/robe_of_scintillating_colors.md:
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1 | name: Robe of Scintillating Colors
2 | type: item
3 |
4 | # Robe of Scintillating Colors
5 | _Wondrous item, very rare (requires attunement)_
6 |
7 | This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
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/docs/gamemaster_rules/monsters/badger.md:
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1 | name: Badger
2 | type: beast
3 | cr: 0
4 |
5 | # Badger
6 | _Tiny beast, unaligned_
7 |
8 | **Armor Class** 10
9 | **Hit Points** 3 (1d4 + 1)
10 | **Speed** 20 ft., burrow 5 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 4 (−3) | 11 (+0) | 12 (+1) | 2 (−4) | 12 (+1) | 5 (−3) |
15 |
16 | **Senses** darkvision 30 ft., passive Perception 11
17 | **Languages** --
18 | **Challenge** 0 (10 XP)
19 |
20 | **Keen Smell.** The badger has advantage on Wisdom (Perception) checks that rely on smell.
21 |
22 | ### Actions
23 | **Bite.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage.
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/docs/gamemaster_rules/monsters/hawk.md:
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1 | name: Hawk
2 | type: beast
3 | cr: 0
4 |
5 | # Hawk
6 | _Tiny beast, unaligned_
7 |
8 | **Armor Class** 13
9 | **Hit Points** 1 (1d4 − 1)
10 | **Speed** 10 ft., fly 60 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 5 (−3) | 16 (+3) | 8 (−1) | 2 (−4) | 14 (+2) | 6 (−2) |
15 |
16 | **Skills** Perception +4
17 | **Senses** passive Perception 14
18 | **Languages** --
19 | **Challenge** 0 (10 XP)
20 |
21 | **Keen Sight.** The hawk has advantage on Wisdom (Perception) checks that rely on sight.
22 |
23 | ### Actions
24 | **Talons.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 1 slashing damage.
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/docs/spellcasting/spells/detect_evil_and_good.md:
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1 | name: Detect Evil and Good
2 | level: 1
3 | school: divination
4 | classes: cleric
5 | paladin
6 |
7 | # Detect Evil and Good
8 | _1st-level divination_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Self
12 | **Components:** V, S
13 | **Duration:** Concentration, up to 10 minutes
14 |
15 | For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
16 | The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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/docs/spellcasting/spells/fog_cloud.md:
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1 | name: Fog Cloud
2 | level: 1
3 | school: conjuration
4 | classes: druid
5 | ranger
6 | sorcerer
7 | wizard
8 |
9 | # Fog Cloud
10 | _1st-level conjuration_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** 120 feet
14 | **Components:** V, S
15 | **Duration:** Concentration, up to 1 hour
16 |
17 | You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
18 |
19 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
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/docs/spellcasting/spells/harm.md:
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1 | name: Harm
2 | level: 6
3 | school: necromancy
4 | classes: cleric
5 |
6 | # Harm
7 | _6th-level necromancy_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 60 feet
11 | **Components:** V, S
12 | **Duration:** Instantaneous
13 |
14 | You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
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/docs/spellcasting/spells/maze.md:
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1 | name: Maze
2 | level: 8
3 | school: conjuration
4 | classes: wizard
5 |
6 | # Maze
7 | _8th-level conjuration_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 60 feet
11 | **Components:** V, S
12 | **Duration:** Concentration, up to 10 minutes
13 |
14 | You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
15 | The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).
16 | When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
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/docs/spellcasting/spells/detect_poison_and_disease.md:
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1 | name: Detect Poison and Disease
2 | level: 1
3 | school: divination
4 | classes: cleric
5 | druid
6 | paladin
7 | ranger
8 |
9 | # Detect Poison and Disease
10 | _1st-level divination (ritual)_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** Self
14 | **Components:** V, S, M (a yew leaf)
15 | **Duration:** Concentration, up to 10 minutes
16 |
17 | For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
18 | The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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/docs/spellcasting/spells/hellish_rebuke.md:
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1 | name: Hellish Rebuke
2 | level: 1
3 | school: evocation
4 | classes: warlock
5 |
6 | # Hellish Rebuke
7 | _1st-level evocation_
8 |
9 | **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
10 | **Range:** 60 feet
11 | **Components:** V, S
12 | **Duration:** Instantaneous
13 |
14 | You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
15 | **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
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/docs/spellcasting/spells/sanctuary.md:
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1 | name: Sanctuary
2 | level: 1
3 | school: abjuration
4 | classes: cleric
5 |
6 | # Sanctuary
7 | _1st-level abjuration_
8 |
9 | **Casting Time:** 1 bonus action
10 | **Range:** 30 feet
11 | **Components:** V, S, M (a small silver mirror)
12 | **Duration:** 1 minute
13 |
14 | You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
15 | If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
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/docs/gamemaster_rules/magic_items/ring_of_resistance.md:
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1 | name: Ring of Resistance
2 | type: ring
3 |
4 | # Ring of Resistance
5 | _Ring, rare (requires attunement)_
6 |
7 | You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.
8 |
9 | | d10 | Damage Type | Gem |
10 | |-----|-------------|------------|
11 | | 1 | Acid | Pearl |
12 | | 2 | Cold | Tourmaline |
13 | | 3 | Fire | Garnet |
14 | | 4 | Force | Sapphire |
15 | | 5 | Lightning | Citrine |
16 | | 6 | Necrotic | Jet |
17 | | 7 | Poison | Amethyst |
18 | | 8 | Psychic | Jade |
19 | | 9 | Radiant | Topaz |
20 | | 10 | Thunder | Spinel |
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/docs/gamemaster_rules/monsters/cat.md:
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1 | name: Cat
2 | type: beast
3 | cr: 0
4 |
5 | # Cat
6 | _Tiny beast, unaligned_
7 |
8 | **Armor Class** 12
9 | **Hit Points** 2 (1d4)
10 | **Speed** 40 ft., climb 30 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 3 (−4) | 15 (+2) | 10 (+0) | 3 (−4) | 12 (+1) | 7 (−2) |
15 |
16 | **Skills** Perception +3, Stealth +4
17 | **Senses** passive Perception 13
18 | **Languages** --
19 | **Challenge** 0 (10 XP)
20 |
21 | **Keen Smell.** The cat has advantage on Wisdom (Perception) checks that rely on smell.
22 |
23 | ### Actions
24 | **Claws.** _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 slashing damage.
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/docs/gamemaster_rules/monsters/eagle.md:
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1 | name: Eagle
2 | type: beast
3 | cr: 0
4 |
5 | # Eagle
6 | _Small beast, unaligned_
7 |
8 | **Armor Class** 12
9 | **Hit Points** 3 (1d6)
10 | **Speed** 10 ft., fly 60 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 6 (−2) | 15 (+2) | 10 (+0) | 2 (−4) | 14 (+2) | 7 (−2) |
15 |
16 | **Skills** Perception +4
17 | **Senses** passive Perception 14
18 | **Languages** --
19 | **Challenge** 0 (10 XP)
20 |
21 | **Keen Sight.** The eagle has advantage on Wisdom (Perception) checks that rely on sight.
22 |
23 | ### Actions
24 | **Talons.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) slashing damage.
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/docs/spellcasting/spells/bane.md:
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1 | name: Bane
2 | level: 1
3 | school: enchantment
4 | classes: bard
5 | cleric
6 |
7 | # Bane
8 | _1st-level enchantment_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 30 feet
12 | **Components:** V, S, M (a drop of blood)
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
16 |
17 | **At 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.
18 |
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/docs/spellcasting/spells/branding_smite.md:
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1 | name: Branding Smite
2 | level: 2
3 | school: evocation
4 | classes: paladin
5 |
6 | # Branding Smite
7 |
8 | _2nd-level evocation_
9 |
10 | **Casting Time:** 1 bonus action
11 | **Range:** Self
12 | **Components:** V
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
16 |
17 | **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
18 |
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/docs/spellcasting/spells/heroism.md:
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1 | name: Heroism
2 | level: 1
3 | school: enchantment
4 | classes: bard
5 | paladin
6 |
7 | # Heroism
8 | _1st-level enchantment_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Touch
12 | **Components:** V, S
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
16 |
17 | **At 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.
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/docs/spellcasting/spells/comprehend_languages.md:
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1 | name: Comprehend Languages
2 | level: 1
3 | school: divination
4 | classes: bard
5 | sorcerer
6 | warlock
7 | wizard
8 |
9 | # Comprehend Languages
10 | _1st-level divination (ritual)_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** Self
14 | **Components:** V, S, M (a pinch of soot and salt)
15 | **Duration:** 1 hour
16 |
17 | For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
18 | This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
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/purecss_theme/nav-sub.html:
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1 | {% if not nav_item.children %}
2 |
5 | {% else %}
6 | {% if nav_item.title == "Spells" or nav_item.title == "Monsters" or nav_item.title == "Magic items" %}
7 | {% else %}
8 |
16 | {% endif %}
17 | {% endif %}
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/docs/gamemaster_rules/magic_items/cloak_of_the_bat.md:
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1 | name: Cloak of the Bat
2 | type: item
3 |
4 | # Cloak of the Bat
5 | _Wondrous item, rare (requires attunement)_
6 |
7 | While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
8 |
9 | While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
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/docs/spellcasting/spells/cone_of_cold.md:
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1 | name: Cone of Cold
2 | level: 5
3 | school: evocation
4 | classes: sorcerer
5 | wizard
6 |
7 | # Cone of Cold
8 | _5th-level evocation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Self (60-foot cone)
12 | **Components:** V, S, M (a small crystal or glass cone)
13 | **Duration:** Instantaneous
14 |
15 | A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
16 | A creature killed by this spell becomes a frozen statue until it thaws.
17 |
18 | **At 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.
19 |
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/docs/spellcasting/spells/antilife_shell.md:
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1 | name: Antilife Shell
2 | level: 5
3 | school: abjuration
4 | classes: druid
5 |
6 | # Antilife Shell
7 | _5th-level abjuration_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** Self (10-foot radius)
11 | **Components:** V, S
12 | **Duration:** Concentration, up to 1 hour
13 |
14 | A shimmering barrier extends out from you in a 10- foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
15 | The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
16 | If you move so that an affected creature is forced to pass through the barrier, the spell ends.
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/docs/spellcasting/spells/regenerate.md:
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1 | name: Regenerate
2 | level: 7
3 | school: transmutation
4 | classes: bard
5 | cleric
6 | druid
7 |
8 | # Regenerate
9 | _7th-level transmutation_
10 |
11 | **Casting Time:** 1 minute
12 | **Range:** Touch
13 | **Components:** V, S, M (a prayer wheel and holy water)
14 | **Duration:** 1 hour
15 |
16 | You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
17 | The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
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/docs/gamemaster_rules/magic_items/horn_of_blasting.md:
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1 | name: Horn of Blasting
2 | type: item
3 |
4 | # Horn of Blasting
5 | _Wondrous item, rare_
6 |
7 | You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
8 |
9 | Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
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/docs/gamemaster_rules/magic_items/luck_blade.md:
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1 | name: Luck Blade
2 | type: weapon
3 |
4 | # Luck Blade
5 | _Weapon (any sword), legendary (requires attunement)_
6 |
7 | You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
8 |
9 | **Luck.** If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
10 |
11 | **Wish.** The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the **_wish_** spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
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/docs/gamemaster_rules/magic_items/vorpal_sword.md:
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1 | name: Vorpal Sword
2 | type: weapon
3 |
4 | # Vorpal Sword
5 | _Weapon (any sword that deals slashing damage), legendary (requires attunement)_
6 |
7 | You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
8 |
9 | When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
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/docs/spellcasting/spells/circle_of_death.md:
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1 | name: Circle of Death
2 | level: 6
3 | school: necromancy
4 | classes: sorcerer
5 | warlock
6 | wizard
7 |
8 | # Circle of Death
9 | _6th-level necromancy_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** 150 feet
13 | **Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp)
14 | **Duration:** Instantaneous
15 |
16 | A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
17 |
18 | **At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
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/docs/spellcasting/spells/time_stop.md:
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1 | name: Time Stop
2 | level: 9
3 | school: transmutation
4 | classes: sorcerer
5 | wizard
6 |
7 | # Time Stop
8 | _9th-level transmutation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Self
12 | **Components:** V
13 | **Duration:** Instantaneous
14 |
15 | You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
16 | This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
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/docs/gamemaster_rules/magic_items/dimensional_shackles.md:
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1 | name: Dimensional Shackles
2 | type: item
3 |
4 | # Dimensional Shackles
5 | _Wondrous item, rare_
6 |
7 | You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.
8 |
9 | You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
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/docs/spellcasting/spells/haste.md:
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1 | name: Haste
2 | level: 3
3 | school: transmutation
4 | classes: sorcerer
5 | wizard
6 |
7 | # Haste
8 | _3rd-level transmutation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 30 feet
12 | **Components:** V, S, M (a shaving of licorice root)
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
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/docs/gamemaster_rules/magic_items/cubic_gate.md:
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1 | name: Cubic Gate
2 | type: item
3 |
4 | # Cubic Gate
5 | _Wondrous item, legendary_
6 |
7 | This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.
8 |
9 | You can use an action to press one side of the cube to cast the **_gate_** spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the **_plane shift_** spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.
10 |
11 | The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
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/docs/gamemaster_rules/magic_items/dust_of_dryness.md:
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1 | name: Dust of Dryness
2 | type: item
3 |
4 | # Dust of Dryness
5 | _Wondrous item, uncommon_
6 |
7 | This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
8 |
9 | Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.
10 |
11 | An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
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/docs/gamemaster_rules/monsters/weasel.md:
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1 | name: Weasel
2 | type: beast
3 | cr: 0
4 |
5 | # Weasel
6 | _Tiny beast, unaligned_
7 |
8 | **Armor Class** 13
9 | **Hit Points** 1 (1d4 − 1)
10 | **Speed** 30 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 3 (−4) | 16 (+3) | 8 (−1) | 2 (−4) | 12 (+1) | 3 (−4) |
15 |
16 | **Skills** Perception +3, Stealth +5
17 | **Senses** passive Perception 13
18 | **Languages** --
19 | **Challenge** 0 (10 XP)
20 |
21 | **Keen Hearing and Smell.** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
22 |
23 | ### Actions
24 | **Bite.** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage.
25 |
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/docs/spellcasting/spells/water_walk.md:
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1 | name: Water Walk
2 | level: 3
3 | school: transmutation
4 | classes: cleric
5 | druid
6 | ranger
7 | sorcerer
8 |
9 | # Water Walk
10 | _3rd-level transmutation (ritual)_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** 30 feet
14 | **Components:** V, S, M (a piece of cork)
15 | **Duration:** 1 hour
16 |
17 | This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
18 | If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
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/docs/gamemaster_rules/magic_items/sword_of_wounding.md:
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1 | name: Sword of Wounding
2 | type: weapon
3 |
4 | # Sword of Wounding
5 | _Weapon (any sword), rare (requires attunement)_
6 |
7 | Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
8 |
9 | Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
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/docs/gamemaster_rules/monsters/plesiosaurus.md:
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1 | name: Plesiosaurus
2 | type: beast
3 | cr: 2
4 |
5 | # Plesiosaurus
6 | _Large beast, unaligned_
7 |
8 | **Armor Class** 13 (natural armor)
9 | **Hit Points** 68 (8d10 + 24)
10 | **Speed** 20 ft., swim 40 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 18 (+4) | 15 (+2) | 16 (+3) | 2 (−4) | 12 (+1) | 5 (−3) |
15 |
16 | **Skills** Perception +3, Stealth +4
17 | **Senses** passive Perception 13
18 | **Languages** --
19 | **Challenge** 2 (450 XP)
20 |
21 | **Hold Breath.** The plesiosaurus can hold its breath for 1 hour.
22 |
23 | ### Actions
24 | **Bite.** _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 14 (3d6 + 4) piercing damage.
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/docs/spellcasting/spells/entangle.md:
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1 | name: Entangle
2 | level: 1
3 | school: conjuration
4 | classes: druid
5 |
6 | # Entangle
7 | _1st-level conjuration_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 90 feet
11 | **Components:** V, S
12 | **Duration:** Concentration, up to 1 minute
13 |
14 | Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
15 | A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
16 | When the spell ends, the conjured plants wilt away.
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/docs/spellcasting/spells/flame_strike.md:
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1 | name: Flame Strike
2 | level: 5
3 | school: evocation
4 | classes: cleric
5 |
6 | # Flame Strike
7 | _5th-level evocation_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 60 feet
11 | **Components:** V, S, M (pinch of sulfur)
12 | **Duration:** Instantaneous
13 |
14 | A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
15 |
16 | **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
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/docs/spellcasting/spells/passwall.md:
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1 | name: Passwall
2 | level: 5
3 | school: transmutation
4 | classes: wizard
5 |
6 | # Passwall
7 | _5th-level transmutation_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 30 feet
11 | **Components:** V, S, M (a pinch of sesame seeds)
12 | **Duration:** 1 hour
13 |
14 | A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
15 | When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
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/docs/spellcasting/spells/telepathic_bond.md:
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1 | name: Telepathic Bond
2 | level: 5
3 | school: divination
4 | classes: wizard
5 |
6 | # Telepathic Bond
7 | _5th-level divination (ritual)_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 30 feet
11 | **Components:** V, S, M (pieces of eggshell from two different kinds of creatures)
12 | **Duration:** 1 hour
13 |
14 | You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
15 | Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
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/docs/gamemaster_rules/monsters/pegasus.md:
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1 | name: Pegasus
2 | type: celestial
3 | cr: 2
4 |
5 | # Pegasus
6 | _Large celestial, chaotic good_
7 |
8 | **Armor Class** 12
9 | **Hit Points** 59 (7d10 + 21)
10 | **Speed** 60 ft., fly 90 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 15 (+2) | 13 (+1) |
15 |
16 | **Saving Throws** Dex +4, Wis +4, Cha +3
17 | **Skills** Perception +6
18 | **Senses** passive Perception 16
19 | **Languages** understands Celestial, Common, Elvish, and Sylvan but can't speak
20 | **Challenge** 2 (450 XP)
21 |
22 | ### Actions
23 | **Hooves.** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage.
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/docs/spellcasting/spells/blindnessdeafness.md:
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1 | name: Blindness/Deafness
2 | level: 2
3 | school: necromancy
4 | classes: bard
5 | cleric
6 | sorcerer
7 | wizard
8 |
9 | # Blindness/Deafness
10 | _2nd-level necromancy_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** 30 feet
14 | **Components:** V
15 | **Duration:** 1 minute
16 |
17 | You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
18 |
19 | **At 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.
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/docs/gamemaster_rules/magic_items/pipes_of_haunting.md:
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1 | name: Pipes of Haunting
2 | type: item
3 |
4 | # Pipes of Haunting
5 | _Wondrous item, uncommon_
6 |
7 | You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
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/docs/gamemaster_rules/monsters/scorpion.md:
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1 | name: Scorpion
2 | type: beast
3 | cr: 0
4 |
5 |
6 | # Scorpion
7 | _Tiny beast, unaligned_
8 |
9 | **Armor Class** 11 (natural armor)
10 | **Hit Points** 1 (1d4 − 1)
11 | **Speed** 10 ft.
12 |
13 | | STR | DEX | CON | INT | WIS | CHA |
14 | |---------|---------|---------|---------|---------|---------|
15 | | 2 (−4) | 11 (+0) | 8 (−1) | 1 (−5) | 8 (−1) | 2 (−4) |
16 |
17 | **Senses** blindsight 10 ft., passive Perception 9
18 | **Languages** --
19 | **Challenge** 0 (10 XP)
20 |
21 | ### Actions
22 | **Sting.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one creature. _Hit:_ 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
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/docs/spellcasting/spells/light.md:
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1 | name: Light
2 | level: 0
3 | school: evocation
4 | classes: bard
5 | cleric
6 | sorcerer
7 | wizard
8 |
9 | # Light
10 | _Evocation cantrip_
11 |
12 | **Casting Time:** 1 action
13 | **Range:** Touch
14 | **Components:** V, M (a firefly or phosphorescent moss)
15 | **Duration:** 1 hour
16 |
17 | You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
18 | If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
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/docs/spellcasting/spells/greater_restoration.md:
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1 | name: Greater Restoration
2 | level: 5
3 | school: abjuration
4 | classes: bard
5 | cleric
6 | druid
7 |
8 | # Greater Restoration
9 | _5th-level abjuration_
10 |
11 | **Casting Time:** 1 action
12 | **Range:** Touch
13 | **Components:** V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
14 | **Duration:** Instantaneous
15 |
16 | You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
17 |
18 | * One effect that charmed or petrified the target
19 | * One curse, including the target's attunement to a cursed magic item
20 | * Any reduction to one of the target's ability scores
21 | * One effect reducing the target's hit point maximum
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/docs/gamemaster_rules/magic_items/cloak_of_arachnida.md:
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1 | name: Cloak of Arachnida
2 | type: item
3 |
4 | # Cloak of Arachnida
5 | _Wondrous item, very rare (requires attunement)_
6 |
7 | This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
8 |
9 | * You have resistance to poison damage.
10 | * You have a climbing speed equal to your walking speed.
11 | * You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
12 | * You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
13 | * You can use an action to cast the **_web_** spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
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/docs/gamemaster_rules/magic_items/robe_of_the_archmagi.md:
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1 | name: Robe of the Archmagi
2 | type: item
3 |
4 | # Robe of the Archmagi
5 | _Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)_
6 |
7 | This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a **robe of the archmagi** that doesn't correspond to your alignment. You gain these benefits while wearing the robe:
8 |
9 | * If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
10 | * You have advantage on saving throws against spells and other magical effects.
11 | * Your spell save DC and spell attack bonus each increase by 2.
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/docs/gamemaster_rules/monsters/bat.md:
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1 | name: Bat
2 | type: beast
3 | cr: 0
4 |
5 | # Bat
6 | _Tiny beast, unaligned_
7 |
8 | **Armor Class** 12
9 | **Hit Points** 1 (1d4 − 1)
10 | **Speed** 5 ft., fly 30 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 2 (−4) | 15 (+2) | 8 (−1) | 2 (−4) | 12 (+1) | 4 (−3) |
15 |
16 | **Senses** blindsight 60 ft., passive Perception 11
17 | **Languages** --
18 | **Challenge** 0 (10 XP)
19 |
20 | **Echolocation.** The bat can't use its blindsight while deafened.
21 | **Keen Hearing.** The bat has advantage on Wisdom (Perception) checks that rely on hearing.
22 |
23 | ### Actions
24 | **Bite.** _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one creature. _Hit:_ 1 piercing damage.
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/docs/gamemaster_rules/monsters/commoner.md:
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1 | name: Commoner
2 | type: humanoid (any race)
3 | cr: 0
4 |
5 | # Commoner
6 | _Medium humanoid (any race), any alignment_
7 |
8 | **Armor Class** 10
9 | **Hit Points** 4 (1d8)
10 | **Speed** 30 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
15 |
16 | **Senses** passive Perception 10
17 | **Languages** any one language (usually Common)
18 | **Challenge** 0 (10 XP)
19 |
20 | ### Actions
21 | **Club.** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage.
22 |
23 | ### Description
24 | Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
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/docs/spellcasting/spells/arcane_eye.md:
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1 | name: Arcane Eye
2 | level: 4
3 | school: divination
4 | classes: wizard
5 |
6 | # Arcane Eye
7 | _4th-level divination_
8 |
9 | **Casting Time:** 1 action
10 | **Range:** 30 feet
11 | **Components:** V, S, M (a bit of bat fur)
12 | **Duration:** Concentration, up to 1 hour
13 |
14 | You create an invisible, magical eye within range that hovers in the air for the duration.
15 | You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
16 | As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
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/docs/spellcasting/spells/arcane_sword.md:
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1 | name: Arcane Sword
2 | level: 7
3 | school: evocation
4 | classes: bard
5 | wizard
6 |
7 | # Arcane Sword
8 | _7th-level evocation_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** 60 feet
12 | **Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
16 | When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
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/docs/spellcasting/spells/detect_magic.md:
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1 | name: Detect Magic
2 | level: 1
3 | school: divination
4 | classes: bard
5 | cleric
6 | druid
7 | paladin
8 | ranger
9 | sorcerer
10 | wizard
11 |
12 | # Detect Magic
13 | _1st-level divination (ritual)_
14 |
15 | **Casting Time:** 1 action
16 | **Range:** Self
17 | **Components:** V, S
18 | **Duration:** Concentration, up to 10 minutes
19 |
20 | For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
21 | The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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/docs/spellcasting/spells/vampiric_touch.md:
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1 | name: Vampiric Touch
2 | level: 3
3 | school: necromancy
4 | classes: warlock
5 | wizard
6 |
7 | # Vampiric Touch
8 | _3rd-level necromancy_
9 |
10 | **Casting Time:** 1 action
11 | **Range:** Self
12 | **Components:** V, S
13 | **Duration:** Concentration, up to 1 minute
14 |
15 | The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
16 |
17 | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
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/docs/gamemaster_rules/monsters/axe_beak.md:
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1 | name: Axe Beak
2 | type: beast
3 | cr: .25
4 |
5 | # Axe Beak
6 | _Large beast, unaligned_
7 |
8 | **Armor Class** 11
9 | **Hit Points** 19 (3d10 + 3)
10 | **Speed** 50 ft.
11 |
12 | | STR | DEX | CON | INT | WIS | CHA |
13 | |---------|---------|---------|---------|---------|---------|
14 | | 14 (+2) | 12 (+1) | 12 (+1) | 2 (−4) | 10 (+0) | 5 (−3) |
15 |
16 | **Senses** passive Perception 10
17 | **Languages** --
18 | **Challenge** 1/4 (50 XP)
19 |
20 | ### Actions
21 | **Beak.** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) slashing damage.
22 |
23 | An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.
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