diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..896b34b --- /dev/null +++ b/.gitignore @@ -0,0 +1,7 @@ +__pycache__/ +*.pyc +*.pyo +.env +data/*_raw.json +data/api_keys.json +data/rate_limits.json \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 0000000..9e62385 --- /dev/null +++ b/README.md @@ -0,0 +1,59 @@ +# D&D SRD 5.2 API + +An open REST API for the Dungeons & Dragons 5.2 System Reference Document (SRD), served at **[dnd.jezzahehn.com](https://dnd.jezzahehn.com)**. + +Powered by [Open5e](https://api.open5e.com) data with flat JSON caching. + +## Endpoints + +| Endpoint | Description | +|----------|-------------| +| `GET /api` | API root — list all available resources | +| `GET /api/spells` | List spells (filter by name, level, school, class, etc.) | +| `GET /api/spells/{key}` | Get a specific spell | +| `GET /api/creatures` | List creatures/monsters | +| `GET /api/creatures/{key}` | Get a specific creature | +| `GET /api/classes` | List classes | +| `GET /api/classes/{key}` | Get a specific class | +| `GET /api/magic-items` | List magic items | +| `GET /api/magic-items/{key}` | Get a specific magic item | +| `GET /api/equipment` | List equipment | +| `GET /api/equipment/{key}` | Get specific equipment | +| `GET /api/dice/roll` | Roll dice (`?spec=2d20+5`) | +| `GET /api/search` | Search across all resources (`?q=fireball`) | +| `GET /api/docs` | Interactive API documentation (Swagger UI) | + +## Authentication + +Pass your API key via `X-API-Key` header or `?api_key=` query parameter. + +```bash +curl -H "X-API-Key: your-key-here" https://dnd.jezzahehn.com/api/spells +``` + +## Running Locally + +```bash +pip install -r requirements.txt +python scripts/fetch_data.py +uvicorn app.main:app --reload +``` + +## Managing API Keys + +```bash +python scripts/manage_keys.py list # List all keys +python scripts/manage_keys.py create "name" # Create a new key +python scripts/manage_keys.py revoke # Revoke a key +``` + +## Data + +- **Spells:** 339 +- **Creatures:** 330 +- **Classes:** 24 +- **Magic Items:** 2,319 +- **Equipment:** 203 +- **Total:** 3,215 items + +Data is fetched from [Open5e](https://api.open5e.com) and cached as flat JSON files in `data/`. \ No newline at end of file diff --git a/app/__init__.py b/app/__init__.py new file mode 100644 index 0000000..bc63beb --- /dev/null +++ b/app/__init__.py @@ -0,0 +1 @@ +# empty \ No newline at end of file diff --git a/app/main.py b/app/main.py new file mode 100644 index 0000000..074342b --- /dev/null +++ b/app/main.py @@ -0,0 +1,537 @@ +""" +D&D SRD 5.2 API — FastAPI application +Serves SRD data from flat JSON files with API key auth + rate limiting. +""" + +import json +import os +import random +import re +import threading +import time +from pathlib import Path +from typing import Optional + +from fastapi import FastAPI, HTTPException, Query, Request +from fastapi.middleware.cors import CORSMiddleware +from fastapi.responses import JSONResponse + +# ── Paths ─────────────────────────────────────────────────────────────────── +BASE_DIR = Path(__file__).resolve().parent.parent +DATA_DIR = BASE_DIR / "data" +API_KEYS_FILE = DATA_DIR / "api_keys.json" +RATE_LIMITS_FILE = DATA_DIR / "rate_limits.json" + +# ── Data Loading ──────────────────────────────────────────────────────────── +_data_cache = {} +_data_lock = threading.Lock() +_last_load = 0 + + +def load_data(): + """Load all JSON data files into memory cache.""" + global _last_load + cache = {} + files = { + "spells": DATA_DIR / "spells.json", + "creatures": DATA_DIR / "creatures.json", + "classes": DATA_DIR / "classes.json", + "magic_items": DATA_DIR / "magic-items.json", + "equipment": DATA_DIR / "equipment.json", + } + for key, path in files.items(): + if path.exists(): + with open(path) as f: + cache[key] = json.load(f) + print(f" 📖 Loaded {key}: {cache[key]['count']} items") + else: + print(f" ⚠ Data file not found: {path}") + cache[key] = {"count": 0, "results": []} + with _data_lock: + _data_cache.clear() + _data_cache.update(cache) + _last_load = time.time() + return cache + + +def get_data(collection: str) -> dict: + """Get a data collection, reloading if cache is stale.""" + with _data_lock: + if not _data_cache: + load_data() + if collection not in _data_cache: + load_data() + return _data_cache.get(collection, {"count": 0, "results": []}) + + +# ── API Keys & Rate Limiting ──────────────────────────────────────────────── +def load_api_keys() -> dict: + """Load API keys from JSON file.""" + if API_KEYS_FILE.exists(): + with open(API_KEYS_FILE) as f: + return json.load(f) + return {"keys": {}} + + +def save_api_keys(keys: dict): + """Save API keys to JSON file.""" + API_KEYS_FILE.parent.mkdir(parents=True, exist_ok=True) + with open(API_KEYS_FILE, "w") as f: + json.dump(keys, f, indent=2) + + +# Rate limiter: sliding window per key +_rate_limits = {} # key -> list of timestamps +_rate_lock = threading.Lock() +RATE_LIMIT_CONFIG = {"requests_per_minute": 60, "requests_per_day": 10000} + + +def check_rate_limit(api_key: str) -> Optional[JSONResponse]: + """Check if request is within rate limits. Returns error response if exceeded.""" + now = time.time() + with _rate_lock: + if api_key not in _rate_limits: + _rate_limits[api_key] = [] + + # Clean old entries (older than 1 minute) + timestamps = _rate_limits[api_key] + cutoff = now - 60 + timestamps[:] = [t for t in timestamps if t > cutoff] + + # Check per-minute limit + if len(timestamps) >= RATE_LIMIT_CONFIG["requests_per_minute"]: + return JSONResponse( + status_code=429, + content={ + "error": "Rate limit exceeded", + "message": f"Max {RATE_LIMIT_CONFIG['requests_per_minute']} requests per minute", + "retry_after": 60, + }, + ) + + # Check per-day limit (count all timestamps in last 24h) + day_cutoff = now - 86400 + day_count = sum(1 for t in timestamps if t > day_cutoff) + if day_count >= RATE_LIMIT_CONFIG["requests_per_day"]: + return JSONResponse( + status_code=429, + content={ + "error": "Daily rate limit exceeded", + "message": f"Max {RATE_LIMIT_CONFIG['requests_per_day']} requests per day", + }, + ) + + timestamps.append(now) + return None + + +# Page through all rate limits without archive +def _has_rate_limit_archive(coll: str) -> bool: + return False + + +# ── Auth Middleware ────────────────────────────────────────────────────────── +AUTH_EXEMPT_PATHS = {"/api/docs", "/api/openapi.json", "/api/redoc", "/health"} + + +async def auth_middleware(request: Request, call_next): + """API key authentication middleware.""" + path = request.url.path + + # Skip auth for docs and health + if any(path.startswith(p) for p in AUTH_EXEMPT_PATHS) or path == "/api": + return await call_next(request) + + # Get API key from header or query param + api_key = request.headers.get("X-API-Key") or request.query_params.get("api_key") + + if not api_key: + return JSONResponse( + status_code=401, + content={"error": "Missing API key", "message": "Provide via X-API-Key header or ?api_key= parameter"}, + ) + + keys = load_api_keys() + if api_key not in keys.get("keys", {}): + return JSONResponse( + status_code=403, + content={"error": "Invalid API key", "message": "The provided API key is not valid"}, + ) + + # Check rate limit + rate_check = check_rate_limit(api_key) + if rate_check: + return rate_check + + return await call_next(request) + + +# ── Filtering Helpers ──────────────────────────────────────────────────────── +def filter_spells(spells: list, params: dict) -> list: + """Apply filters to spells list.""" + result = spells + for key, value in params.items(): + if key == "name": + result = [s for s in result if value.lower() in s.get("name", "").lower()] + elif key == "level": + try: + level = int(value) + result = [s for s in result if s.get("level") == level] + except ValueError: + pass + elif key == "school": + result = [s for s in result if value.lower() in s.get("school", "").lower()] + elif key == "class": + result = [s for s in result if any(value.lower() in c.lower() for c in s.get("classes", []))] + elif key == "concentration": + val = value.lower() in ("true", "1", "yes") + result = [s for s in result if s.get("concentration") == val] + elif key == "ritual": + val = value.lower() in ("true", "1", "yes") + result = [s for s in result if s.get("ritual") == val] + elif key == "search": + val = value.lower() + result = [s for s in result if val in s.get("name", "").lower() or val in s.get("description", "").lower()] + return result + + +def filter_creatures(creatures: list, params: dict) -> list: + """Apply filters to creatures list.""" + result = creatures + for key, value in params.items(): + if key == "name": + result = [c for c in result if value.lower() in c.get("name", "").lower()] + elif key == "type": + result = [c for c in result if value.lower() in c.get("type", "").lower()] + elif key == "cr" or key == "challenge_rating": + result = [c for c in result if str(c.get("challenge_rating", "")) == value] + elif key == "size": + result = [c for c in result if value.lower() in c.get("size", "").lower()] + elif key == "alignment": + result = [c for c in result if value.lower() in c.get("alignment", "").lower()] + elif key == "search": + val = value.lower() + result = [c for c in result if val in c.get("name", "").lower() or val in c.get("description", "").lower()] + return result + + +def filter_items(items: list, params: dict) -> list: + """Apply filters to items list.""" + result = items + for key, value in params.items(): + if key == "name": + result = [i for i in result if value.lower() in i.get("name", "").lower()] + elif key == "type": + result = [i for i in result if value.lower() in i.get("type", "").lower() or value.lower() in i.get("category", "").lower()] + elif key == "rarity": + result = [i for i in result if value.lower() in i.get("rarity", "").lower()] + elif key == "search": + val = value.lower() + result = [i for i in result if val in i.get("name", "").lower() or val in i.get("description", "").lower()] + return result + + +def paginate(items: list, page: int = 1, page_size: int = 50) -> dict: + """Paginate a list of items.""" + total = len(items) + total_pages = max(1, (total + page_size - 1) // page_size) + page = max(1, min(page, total_pages)) + start = (page - 1) * page_size + end = start + page_size + return { + "count": total, + "page": page, + "page_size": page_size, + "total_pages": total_pages, + "next": f"?page={page + 1}&page_size={page_size}" if page < total_pages else None, + "previous": f"?page={page - 1}&page_size={page_size}" if page > 1 else None, + "results": items[start:end], + } + + +# ── App Initialization ────────────────────────────────────────────────────── +app = FastAPI( + title="D&D SRD 5.2 API", + description="An open API for the Dungeons & Dragons 5.2 System Reference Document (SRD). " + "Powered by Open5e data with flat JSON caching.\n\n" + "**Authentication:** Pass `X-API-Key` header or `?api_key=` query parameter.", + version="1.0.0", + docs_url="/api/docs", + openapi_url="/api/openapi.json", +) + +app.add_middleware( + CORSMiddleware, + allow_origins=["*"], + allow_credentials=True, + allow_methods=["*"], + allow_headers=["*"], +) + +app.middleware("http")(auth_middleware) + + +# ── Startup ────────────────────────────────────────────────────────────────── +@app.on_event("startup") +async def startup(): + print("🚀 D&D SRD 5.2 API starting up...") + load_data() + print(f"✅ Loaded {sum(v['count'] for v in _data_cache.values())} total items") + + +# ── Dice Rolling ──────────────────────────────────────────────────────────── +DICE_PATTERN = re.compile(r"^(\d*)d(\d+)([+-]\d+)?$") + + +def roll_dice(spec: str) -> dict: + """Parse and roll dice notation like '2d20+5' or 'd6'.""" + m = DICE_PATTERN.match(spec.lower().replace(" ", "")) + if not m: + return {"error": f"Invalid dice notation: '{spec}'. Use format like 2d20+5, d6, 3d8-2"} + + num = int(m.group(1)) if m.group(1) else 1 + sides = int(m.group(2)) + mod = int(m.group(3)) if m.group(3) else 0 + + if num < 1 or num > 100: + return {"error": "Number of dice must be between 1 and 100"} + if sides < 2 or sides > 1000: + return {"error": "Dice sides must be between 2 and 1000"} + + rolls = [random.randint(1, sides) for _ in range(num)] + total = sum(rolls) + mod + + return { + "spec": spec.strip(), + "num_dice": num, + "sides": sides, + "modifier": mod, + "rolls": rolls, + "total": max(total, 1), # Minimum 1 + } + + +# ── Endpoints ──────────────────────────────────────────────────────────────── + +@app.get("/") +async def root_redirect(): + return {"message": "D&D SRD 5.2 API", "docs": "/api/docs", "api_root": "/api"} + + +@app.get("/api") +async def api_root(): + return { + "name": "D&D SRD 5.2 API", + "version": "1.0.0", + "documentation": "/api/docs", + "endpoints": { + "spells": "/api/spells", + "creatures": "/api/creatures", + "classes": "/api/classes", + "magic_items": "/api/magic-items", + "equipment": "/api/equipment", + "dice": "/api/dice/roll", + }, + } + + +@app.get("/health") +async def health(): + data_count = sum(v["count"] for v in _data_cache.values()) if _data_cache else 0 + return {"status": "healthy", "data_items": data_count, "cache_age_s": int(time.time() - _last_load) if _last_load else 0} + + +# ── Spells ─────────────────────────────────────────────────────────────────── +@app.get("/api/spells") +async def list_spells( + request: Request, + name: Optional[str] = Query(None, description="Filter by name (partial match)"), + level: Optional[int] = Query(None, description="Filter by spell level (0=cantrip, 1-9)"), + school: Optional[str] = Query(None, description="Filter by school of magic"), + class_name: Optional[str] = Query(None, alias="class", description="Filter by class name"), + concentration: Optional[bool] = Query(None), + ritual: Optional[bool] = Query(None), + search: Optional[str] = Query(None, description="Search name and description"), + page: int = Query(1, ge=1), + page_size: int = Query(50, ge=1, le=100), +): + data = get_data("spells") + params = {k: v for k, v in { + "name": name, "level": level, "school": school, "class": class_name, + "concentration": concentration, "ritual": ritual, "search": search, + }.items() if v is not None} + filtered = filter_spells(data["results"], params) + return paginate(filtered, page, page_size) + + +@app.get("/api/spells/{spell_key}") +async def get_spell(spell_key: str): + data = get_data("spells") + for spell in data["results"]: + if spell.get("key") == spell_key: + return spell + raise HTTPException(status_code=404, detail=f"Spell '{spell_key}' not found") + + +# ── Creatures ──────────────────────────────────────────────────────────────── +@app.get("/api/creatures") +async def list_creatures( + name: Optional[str] = Query(None), + type: Optional[str] = Query(None), + cr: Optional[str] = Query(None, alias="challenge_rating"), + size: Optional[str] = Query(None), + alignment: Optional[str] = Query(None), + search: Optional[str] = Query(None), + page: int = Query(1, ge=1), + page_size: int = Query(50, ge=1, le=100), +): + data = get_data("creatures") + params = {k: v for k, v in { + "name": name, "type": type, "cr": cr, "size": size, + "alignment": alignment, "search": search, + }.items() if v is not None} + filtered = filter_creatures(data["results"], params) + return paginate(filtered, page, page_size) + + +@app.get("/api/creatures/{creature_key}") +async def get_creature(creature_key: str): + data = get_data("creatures") + for creature in data["results"]: + if creature.get("key") == creature_key: + return creature + raise HTTPException(status_code=404, detail=f"Creature '{creature_key}' not found") + + +# ── Classes ────────────────────────────────────────────────────────────────── +@app.get("/api/classes") +async def list_classes( + name: Optional[str] = Query(None), + search: Optional[str] = Query(None), + page: int = Query(1, ge=1), + page_size: int = Query(50, ge=1, le=100), +): + data = get_data("classes") + results = data["results"] + if name: + results = [c for c in results if name.lower() in c.get("name", "").lower()] + if search: + val = search.lower() + results = [c for c in results if val in c.get("name", "").lower() or val in c.get("description", "").lower()] + return paginate(results, page, page_size) + + +@app.get("/api/classes/{class_key}") +async def get_class(class_key: str): + data = get_data("classes") + for cls in data["results"]: + if cls.get("key") == class_key: + return cls + raise HTTPException(status_code=404, detail=f"Class '{class_key}' not found") + + +# ── Magic Items ────────────────────────────────────────────────────────────── +@app.get("/api/magic-items") +async def list_magic_items( + name: Optional[str] = Query(None), + type: Optional[str] = Query(None), + rarity: Optional[str] = Query(None), + search: Optional[str] = Query(None), + page: int = Query(1, ge=1), + page_size: int = Query(50, ge=1, le=100), +): + data = get_data("magic_items") + params = {k: v for k, v in {"name": name, "type": type, "rarity": rarity, "search": search}.items() if v is not None} + filtered = filter_items(data["results"], params) + return paginate(filtered, page, page_size) + + +@app.get("/api/magic-items/{item_key}") +async def get_magic_item(item_key: str): + data = get_data("magic_items") + for item in data["results"]: + if item.get("key") == item_key: + return item + raise HTTPException(status_code=404, detail=f"Magic item '{item_key}' not found") + + +# ── Equipment ──────────────────────────────────────────────────────────────── +@app.get("/api/equipment") +async def list_equipment( + name: Optional[str] = Query(None), + type: Optional[str] = Query(None), + search: Optional[str] = Query(None), + page: int = Query(1, ge=1), + page_size: int = Query(50, ge=1, le=100), +): + data = get_data("equipment") + params = {k: v for k, v in {"name": name, "type": type, "search": search}.items() if v is not None} + filtered = filter_items(data["results"], params) + return paginate(filtered, page, page_size) + + +@app.get("/api/equipment/{item_key}") +async def get_equipment(item_key: str): + data = get_data("equipment") + for item in data["results"]: + if item.get("key") == item_key: + return item + raise HTTPException(status_code=404, detail=f"Equipment '{item_key}' not found") + + +# ── Dice Rolling ───────────────────────────────────────────────────────────── +@app.get("/api/dice/roll") +async def dice_roll( + spec: str = Query("d20", description="Dice notation (e.g., 2d20+5, d6, 3d8)"), + count: int = Query(1, ge=1, le=10, description="Number of times to roll"), +): + if count > 1: + rolls = [roll_dice(spec) for _ in range(count)] + grand_total = sum(r.get("total", 0) for r in rolls if "error" not in r) + errors = [r for r in rolls if "error" in r] + result = { + "spec": spec, + "rolls": rolls, + "grand_total": grand_total, + "count": count, + } + if errors: + result["errors"] = errors + return result + else: + return roll_dice(spec) + + +# ── Search ─────────────────────────────────────────────────────────────────── +@app.get("/api/search") +async def search_all( + q: str = Query(..., description="Search query"), + page: int = Query(1, ge=1), + page_size: int = Query(20, ge=1, le=50), +): + """Search across all resource types.""" + query = q.lower() + results = [] + + for collection_key, label in [ + ("spells", "spells"), + ("creatures", "creatures"), + ("classes", "classes"), + ("magic_items", "magic-items"), + ("equipment", "equipment"), + ]: + data = get_data(collection_key) + for item in data["results"]: + name = item.get("name", "").lower() + desc = (item.get("description", "") or "").lower() + if query in name or query in desc: + item["_type"] = label + results.append(item) + + return paginate(results, page, page_size) + + +# ── Run ────────────────────────────────────────────────────────────────────── +if __name__ == "__main__": + import uvicorn + uvicorn.run("app.main:app", host="127.0.0.1", port=8000, reload=True) \ No newline at end of file diff --git a/data/classes.json b/data/classes.json new file mode 100644 index 0000000..8cfc8d5 --- /dev/null +++ b/data/classes.json @@ -0,0 +1,251 @@ +{ + "count": 24, + "results": [ + { + "key": "srd-2024_barbarian", + "name": "Barbarian", + "hit_dice": "D12", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_bard", + "name": "Bard", + "hit_dice": "D8", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_champion", + "name": "Champion", + "hit_dice": null, + "description": "*Pursue Physical Excellence in Combat*\n\nA Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_circle-of-the-land", + "name": "Circle of the Land", + "hit_dice": null, + "description": "*Celebrate Connection to the Natural World*\n\nThe Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_cleric", + "name": "Cleric", + "hit_dice": "D8", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_college-of-lore", + "name": "College of Lore", + "hit_dice": "D8", + "description": "*Plumb the Depths of Magical Knowledge*\n\nBards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_draconic-sorcery", + "name": "Draconic Sorcery", + "hit_dice": null, + "description": "*Breathe the Magic of Dragons*\n\nYour innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_druid", + "name": "Druid", + "hit_dice": "D8", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_evoker", + "name": "Evoker", + "hit_dice": null, + "description": "*Create Explosive Elemental Effects*\n\nYour studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_fiend-patron", + "name": "Fiend Patron", + "hit_dice": null, + "description": "*Make a Deal with the Lower Planes*\n\nYour pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil\u2014the corruption or destruction of all things, ultimately including you\u2014and your path is defined by the extent to which you strive against those aims.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_fighter", + "name": "Fighter", + "hit_dice": "D10", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_hunter", + "name": "Hunter", + "hit_dice": null, + "description": "*Protect Nature and People from Destruction*\n\nYou stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_life-domain", + "name": "Life Domain", + "hit_dice": null, + "description": "*Soothe the Hurts of the World*\n\nThe Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.\n\nExistence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_monk", + "name": "Monk", + "hit_dice": "D8", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_oath-of-devotion", + "name": "Oath of Devotion", + "hit_dice": null, + "description": "*Uphold the Ideals of Justice and Order*\n\nThe Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some\u2014for better or worse\u2014hold the rest of the world to the same standards.\n\nMany who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\n\nThese paladins share the following tenets:\n\n- Let your word be your promise.\n- Protect the weak and never fear to act.\n- Let your honorable deeds be an example.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_paladin", + "name": "Paladin", + "hit_dice": "D10", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_path-of-the-berserker", + "name": "Path of the Berserker", + "hit_dice": "D12", + "description": "*Channel Rage into Violent Fury*\n\nBarbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_ranger", + "name": "Ranger", + "hit_dice": "D10", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_rogue", + "name": "Rogue", + "hit_dice": "D8", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_sorcerer", + "name": "Sorcerer", + "hit_dice": "D6", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_thief", + "name": "Thief", + "hit_dice": null, + "description": "*Hunt for Treasure as a Classic Adventurer*\n\nA mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_warlock", + "name": "Warlock", + "hit_dice": "D8", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_warrior-of-the-open-hand", + "name": "Warrior of the Open Hand", + "hit_dice": null, + "description": "*Master Unarmed Combat Techniques*\n\nWarriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.", + "spellcasting_ability": null, + "subclasses": [] + }, + { + "key": "srd-2024_wizard", + "name": "Wizard", + "hit_dice": "D6", + "description": "", + "spellcasting_ability": null, + "subclasses": [] + } + ], + "_index": { + "by_key": { + "srd-2024_barbarian": true, + "srd-2024_bard": true, + "srd-2024_champion": true, + "srd-2024_circle-of-the-land": true, + "srd-2024_cleric": true, + "srd-2024_college-of-lore": true, + "srd-2024_draconic-sorcery": true, + "srd-2024_druid": true, + "srd-2024_evoker": true, + "srd-2024_fiend-patron": true, + "srd-2024_fighter": true, + "srd-2024_hunter": true, + "srd-2024_life-domain": true, + "srd-2024_monk": true, + "srd-2024_oath-of-devotion": true, + "srd-2024_paladin": true, + "srd-2024_path-of-the-berserker": true, + "srd-2024_ranger": true, + "srd-2024_rogue": true, + "srd-2024_sorcerer": true, + "srd-2024_thief": true, + "srd-2024_warlock": true, + "srd-2024_warrior-of-the-open-hand": true, + "srd-2024_wizard": true + }, + "by_name": { + "barbarian": "srd-2024_barbarian", + "bard": "srd-2024_bard", + "champion": "srd-2024_champion", + "circle of the land": "srd-2024_circle-of-the-land", + "cleric": "srd-2024_cleric", + "college of lore": "srd-2024_college-of-lore", + "draconic sorcery": "srd-2024_draconic-sorcery", + "druid": "srd-2024_druid", + "evoker": "srd-2024_evoker", + "fiend patron": "srd-2024_fiend-patron", + "fighter": "srd-2024_fighter", + "hunter": "srd-2024_hunter", + "life domain": "srd-2024_life-domain", + "monk": "srd-2024_monk", + "oath of devotion": "srd-2024_oath-of-devotion", + "paladin": "srd-2024_paladin", + "path of the berserker": "srd-2024_path-of-the-berserker", + "ranger": "srd-2024_ranger", + "rogue": "srd-2024_rogue", + "sorcerer": "srd-2024_sorcerer", + "thief": "srd-2024_thief", + "warlock": "srd-2024_warlock", + "warrior of the open hand": "srd-2024_warrior-of-the-open-hand", + "wizard": "srd-2024_wizard" + } + } +} \ No newline at end of file diff --git a/data/creatures.json b/data/creatures.json new file mode 100644 index 0000000..7a4ca3f --- /dev/null +++ b/data/creatures.json @@ -0,0 +1,22898 @@ +{ + "count": 330, + "results": [ + { + "key": "srd-2024_aboleth", + "name": "Aboleth", + "size": "Large", + "type": "Aberration", + "alignment": "lawful evil", + "armor_class": 17, + "hit_points": 150, + "hit_dice": "20d10 + 40", + "speed": { + "walk": 10, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 3, + "constitution": 6, + "intelligence": 8, + "wisdom": 6, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Deep Speech; telepathy 120 ft.", + "data": [ + { + "name": "Deep Speech", + "key": "deep-speech", + "desc": "Typical speakers include aboleths and cloakers. It is only spoken." + } + ] + }, + "challenge_rating": 10.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The aboleth can breathe air and water." + }, + { + "name": "Eldritch Restoration", + "desc": "If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM." + }, + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the aboleth fails a saving throw, it can choose to succeed instead." + }, + { + "name": "Mucus Cloud", + "desc": "While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points unless it is underwater. While the cursed creature is outside a body of water, the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed." + }, + { + "name": "Probing Telepathy", + "desc": "If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires." + } + ], + "actions": [ + { + "name": "Consume Memories", + "desc": "Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) Psychic damage. Success: Half damage. Failure or Success: The aboleth gains the target's memories if the target is a Humanoid and is reduced to 0 Hit Points by this action." + }, + { + "name": "Dominate Mind", + "desc": "Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charmed condition until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth and the target can communicate telepathically with each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success." + }, + { + "name": "Lash", + "desc": "The aboleth makes one Tentacle attack." + }, + { + "name": "Multiattack", + "desc": "The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available." + }, + { + "name": "Psychic Drain", + "desc": "If the aboleth has at least one creature Charmed or Grappled, it uses Consume Memories and regains 5 (1d10) Hit Points." + }, + { + "name": "Tentacle", + "desc": "Melee Attack Roll: +9, reach 15 ft. 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_adult-black-dragon", + "name": "Adult Black Dragon", + "size": "Huge", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 19, + "hit_points": 195, + "hit_dice": "17d12 + 85", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 7, + "constitution": 5, + "intelligence": 2, + "wisdom": 6, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 14.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + }, + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Acid Breath", + "desc": "Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage." + }, + { + "name": "Cloud of Insects", + "desc": "Dexterity Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Frightful Presence", + "desc": "The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version)." + }, + { + "name": "Pounce", + "desc": "The dragon can move up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +11, reach 10 ft. 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):\n\n- **At Will:** Detect Magic, Fear, Acid Arrow\n- **1/Day Each:** Speak with Dead, Vitriolic Sphere" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_adult-blue-dragon", + "name": "Adult Blue Dragon", + "size": "Huge", + "type": "Dragon", + "alignment": "lawful evil", + "armor_class": 19, + "hit_points": 212, + "hit_dice": "17d12 + 102", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "burrow": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 7, + "dexterity": 5, + "constitution": 6, + "intelligence": 3, + "wisdom": 7, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 16.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Cloaked Flight", + "desc": "The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Lightning Breath", + "desc": "Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +12, reach 10 ft. 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage." + }, + { + "name": "Sonic Boom", + "desc": "The dragon uses Spellcasting to cast Shatter. The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):\n\n- **At Will:** Detect Magic, Invisibility, Mage Hand, Shatter\n- **1/Day Each:** Scrying, Sending" + }, + { + "name": "Tail Swipe", + "desc": "The dragon makes one Rend attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_adult-brass-dragon", + "name": "Adult Brass Dragon", + "size": "Huge", + "type": "Dragon", + "alignment": "chaotic good", + "armor_class": 18, + "hit_points": 172, + "hit_dice": "15d12 + 75", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "burrow": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 5, + "constitution": 5, + "intelligence": 2, + "wisdom": 6, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 13.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Blazing Light", + "desc": "The dragon uses Spellcasting to cast Scorching Ray." + }, + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +11, reach 10 ft. 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage." + }, + { + "name": "Scorching Sands", + "desc": "Dexterity Saving Throw: DC 16, one creature the dragon can see within 120 feet. Failure: 27 (6d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Sleep Breath", + "desc": "Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n- **At Will:** Detect Magic, Minor Illusion, Scorching Ray, Shapechange, Speak with Animals\n- **1/Day Each:** Detect Thoughts, Control Weather" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_adult-bronze-dragon", + "name": "Adult Bronze Dragon", + "size": "Huge", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 18, + "hit_points": 212, + "hit_dice": "17d12 + 102", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 7, + "dexterity": 5, + "constitution": 6, + "intelligence": 3, + "wisdom": 7, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 15.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + }, + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Guiding Light", + "desc": "The dragon uses Spellcasting to cast Guiding Bolt (level 2 version)." + }, + { + "name": "Lightning Breath", + "desc": "Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version)." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +12, reach 10 ft. 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage." + }, + { + "name": "Repulsion Breath", + "desc": "Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks):\n\n- **At Will:** Detect Magic, Guiding Bolt, Shapechange, Speak with Animals, Thaumaturgy\n- **1/Day Each:** Detect Thoughts, Water Breathing" + }, + { + "name": "Thunderclap", + "desc": "Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere [Area of Effect]|XPHB|Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target has the Deafened condition until the end of its next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_adult-copper-dragon", + "name": "Adult Copper Dragon", + "size": "Huge", + "type": "Dragon", + "alignment": "chaotic good", + "armor_class": 18, + "hit_points": 184, + "hit_dice": "16d12 + 80", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 6, + "constitution": 5, + "intelligence": 4, + "wisdom": 7, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 14.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Acid Breath", + "desc": "Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage." + }, + { + "name": "Giggling Magic", + "desc": "Charisma Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Mind Jolt", + "desc": "The dragon uses Spellcasting to cast Mind Spike (level 4 version). The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version)." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +11, reach 10 ft. 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage." + }, + { + "name": "Slowing Breath", + "desc": "Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n- **At Will:** Detect Magic, Mind Spike, Minor Illusion, Shapechange\n- **1/Day Each:** Greater Restoration, Major Image" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_adult-gold-dragon", + "name": "Adult Gold Dragon", + "size": "Huge", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 19, + "hit_points": 243, + "hit_dice": "18d12 + 126", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 8, + "constitution": 7, + "intelligence": 3, + "wisdom": 8, + "charisma": 7 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 17.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + }, + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Banish", + "desc": "Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage." + }, + { + "name": "Guiding Light", + "desc": "The dragon uses Spellcasting to cast Guiding Bolt (level 2 version)." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +14, reach 10 ft. 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):\n\n- **At Will:** Detect Magic, Guiding Bolt, Shapechange\n- **1/Day Each:** Flame Strike, Zone of Truth" + }, + { + "name": "Weakening Breath", + "desc": "Strength Saving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_adult-green-dragon", + "name": "Adult Green Dragon", + "size": "Huge", + "type": "Dragon", + "alignment": "lawful evil", + "armor_class": 19, + "hit_points": 207, + "hit_dice": "18d12 + 90", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 6, + "constitution": 5, + "intelligence": 4, + "wisdom": 7, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 15.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + }, + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Mind Invasion", + "desc": "The dragon uses Spellcasting to cast Mind Spike (level 3 version)." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version)." + }, + { + "name": "Noxious Miasma", + "desc": "Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere [Area of Effect]|XPHB|Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Poison Breath", + "desc": "Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +11, reach 10 ft. 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n- **At Will:** Detect Magic, Mind Spike\n- **1/Day Each:** Geas" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_adult-red-dragon", + "name": "Adult Red Dragon", + "size": "Huge", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 19, + "hit_points": 256, + "hit_dice": "19d12 + 133", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 6, + "constitution": 7, + "intelligence": 3, + "wisdom": 7, + "charisma": 6 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 17.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Commanding Presence", + "desc": "The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Fiery Rays", + "desc": "The dragon uses Spellcasting to cast Scorching Ray. The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +14, reach 10 ft. 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks):\n\n- **At Will:** Command, Detect Magic, Scorching Ray\n- **1/Day Each:** Fireball" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_adult-silver-dragon", + "name": "Adult Silver Dragon", + "size": "Huge", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 19, + "hit_points": 216, + "hit_dice": "16d12 + 112", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 5, + "constitution": 7, + "intelligence": 3, + "wisdom": 6, + "charisma": 6 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 16.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Chill", + "desc": "The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Cold Breath", + "desc": "Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage." + }, + { + "name": "Cold Gale", + "desc": "Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife." + }, + { + "name": "Paralyzing Breath", + "desc": "Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +13, reach 10 ft. 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):\n\n- **At Will:** Detect Magic, Hold Monster, Ice Knife, Shapechange\n- **1/Day Each:** Ice Storm, Zone of Truth" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_adult-white-dragon", + "name": "Adult White Dragon", + "size": "Huge", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 18, + "hit_points": 200, + "hit_dice": "16d12 + 96", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "burrow": 30, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 5, + "constitution": 6, + "intelligence": -1, + "wisdom": 6, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 13.0, + "xp": 0, + "traits": [ + { + "name": "Ice Walk", + "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement." + }, + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Cold Breath", + "desc": "Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage." + }, + { + "name": "Freezing Burst", + "desc": "Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere [Area of Effect]|XPHB|Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Frightful Presence", + "desc": "The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +11, reach 10 ft. 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_air-elemental", + "name": "Air Elemental", + "size": "Large", + "type": "Elemental", + "alignment": "neutral", + "armor_class": 15, + "hit_points": 90, + "hit_dice": "12d10 + 24", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 90, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 5, + "constitution": 2, + "intelligence": -2, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Auran)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Air Form", + "desc": "The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The elemental makes two Thunderous Slam attacks." + }, + { + "name": "Thunderous Slam", + "desc": "Melee Attack Roll: +8, reach 10 ft. 14 (2d8 + 5) Thunder damage." + }, + { + "name": "Whirlwind", + "desc": "Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_allosaurus", + "name": "Allosaurus", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 51, + "hit_dice": "6d10 + 18", + "speed": { + "walk": 60, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 1, + "constitution": 3, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6, reach 5 ft. 15 (2d10 + 4) Piercing damage." + }, + { + "name": "Claws", + "desc": "Melee Attack Roll: +6, reach 5 ft. 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ancient-black-dragon", + "name": "Ancient Black Dragon", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 22, + "hit_points": 367, + "hit_dice": "21d20 + 147", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 9, + "constitution": 7, + "intelligence": 3, + "wisdom": 9, + "charisma": 6 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 21.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + }, + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Acid Breath", + "desc": "Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage." + }, + { + "name": "Cloud of Insects", + "desc": "Dexterity Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Frightful Presence", + "desc": "The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version)." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +15, reach 15 ft. 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):\n\n- **At Will:** Detect Magic, Fear, Acid Arrow\n- **1/Day Each:** Create Undead, Speak with Dead, Vitriolic Sphere" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ancient-blue-dragon", + "name": "Ancient Blue Dragon", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "lawful evil", + "armor_class": 22, + "hit_points": 481, + "hit_dice": "26d20 + 208", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "burrow": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 9, + "dexterity": 7, + "constitution": 8, + "intelligence": 4, + "wisdom": 10, + "charisma": 7 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 23.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Cloaked Flight", + "desc": "The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Lightning Breath", + "desc": "Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version)." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +16, reach 15 ft. 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage." + }, + { + "name": "Sonic Boom", + "desc": "The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):\n\n- **At Will:** Detect Magic, Invisibility, Mage Hand, Shatter\n- **1/Day Each:** Scrying, Sending" + }, + { + "name": "Tail Swipe", + "desc": "The dragon makes one Rend attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ancient-brass-dragon", + "name": "Ancient Brass Dragon", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "chaotic good", + "armor_class": 20, + "hit_points": 332, + "hit_dice": "19d20 + 133", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "burrow": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 6, + "constitution": 7, + "intelligence": 3, + "wisdom": 8, + "charisma": 6 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 20.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Blazing Light", + "desc": "The dragon uses Spellcasting to cast Scorching Ray (level 3 version)." + }, + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version)." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +14, reach 15 ft. 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage." + }, + { + "name": "Scorching Sands", + "desc": "Dexterity Saving Throw: DC 20, one creature the dragon can see within 120 feet. Failure: 36 (8d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Sleep Breath", + "desc": "Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):\n\n- **At Will:** Detect Magic, Minor Illusion, Scorching Ray, Shapechange, Speak with Animals\n- **1/Day Each:** Control Weather, Detect Thoughts" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ancient-bronze-dragon", + "name": "Ancient Bronze Dragon", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 22, + "hit_points": 444, + "hit_dice": "24d20 + 192", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 9, + "dexterity": 7, + "constitution": 8, + "intelligence": 4, + "wisdom": 10, + "charisma": 7 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 22.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + }, + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Guiding Light", + "desc": "The dragon uses Spellcasting to cast Guiding Bolt (level 2 version)." + }, + { + "name": "Lightning Breath", + "desc": "Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version)." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +16, reach 15 ft. 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage." + }, + { + "name": "Repulsion Breath", + "desc": "Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks):\n\n- **At Will:** Detect Magic, Guiding Bolt, Shapechange, Speak with Animals, Thaumaturgy\n- **1/Day Each:** Detect Thoughts, Control Water, Scrying, Water Breathing" + }, + { + "name": "Thunderclap", + "desc": "Constitution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere [Area of Effect]|XPHB|Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the target has the Deafened condition until the end of its next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ancient-copper-dragon", + "name": "Ancient Copper Dragon", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "chaotic good", + "armor_class": 21, + "hit_points": 367, + "hit_dice": "21d20 + 147", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 8, + "constitution": 7, + "intelligence": 5, + "wisdom": 10, + "charisma": 6 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 21.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Acid Breath", + "desc": "Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage." + }, + { + "name": "Giggling Magic", + "desc": "Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Mind Jolt", + "desc": "The dragon uses Spellcasting to cast Mind Spike (level 5 version). The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version)." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +15, reach 15 ft. 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage." + }, + { + "name": "Slowing Breath", + "desc": "Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):\n\n- **At Will:** Detect Magic, Mind Spike, Minor Illusion, Shapechange\n- **1/Day Each:** Greater Restoration, Major Image, Project Image" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ancient-gold-dragon", + "name": "Ancient Gold Dragon", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 22, + "hit_points": 546, + "hit_dice": "28d20 + 252", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 10, + "dexterity": 9, + "constitution": 9, + "intelligence": 4, + "wisdom": 10, + "charisma": 9 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 24.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + }, + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Banish", + "desc": "Charisma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage." + }, + { + "name": "Guiding Light", + "desc": "The dragon uses Spellcasting to cast Guiding Bolt (level 4 version)." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +17 to hit, reach 15 ft. 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks):\n\n- **At Will:** Detect Magic, Guiding Bolt, Shapechange\n- **1/Day Each:** Flame Strike, Word of Recall, Zone of Truth" + }, + { + "name": "Weakening Breath", + "desc": "Strength Saving Throw: DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ancient-green-dragon", + "name": "Ancient Green Dragon", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "lawful evil", + "armor_class": 21, + "hit_points": 402, + "hit_dice": "23d20 + 161", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 8, + "constitution": 7, + "intelligence": 5, + "wisdom": 10, + "charisma": 6 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 22.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + }, + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Mind Invasion", + "desc": "The dragon uses Spellcasting to cast Mind Spike (level 5 version)." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version)." + }, + { + "name": "Noxious Miasma", + "desc": "Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere [Area of Effect]|XPHB|Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Poison Breath", + "desc": "Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +15, reach 15 ft. 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):\n\n- **At Will:** Detect Magic, Mind Spike\n- **1/Day Each:** Geas, Modify Memory" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ancient-red-dragon", + "name": "Ancient Red Dragon", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 22, + "hit_points": 507, + "hit_dice": "26d20 + 234", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 10, + "dexterity": 7, + "constitution": 9, + "intelligence": 4, + "wisdom": 9, + "charisma": 8 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 24.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Commanding Presence", + "desc": "The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Fiery Rays", + "desc": "The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version)." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +17, reach 15 ft. 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):\n\n- **At Will:** Command, Detect Magic, Scorching Ray\n- **1/Day Each:** Fireball, Scrying" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ancient-silver-dragon", + "name": "Ancient Silver Dragon", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 22, + "hit_points": 468, + "hit_dice": "24d20 + 216", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 10, + "dexterity": 7, + "constitution": 9, + "intelligence": 4, + "wisdom": 9, + "charisma": 8 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 23.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Chill", + "desc": "The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Cold Breath", + "desc": "Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage." + }, + { + "name": "Cold Gale", + "desc": "Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version)." + }, + { + "name": "Paralyzing Breath", + "desc": "Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +17, reach 15 ft. 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage." + }, + { + "name": "Spellcasting", + "desc": "The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):\n\n- **At Will:** Detect Magic, Hold Monster, Ice Knife, Shapechange\n- **1/Day Each:** Control Weather, Ice Storm, Teleport, Zone of Truth" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ancient-white-dragon", + "name": "Ancient White Dragon", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 20, + "hit_points": 333, + "hit_dice": "18d20 + 144", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "burrow": 40, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 6, + "constitution": 8, + "intelligence": 0, + "wisdom": 7, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 20.0, + "xp": 0, + "traits": [ + { + "name": "Ice Walk", + "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement." + }, + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the dragon fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Cold Breath", + "desc": "Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage." + }, + { + "name": "Freezing Burst", + "desc": "Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere [Area of Effect]|XPHB|Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Frightful Presence", + "desc": "The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this action again until the start of its next turn." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks." + }, + { + "name": "Pounce", + "desc": "The dragon moves up to half its Speed, and it makes one Rend attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +14, reach 15 ft. 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_animated-armor", + "name": "Animated Armor", + "size": "Medium", + "type": "Construct", + "alignment": "unaligned", + "armor_class": 18, + "hit_points": 33, + "hit_dice": "6d8 + 6", + "speed": { + "walk": 25, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 0, + "constitution": 1, + "intelligence": -5, + "wisdom": -4, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The armor makes two Slam attacks." + }, + { + "name": "Slam", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_animated-flying-sword", + "name": "Animated Flying Sword", + "size": "Small", + "type": "Construct", + "alignment": "unaligned", + "armor_class": 17, + "hit_points": 14, + "hit_dice": "4d6", + "speed": { + "walk": 5, + "unit": "feet", + "fly": 50, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 4, + "constitution": 0, + "intelligence": -5, + "wisdom": -3, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Slash", + "desc": "Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_animated-rug-of-smothering", + "name": "Animated Rug of Smothering", + "size": "Large", + "type": "Construct", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 27, + "hit_dice": "5d10", + "speed": { + "walk": 10, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 0, + "intelligence": -5, + "wisdom": -4, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Smother", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time. While grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ankheg", + "name": "Ankheg", + "size": "Large", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 45, + "hit_dice": "6d10 + 12", + "speed": { + "walk": 30, + "unit": "feet", + "burrow": 10 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 0, + "constitution": 2, + "intelligence": -5, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Tunneler", + "desc": "The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake." + } + ], + "actions": [ + { + "name": "Acid Spray", + "desc": "Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. Success: Half damage." + }, + { + "name": "Bite", + "desc": "Melee Attack Roll: +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13)." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ankylosaurus", + "name": "Ankylosaurus", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 15, + "hit_points": 68, + "hit_dice": "8d12 + 16", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 0, + "constitution": 2, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The ankylosaurus makes two Tail attacks." + }, + { + "name": "Tail", + "desc": "Melee Attack Roll: +6, reach 10 ft. 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ape", + "name": "Ape", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 19, + "hit_dice": "3d8 + 6", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 2, + "intelligence": -2, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Fist", + "desc": "Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Bludgeoning damage." + }, + { + "name": "Multiattack", + "desc": "The ape makes two Fist attacks." + }, + { + "name": "Rock", + "desc": "Ranged Attack Roll: +5, range 25/50 ft. 10 (2d6 + 3) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_archelon", + "name": "Archelon", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 17, + "hit_points": 90, + "hit_dice": "12d12 + 12", + "speed": { + "walk": 20, + "unit": "feet", + "swim": 80 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 3, + "constitution": 1, + "intelligence": -3, + "wisdom": 2, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The archelon can breathe air and water." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6, reach 5 ft. 14 (3d6 + 4) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The archelon makes two Bite attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_archmage", + "name": "Archmage", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 17, + "hit_points": 170, + "hit_dice": "31d8 + 31", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 2, + "constitution": 1, + "intelligence": 9, + "wisdom": 6, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus five other languages", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 12.0, + "xp": 0, + "traits": [ + { + "name": "Magic Resistance", + "desc": "The archmage has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Arcane Burst", + "desc": "Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. 27 (4d10 + 5) Force damage." + }, + { + "name": "Multiattack", + "desc": "The archmage makes four Arcane Burst attacks." + }, + { + "name": "Spellcasting", + "desc": "The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):\n\n- **At Will:** Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor, Mage Hand, Prestidigitation\n- **2/Day Each:** Fly, Lightning Bolt\n- **1/Day Each:** Cone of Cold, Mind Blank, Scrying, Teleport" + }, + { + "name": "Misty Step", + "desc": "The mage casts Misty Step, using the same spellcasting ability as Spellcasting." + }, + { + "name": "Protective Magic", + "desc": "The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_assassin", + "name": "Assassin", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 16, + "hit_points": 97, + "hit_dice": "15d8 + 30", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 7, + "constitution": 2, + "intelligence": 6, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Thieves' cant", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 8.0, + "xp": 0, + "traits": [ + { + "name": "Evasion", + "desc": "If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Light Crossbow", + "desc": "Ranged Attack Roll: +7, range 80/320 ft. 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage." + }, + { + "name": "Multiattack", + "desc": "The assassin makes three attacks, using Shortsword or Light Crossbow in any combination." + }, + { + "name": "Shortsword", + "desc": "Melee Attack Roll: +7, reach 5 ft. 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin's next turn." + }, + { + "name": "Cunning Action", + "desc": "The assassin takes the Dash, Disengage, or Hide action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_awakened-shrub", + "name": "Awakened Shrub", + "size": "Small", + "type": "Plant", + "alignment": "neutral", + "armor_class": 9, + "hit_points": 10, + "hit_dice": "3d6", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": -1, + "constitution": 0, + "intelligence": 0, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Rake", + "desc": "Melee Attack Roll: +1, reach 5 ft. 1 Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_awakened-tree", + "name": "Awakened Tree", + "size": "Huge", + "type": "Plant", + "alignment": "neutral", + "armor_class": 13, + "hit_points": 59, + "hit_dice": "7d12 + 14", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": -2, + "constitution": 2, + "intelligence": 0, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Slam", + "desc": "Melee Attack Roll: +6, reach 10 ft. 13 (2d8 + 4) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_axe-beak", + "name": "Axe Beak", + "size": "Large", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 19, + "hit_dice": "3d10 + 3", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 1, + "constitution": 1, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Beak", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_azer-sentinel", + "name": "Azer Sentinel", + "size": "Medium", + "type": "Elemental", + "alignment": "lawful neutral", + "armor_class": 17, + "hit_points": 39, + "hit_dice": "6d8 + 12", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 4, + "intelligence": 1, + "wisdom": 1, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Ignan)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Fire Aura", + "desc": "At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition." + }, + { + "name": "Illumination", + "desc": "The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet." + } + ], + "actions": [ + { + "name": "Burning Hammer", + "desc": "Melee Attack Roll: +5, reach 5 ft. 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_baboon", + "name": "Baboon", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 3, + "hit_dice": "1d6", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 2, + "constitution": 0, + "intelligence": -3, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +1, reach 5 ft. 1 (1d4 - 1) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_badger", + "name": "Badger", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 5, + "hit_dice": "1d4 + 3", + "speed": { + "walk": 20, + "unit": "feet", + "burrow": 5 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 0, + "constitution": 3, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +2, reach 5 ft. 1 Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_balor", + "name": "Balor", + "size": "Huge", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 19, + "hit_points": 287, + "hit_dice": "23d12 + 138", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 2, + "constitution": 12, + "intelligence": 5, + "wisdom": 9, + "charisma": 6 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal; telepathy 120 ft.", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + } + ] + }, + "challenge_rating": 19.0, + "xp": 0, + "traits": [ + { + "name": "Death Throes", + "desc": "The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss." + }, + { + "name": "Fire Aura", + "desc": "At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage." + }, + { + "name": "Legendary Resistance (3/Day)", + "desc": "If the balor fails a saving throw, it can choose to succeed instead." + }, + { + "name": "Magic Resistance", + "desc": "The balor has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Flame Whip", + "desc": "Melee Attack Roll: +14, reach 30 ft. 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition." + }, + { + "name": "Lightning Blade", + "desc": "Melee Attack Roll: +14, reach 10 ft. 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn." + }, + { + "name": "Multiattack", + "desc": "The balor makes one Flame Whip attack and one Lightning Blade attack." + }, + { + "name": "Teleport", + "desc": "The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_bandit", + "name": "Bandit", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 12, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 1, + "constitution": 1, + "intelligence": 0, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Thieves' cant", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Light Crossbow", + "desc": "Ranged Attack Roll: +3, range 80/320 ft. 5 (1d8 + 1) Piercing damage." + }, + { + "name": "Scimitar", + "desc": "Melee Attack Roll: +3, reach 5 ft. 4 (1d6 + 1) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_bandit-captain", + "name": "Bandit Captain", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 15, + "hit_points": 52, + "hit_dice": "8d8 + 16", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 5, + "constitution": 2, + "intelligence": 2, + "wisdom": 2, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Thieves' cant", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The bandit makes two attacks, using Scimitar and Pistol in any combination." + }, + { + "name": "Pistol", + "desc": "Ranged Attack Roll: +5, range 30/90 ft. 8 (1d10 + 3) Piercing damage." + }, + { + "name": "Scimitar", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Slashing damage." + }, + { + "name": "Parry", + "desc": "The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_barbed-devil", + "name": "Barbed Devil", + "size": "Medium", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 15, + "hit_points": 110, + "hit_dice": "13d8 + 52", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 3, + "constitution": 7, + "intelligence": 1, + "wisdom": 5, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Infernal; telepathy 120 ft.", + "data": [ + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Barbed Hide", + "desc": "At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it." + }, + { + "name": "Diabolical Restoration", + "desc": "If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells." + }, + { + "name": "Magic Resistance", + "desc": "The devil has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Claws", + "desc": "Melee Attack Roll: +6, reach 5 ft. 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws." + }, + { + "name": "Hurl Flame", + "desc": "Ranged Attack Roll: +5, range 150 ft. 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning." + }, + { + "name": "Multiattack", + "desc": "The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks." + }, + { + "name": "Tail", + "desc": "Melee Attack Roll: +6, reach 10 ft. 14 (2d10 + 3) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_basilisk", + "name": "Basilisk", + "size": "Medium", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 15, + "hit_points": 52, + "hit_dice": "8d8 + 16", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": -1, + "constitution": 2, + "intelligence": -4, + "wisdom": -1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage." + }, + { + "name": "Petrifying Gaze (Recharge 4-6)", + "desc": "Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection within the Cone, the basilisk must make this save. First Failure The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure The target has the Petrified condition instead of the Restrained condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_bat", + "name": "Bat", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 1, + "hit_dice": "1d4 - 1", + "speed": { + "walk": 5, + "unit": "feet", + "fly": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 2, + "constitution": -1, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4 to hit, reach 5 ft. 1 Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_bearded-devil", + "name": "Bearded Devil", + "size": "Medium", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 13, + "hit_points": 58, + "hit_dice": "9d8 + 18", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 2, + "constitution": 4, + "intelligence": -1, + "wisdom": 0, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Infernal; telepathy 120 ft.", + "data": [ + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Magic Resistance", + "desc": "The devil has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Beard", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points." + }, + { + "name": "Infernal Glaive", + "desc": "Melee Attack Roll: +5, reach 10 ft. 8 (1d10 + 3) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check." + }, + { + "name": "Multiattack", + "desc": "The devil makes one Beard attack and one Infernal Glaive attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_behir", + "name": "Behir", + "size": "Huge", + "type": "Monstrosity", + "alignment": "neutral evil", + "armor_class": 17, + "hit_points": 168, + "hit_dice": "16d12 + 64", + "speed": { + "walk": 50, + "unit": "feet", + "climb": 50 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 3, + "constitution": 4, + "intelligence": -2, + "wisdom": 2, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 11.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +10, reach 10 ft. 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage." + }, + { + "name": "Constrict", + "desc": "Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends." + }, + { + "name": "Lightning Breath", + "desc": "Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The behir makes one Bite attack and uses Constrict." + }, + { + "name": "Swallow", + "desc": "Dexterity Saving Throw: DC 18, one Large or smaller creature Grappled by the behir (the behir can have only one creature swallowed at a time). Failure: The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Cover|XPHB|Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the Prone condition. If the behir dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 15 feet of movement, exiting Prone." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_berserker", + "name": "Berserker", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 13, + "hit_points": 67, + "hit_dice": "9d8 + 27", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 3, + "intelligence": -1, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Bloodied Frenzy", + "desc": "While Bloodied, the berserker has Advantage on attack rolls and saving throws." + } + ], + "actions": [ + { + "name": "Greataxe", + "desc": "Melee Attack Roll: +5, reach 5 ft. 9 (1d12 + 3) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_black-bear", + "name": "Black Bear", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 19, + "hit_dice": "3d8 + 6", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30, + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 1, + "constitution": 2, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The bear makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_black-dragon-wyrmling", + "name": "Black Dragon Wyrmling", + "size": "Medium", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 17, + "hit_points": 33, + "hit_dice": "6d8 + 6", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60, + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 4, + "constitution": 1, + "intelligence": 0, + "wisdom": 2, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + } + ], + "actions": [ + { + "name": "Acid Breath", + "desc": "Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_black-pudding", + "name": "Black Pudding", + "size": "Large", + "type": "Ooze", + "alignment": "unaligned", + "armor_class": 7, + "hit_points": 68, + "hit_dice": "8d10 + 24", + "speed": { + "walk": 20, + "unit": "feet", + "climb": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": -3, + "constitution": 3, + "intelligence": -5, + "wisdom": -2, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [ + { + "name": "Amorphous", + "desc": "The pudding can move through a space as narrow as 1 inch without expending extra movement to do so." + }, + { + "name": "Corrosive Form", + "desc": "A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon. In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal." + }, + { + "name": "Spider Climb", + "desc": "The pudding can climb difficult surfaces, including along ceilings, without needing to make an ability check." + } + ], + "actions": [ + { + "name": "Dissolving Pseudopod", + "desc": "Melee Attack Roll: +5, reach 10 ft. 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor." + }, + { + "name": "Parry", + "desc": "_Trigger:_ While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. _Response:_ The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding\u2019s Hit Points are divided evenly between the new puddings (round down)." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_blink-dog", + "name": "Blink Dog", + "size": "Medium", + "type": "Fey", + "alignment": "lawful good", + "armor_class": 13, + "hit_points": 22, + "hit_dice": "4d8 + 4", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 3, + "constitution": 1, + "intelligence": 0, + "wisdom": 1, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Elvish and Sylvan but can't speak them", + "data": [ + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Piercing damage." + }, + { + "name": "Teleport (Recharge 4-6)", + "desc": "The dog teleports up to 40 feet to an unoccupied space it can see." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_blood-hawk", + "name": "Blood Hawk", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 7, + "hit_dice": "2d6", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 2, + "constitution": 0, + "intelligence": -4, + "wisdom": 2, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Beak", + "desc": "Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_blue-dragon-wyrmling", + "name": "Blue Dragon Wyrmling", + "size": "Medium", + "type": "Dragon", + "alignment": "lawful evil", + "armor_class": 17, + "hit_points": 65, + "hit_dice": "10d8 + 20", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60, + "burrow": 15 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 2, + "intelligence": 1, + "wisdom": 2, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Lightning Breath", + "desc": "Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +5, reach 5 ft. 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_boar", + "name": "Boar", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 13, + "hit_dice": "2d8 + 4", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 0, + "constitution": 2, + "intelligence": -4, + "wisdom": -1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Bloodied Fury", + "desc": "While Bloodied, the boar has Advantage on attack rolls." + } + ], + "actions": [ + { + "name": "Gore", + "desc": "Melee Attack Roll: +3, reach 5 ft. 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_bone-devil", + "name": "Bone Devil", + "size": "Large", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 16, + "hit_points": 161, + "hit_dice": "17d10 + 68", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 3, + "constitution": 4, + "intelligence": 5, + "wisdom": 6, + "charisma": 7 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Infernal; telepathy 120 ft.", + "data": [ + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 9.0, + "xp": 0, + "traits": [ + { + "name": "Diabolical Restoration", + "desc": "If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells." + }, + { + "name": "Magic Resistance", + "desc": "The devil has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +8, reach 10 ft. 13 (2d8 + 4) Slashing damage." + }, + { + "name": "Infernal Sting", + "desc": "Melee Attack Roll: +8, reach 10 ft. 15 (2d10 + 4) Piercing damage plus 18 (4d8) Poison damage, and the target has the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points." + }, + { + "name": "Multiattack", + "desc": "The devil makes two Claw attacks and one Infernal Sting attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_brass-dragon-wyrmling", + "name": "Brass Dragon Wyrmling", + "size": "Medium", + "type": "Dragon", + "alignment": "chaotic good", + "armor_class": 15, + "hit_points": 22, + "hit_dice": "4d8 + 4", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60, + "burrow": 15 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 1, + "intelligence": 0, + "wisdom": 2, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +4, reach 5 ft. 7 (1d10 + 2) Slashing damage." + }, + { + "name": "Sleep Breath", + "desc": "Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_bronze-dragon-wyrmling", + "name": "Bronze Dragon Wyrmling", + "size": "Medium", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 15, + "hit_points": 39, + "hit_dice": "6d8 + 12", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60, + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 2, + "intelligence": 1, + "wisdom": 2, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + } + ], + "actions": [ + { + "name": "Lightning Breath", + "desc": "Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +5, reach 5 ft. 8 (1d10 + 3) Slashing damage." + }, + { + "name": "Repulsion Breath", + "desc": "Strength Saving Throw: DC 12, each creature in a 30-foot Cone. Failure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_brown-bear", + "name": "Brown Bear", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 22, + "hit_dice": "3d10 + 6", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 2, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Piercing damage." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition." + }, + { + "name": "Multiattack", + "desc": "The bear makes one Bite attack and one Claw attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_bugbear-stalker", + "name": "Bugbear Stalker", + "size": "Medium", + "type": "Fey", + "alignment": "chaotic evil", + "armor_class": 15, + "hit_points": 65, + "hit_dice": "10d8 + 20", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 4, + "intelligence": 0, + "wisdom": 3, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Goblin", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Goblin", + "key": "goblin", + "desc": "Typical speakers are goblinoids." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Abduct", + "desc": "The bugbear needn't spend extra movement to move a creature it is grappling." + } + ], + "actions": [ + { + "name": "Javelin", + "desc": "Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. 13 (3d6 + 3) Piercing damage." + }, + { + "name": "Morningstar", + "desc": "Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. 12 (2d8 + 3) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The bugbear makes two Javelin or Morningstar attacks." + }, + { + "name": "Quick Grapple", + "desc": "Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13)." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_bugbear-warrior", + "name": "Bugbear Warrior", + "size": "Medium", + "type": "Fey", + "alignment": "chaotic evil", + "armor_class": 14, + "hit_points": 33, + "hit_dice": "6d8 + 6", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 1, + "intelligence": -1, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Goblin", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Goblin", + "key": "goblin", + "desc": "Typical speakers are goblinoids." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Abduct", + "desc": "The bugbear needn't spend extra movement to move a creature it is grappling." + } + ], + "actions": [ + { + "name": "Grab", + "desc": "Melee Attack Roll: +4, reach 10 ft. 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12)." + }, + { + "name": "Light Hammer", + "desc": "Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. or range 20/60 ft. 9 (3d4 + 2) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_bulette", + "name": "Bulette", + "size": "Large", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 17, + "hit_points": 94, + "hit_dice": "9d10 + 45", + "speed": { + "walk": 40, + "unit": "feet", + "burrow": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 5, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +7, reach 5 ft. 17 (2d12 + 4) Piercing damage." + }, + { + "name": "Deadly Leap", + "desc": "The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette's destination space. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet straight away from the bulette." + }, + { + "name": "Multiattack", + "desc": "The bulette makes two Bite attacks." + }, + { + "name": "Leap", + "desc": "The bulette jumps up to 30 feet by spending 10 feet of movement." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_camel", + "name": "Camel", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 10, + "hit_points": 17, + "hit_dice": "2d10 + 6", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": -1, + "constitution": 5, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_cat", + "name": "Cat", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 2, + "hit_dice": "1d4", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 4, + "constitution": 0, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Jumper", + "desc": "The cat's jump distance is determined using its Dexterity rather than its Strength." + } + ], + "actions": [ + { + "name": "Scratch", + "desc": "Melee Attack Roll: +4, reach 5 ft. 1 Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_centaur-trooper", + "name": "Centaur Trooper", + "size": "Large", + "type": "Fey", + "alignment": "neutral good", + "armor_class": 16, + "hit_points": 45, + "hit_dice": "6d10 + 12", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 2, + "intelligence": -1, + "wisdom": 1, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Elvish, Sylvan", + "data": [ + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Longbow", + "desc": "Ranged Attack Roll: +4, range 150/600 ft. 6 (1d8 + 2) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The centaur makes two attacks, using Pike or Longbow in any combination." + }, + { + "name": "Pike", + "desc": "Melee Attack Roll: +6, reach 10 ft. 9 (1d10 + 4) Piercing damage." + }, + { + "name": "Trampling Charge", + "desc": "The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_chain-devil", + "name": "Chain Devil", + "size": "Medium", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 15, + "hit_points": 85, + "hit_dice": "10d8 + 40", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 7, + "intelligence": 0, + "wisdom": 4, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Infernal; telepathy 120 ft.", + "data": [ + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 8.0, + "xp": 0, + "traits": [ + { + "name": "Diabolical Restoration", + "desc": "If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells." + }, + { + "name": "Magic Resistance", + "desc": "The devil has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Chain", + "desc": "Melee Attack Roll: +7, reach 10 ft. 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends." + }, + { + "name": "Conjure Infernal Chain", + "desc": "The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target up to 30 feet straight toward itself. Success: The chain disappears." + }, + { + "name": "Multiattack", + "desc": "The devil makes two Chain attacks and uses Conjure Infernal Chain." + }, + { + "name": "Unnerving Gaze", + "desc": "_Trigger:_ A creature the devil can see starts its turn within 30 feet of the devil and can see the devil. _Response\u2013\u2013Wisdom Saving Throw:_ DC 15, the triggering creature. _Failure:_ The target has the Frightened condition until the end of its turn. _Success:_ The target is immune to this devil\u2019s Unnerving Gaze for 24 hours." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_chimera", + "name": "Chimera", + "size": "Large", + "type": "Monstrosity", + "alignment": "chaotic evil", + "armor_class": 14, + "hit_points": 114, + "hit_dice": "12d10 + 48", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 4, + "intelligence": -4, + "wisdom": 2, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Draconic but can't speak", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +7, reach 5 ft. 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +7, reach 5 ft. 7 (1d6 + 4) Slashing damage." + }, + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31 (7d8) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available." + }, + { + "name": "Ram", + "desc": "Melee Attack Roll: +7, reach 5 ft. 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_chuul", + "name": "Chuul", + "size": "Large", + "type": "Aberration", + "alignment": "chaotic evil", + "armor_class": 16, + "hit_points": 76, + "hit_dice": "9d10 + 27", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 3, + "intelligence": -3, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Deep Speech but can't speak", + "data": [ + { + "name": "Deep Speech", + "key": "deep-speech", + "desc": "Typical speakers include aboleths and cloakers. It is only spoken." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The chuul can breathe air and water." + }, + { + "name": "Sense Magic", + "desc": "The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The chuul makes two Pincer attacks and uses Paralyzing Tentacles." + }, + { + "name": "Paralyzing Tentacles", + "desc": "Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition." + }, + { + "name": "Pincer", + "desc": "Melee Attack Roll: +6, reach 10 ft. 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_clay-golem", + "name": "Clay Golem", + "size": "Large", + "type": "Construct", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 123, + "hit_dice": "13d10 + 52", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": -1, + "constitution": 4, + "intelligence": -4, + "wisdom": -1, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 9.0, + "xp": 0, + "traits": [ + { + "name": "Acid Absorption", + "desc": "Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt." + }, + { + "name": "Berserk", + "desc": "Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied." + }, + { + "name": "Immutable Form", + "desc": "The golem can't shape-shift." + }, + { + "name": "Magic Resistance", + "desc": "The golem has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn." + }, + { + "name": "Slam", + "desc": "Melee Attack Roll: +9, reach 5 ft. 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken." + }, + { + "name": "Hasten", + "desc": "The golem takes the Dash and Disengage actions." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_cloaker", + "name": "Cloaker", + "size": "Large", + "type": "Aberration", + "alignment": "chaotic neutral", + "armor_class": 14, + "hit_points": 91, + "hit_dice": "14d10 + 14", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 1, + "intelligence": 1, + "wisdom": 2, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Deep Speech, Undercommon", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Deep Speech", + "key": "deep-speech", + "desc": "Typical speakers include aboleths and cloakers. It is only spoken." + }, + { + "name": "Undercommon", + "key": "undercommon", + "desc": "Typical speakers are underworld traders." + } + ] + }, + "challenge_rating": 8.0, + "xp": 0, + "traits": [ + { + "name": "Light Sensitivity", + "desc": "While in Bright Light, the cloaker has Disadvantage on attack rolls." + } + ], + "actions": [ + { + "name": "Attach", + "desc": "Melee Attack Roll: +6, reach 5 ft. 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check." + }, + { + "name": "Multiattack", + "desc": "The cloaker makes one Attach attack and two Tail attacks." + }, + { + "name": "Tail", + "desc": "Melee Attack Roll: +6, reach 10 ft. 8 (1d10 + 3) Slashing damage." + }, + { + "name": "Moan", + "desc": "Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours." + }, + { + "name": "Phantasms (Recharge after a Short or Long Rest)", + "desc": "The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_cloud-giant", + "name": "Cloud Giant", + "size": "Huge", + "type": "Giant", + "alignment": "neutral", + "armor_class": 14, + "hit_points": 200, + "hit_dice": "16d12 + 96", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 20, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 0, + "constitution": 10, + "intelligence": 1, + "wisdom": 7, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Giant", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 9.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud." + }, + { + "name": "Spellcasting", + "desc": "The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n- **At Will:** Detect Magic, Fog Cloud, Light\n- **1/Day Each:** Control Weather, Gaseous Form, Telekinesis" + }, + { + "name": "Thundercloud", + "desc": "Ranged Attack Roll: +12, range 240 ft. 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn." + }, + { + "name": "Thunderous Mace", + "desc": "Melee Attack Roll: +12, reach 10 ft. 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage." + }, + { + "name": "Misty Step", + "desc": "The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_cockatrice", + "name": "Cockatrice", + "size": "Small", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 22, + "hit_dice": "5d6 + 5", + "speed": { + "walk": 20, + "unit": "feet", + "fly": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 1, + "constitution": 1, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Petrifying Bite", + "desc": "Melee Attack Roll: +3, reach 5 ft. 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure The target has the Restrained condition. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure The target has the Petrified condition, instead of the Restrained condition, for 24 hours." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_commoner", + "name": "Commoner", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 10, + "hit_points": 4, + "hit_dice": "1d8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 0, + "constitution": 0, + "intelligence": 0, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Training", + "desc": "The commoner has proficiency in one skill of the DM's choice and has Advantage whenever it makes an ability check using that skill." + } + ], + "actions": [ + { + "name": "Club", + "desc": "Melee Attack Roll: +2, reach 5 ft. 2 (1d4) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_constrictor-snake", + "name": "Constrictor Snake", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 13, + "hit_dice": "2d10 + 2", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 1, + "intelligence": -5, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Piercing damage." + }, + { + "name": "Constrict", + "desc": "Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12)." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_copper-dragon-wyrmling", + "name": "Copper Dragon Wyrmling", + "size": "Medium", + "type": "Dragon", + "alignment": "chaotic good", + "armor_class": 16, + "hit_points": 22, + "hit_dice": "4d8 + 4", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60, + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 3, + "constitution": 1, + "intelligence": 2, + "wisdom": 2, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Acid Breath", + "desc": "Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +4, reach 5 ft. 7 (1d10 + 2) Slashing damage." + }, + { + "name": "Slowing Breath", + "desc": "Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_couatl", + "name": "Couatl", + "size": "Medium", + "type": "Celestial", + "alignment": "lawful good", + "armor_class": 19, + "hit_points": 60, + "hit_dice": "8d8 + 24", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 90 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 5, + "constitution": 5, + "intelligence": 4, + "wisdom": 7, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "All; telepathy 120 ft.", + "data": [] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [ + { + "name": "Shielded Mind", + "desc": "The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +7, reach 5 ft. 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn." + }, + { + "name": "Constrict", + "desc": "Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends." + }, + { + "name": "Spellcasting", + "desc": "The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):\n\n- **At Will:** Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange\n- **1/Day Each:** Create Food and Water, Dream, Greater Restoration, Scrying, Sleep" + }, + { + "name": "Divine Aid", + "desc": "The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_crab", + "name": "Crab", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 3, + "hit_dice": "1d4 + 1", + "speed": { + "walk": 20, + "unit": "feet", + "swim": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 0, + "constitution": 1, + "intelligence": -5, + "wisdom": -1, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The crab can breathe air and water." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +2, reach 5 ft. 1 Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_crocodile", + "name": "Crocodile", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 13, + "hit_dice": "2d10 + 2", + "speed": { + "walk": 20, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 0, + "constitution": 3, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Hold Breath", + "desc": "The crocodile can hold its breath for 1 hour." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_cultist", + "name": "Cultist", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 12, + "hit_points": 9, + "hit_dice": "2d8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 1, + "constitution": 0, + "intelligence": 0, + "wisdom": 2, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Ritual Sickle", + "desc": "Melee Attack Roll: +3, reach 5 ft. 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_cultist-fanatic", + "name": "Cultist Fanatic", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 13, + "hit_points": 44, + "hit_dice": "8d8 + 8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 2, + "constitution": 1, + "intelligence": 0, + "wisdom": 4, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Pact Blade", + "desc": "Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage." + }, + { + "name": "Spellcasting", + "desc": "The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):\n\n- **At Will:** Light, Thaumaturgy\n- **1/Day Each:** Hold Person\n- **2/Day Each:** Command" + }, + { + "name": "Spiritual Weapon", + "desc": "The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_darkmantle", + "name": "Darkmantle", + "size": "Small", + "type": "Aberration", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 22, + "hit_dice": "5d6 + 5", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 1, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Crush", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement." + }, + { + "name": "Darkness Aura", + "desc": "Magical darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_death-dog", + "name": "Death Dog", + "size": "Medium", + "type": "Monstrosity", + "alignment": "neutral evil", + "armor_class": 12, + "hit_points": 39, + "hit_dice": "6d8 + 12", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 2, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10)." + }, + { + "name": "Multiattack", + "desc": "The death dog makes two Bite attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_deer", + "name": "Deer", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 4, + "hit_dice": "1d8", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 3, + "constitution": 0, + "intelligence": -4, + "wisdom": 2, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Agile", + "desc": "The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach." + } + ], + "actions": [ + { + "name": "Ram", + "desc": "Melee Attack Roll: +2, reach 5 ft. 2 (1d4) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_deva", + "name": "Deva", + "size": "Medium", + "type": "Celestial", + "alignment": "lawful good", + "armor_class": 17, + "hit_points": 229, + "hit_dice": "27d8 + 108", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 90, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 4, + "constitution": 4, + "intelligence": 3, + "wisdom": 9, + "charisma": 9 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "All; telepathy 120 ft.", + "data": [] + }, + "challenge_rating": 10.0, + "xp": 0, + "traits": [ + { + "name": "Exalted Restoration", + "desc": "If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia." + }, + { + "name": "Magic Resistance", + "desc": "The deva has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Holy Mace", + "desc": "Melee Attack Roll: +8, reach 5 ft. 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage." + }, + { + "name": "Multiattack", + "desc": "The deva makes two Holy Mace attacks." + }, + { + "name": "Spellcasting", + "desc": "The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n- **At Will:** Detect Evil and Good, Shapechange\n- **1/Day Each:** Commune, Raise Dead" + }, + { + "name": "Divine Aid", + "desc": "The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_dire-wolf", + "name": "Dire Wolf", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 22, + "hit_dice": "3d10 + 6", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 2, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_djinni", + "name": "Djinni", + "size": "Large", + "type": "Elemental", + "alignment": "chaotic good", + "armor_class": 17, + "hit_points": 218, + "hit_dice": "19d10 + 114", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 90, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 6, + "constitution": 6, + "intelligence": 2, + "wisdom": 7, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Auran)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 11.0, + "xp": 0, + "traits": [ + { + "name": "Elemental Restoration", + "desc": "If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air." + }, + { + "name": "Magic Resistance", + "desc": "The djinni has Advantage on saving throws against spells and other magical effects." + }, + { + "name": "Wishes", + "desc": "The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days." + } + ], + "actions": [ + { + "name": "Create Whirlwind", + "desc": "The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder [Area of Effect]|XPHB|Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns. Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success." + }, + { + "name": "Multiattack", + "desc": "The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination." + }, + { + "name": "Spellcasting", + "desc": "The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n- **At Will:** Detect Evil and Good, Detect Magic\n- **2/Day Each:** Create Food and Water, Tongues, Wind Walk\n- **1/Day Each:** Creation, Gaseous Form, Invisibility, Major Image, Plane Shift" + }, + { + "name": "Storm Blade", + "desc": "Melee Attack Roll: +9, reach 5 feet. 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage." + }, + { + "name": "Storm Bolt", + "desc": "Ranged Attack Roll: +9, range 120 feet. 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_doppelganger", + "name": "Doppelganger", + "size": "Medium", + "type": "Monstrosity", + "alignment": "neutral", + "armor_class": 14, + "hit_points": 52, + "hit_dice": "8d8 + 16", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 4, + "constitution": 2, + "intelligence": 0, + "wisdom": 1, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus three other languages", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The doppelganger makes two Slam attacks and uses Unsettling Visage if available." + }, + { + "name": "Read Thoughts", + "desc": "The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).\n\n- **At Will:** Detect Thoughts" + }, + { + "name": "Slam", + "desc": "Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. 11 (2d6 + 4) Bludgeoning damage." + }, + { + "name": "Unsettling Visage", + "desc": "Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + }, + { + "name": "Shape-Shift", + "desc": "The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_draft-horse", + "name": "Draft Horse", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 10, + "hit_points": 15, + "hit_dice": "2d10 + 4", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 2, + "intelligence": -4, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Hooves", + "desc": "Melee Attack Roll: +6, reach 5 ft. 6 (1d4 + 4) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_dragon-turtle", + "name": "Dragon Turtle", + "size": "Gargantuan", + "type": "Dragon", + "alignment": "neutral", + "armor_class": 20, + "hit_points": 356, + "hit_dice": "23d20 + 115", + "speed": { + "walk": 20, + "unit": "feet", + "swim": 50 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 7, + "dexterity": 0, + "constitution": 11, + "intelligence": 0, + "wisdom": 7, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic, Primordial (Aquan)", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + }, + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 17.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +13, reach 15 ft. 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Bite attacks. It can replace one attack with a Tail attack." + }, + { + "name": "Steam Breath", + "desc": "Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage." + }, + { + "name": "Tail", + "desc": "Melee Attack Roll: +13, reach 15 ft. 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_dretch", + "name": "Dretch", + "size": "Small", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 11, + "hit_points": 18, + "hit_dice": "4d6 + 4", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 0, + "constitution": 1, + "intelligence": -3, + "wisdom": -1, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + } + ] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Fetid Cloud", + "desc": "Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +3, reach 5 ft. 4 (1d6 + 1) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_drider", + "name": "Drider", + "size": "Large", + "type": "Monstrosity", + "alignment": "chaotic evil", + "armor_class": 19, + "hit_points": 123, + "hit_dice": "13d10 + 52", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 4, + "constitution": 4, + "intelligence": 1, + "wisdom": 3, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Elvish, Undercommon", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Undercommon", + "key": "undercommon", + "desc": "Typical speakers are underworld traders." + } + ] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [ + { + "name": "Spider Climb", + "desc": "The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check." + }, + { + "name": "Sunlight Sensitivity", + "desc": "While in sunlight, the drider has Disadvantage on ability checks and attack rolls." + }, + { + "name": "Web Walker", + "desc": "The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web." + } + ], + "actions": [ + { + "name": "Foreleg", + "desc": "Melee Attack Roll: +7, reach 10 ft. 13 (2d8 + 4) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The drider makes three attacks, using Foreleg or Poison Burst in any combination." + }, + { + "name": "Poison Burst", + "desc": "Ranged Attack Roll: +6, range 120 ft. 13 (3d6 + 3) Poison damage." + }, + { + "name": "Magic of the Spider Queen", + "desc": "The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14)." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_druid", + "name": "Druid", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 13, + "hit_points": 44, + "hit_dice": "8d8 + 8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 1, + "constitution": 1, + "intelligence": 1, + "wisdom": 3, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Druidic, Sylvan", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination." + }, + { + "name": "Spellcasting", + "desc": "The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):\n\n- **At Will:** Druidcraft, Speak with Animals\n- **2/Day Each:** Entangle, Thunderwave\n- **1/Day Each:** Animal Messenger, Longstrider, Moonbeam" + }, + { + "name": "Verdant Wisp", + "desc": "Ranged Attack Roll: +5, range 90 ft. 10 (3d6) Radiant damage." + }, + { + "name": "Vine Staff", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_dryad", + "name": "Dryad", + "size": "Medium", + "type": "Fey", + "alignment": "neutral", + "armor_class": 16, + "hit_points": 22, + "hit_dice": "5d8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 1, + "constitution": 0, + "intelligence": 2, + "wisdom": 2, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Elvish, Sylvan", + "data": [ + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Magic Resistance", + "desc": "The dryad has Advantage on saving throws against spells and other magical effects." + }, + { + "name": "Speak with Beasts and Plants", + "desc": "The dryad can communicate with Beasts and Plants as if they shared a language." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster." + }, + { + "name": "Spellcasting", + "desc": "The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):\n\n- **At Will:** Animal Friendship, Charm Monster, Druidcraft\n- **1/Day Each:** Entangle, Pass without Trace" + }, + { + "name": "Thorn Burst", + "desc": "Ranged Attack Roll: +6, range 60 ft. 7 (1d6 + 4) Piercing damage." + }, + { + "name": "Vine Lash", + "desc": "Melee Attack Roll: +6, reach 10 ft. 8 (1d8 + 4) Slashing damage." + }, + { + "name": "Tree Stride", + "desc": "If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_dust-mephit", + "name": "Dust Mephit", + "size": "Small", + "type": "Elemental", + "alignment": "neutral evil", + "armor_class": 12, + "hit_points": 17, + "hit_dice": "5d6", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -3, + "dexterity": 2, + "constitution": 0, + "intelligence": -1, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Auran, Terran)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Death Burst", + "desc": "The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage." + } + ], + "actions": [ + { + "name": "Blinding Breath", + "desc": "Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit's next turn." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Slashing damage." + }, + { + "name": "Sleep", + "desc": "The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10)." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_eagle", + "name": "Eagle", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 4, + "hit_dice": "1d6 + 1", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 2, + "constitution": 1, + "intelligence": -4, + "wisdom": 2, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Talons", + "desc": "Melee Attack Roll: +4, reach 5 feet. 4 (1d4 + 2) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_earth-elemental", + "name": "Earth Elemental", + "size": "Large", + "type": "Elemental", + "alignment": "neutral", + "armor_class": 17, + "hit_points": 147, + "hit_dice": "14d10 + 70", + "speed": { + "walk": 30, + "unit": "feet", + "burrow": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": -1, + "constitution": 5, + "intelligence": -3, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Terran)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Earth Glide", + "desc": "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through." + }, + { + "name": "Siege Monster", + "desc": "The elemental deals double damage to objects and structures." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The elemental makes two attacks, using Slam or Rock Launch in any combination." + }, + { + "name": "Rock Launch", + "desc": "Ranged Attack Roll: +8, range 60 ft. 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition." + }, + { + "name": "Slam", + "desc": "Melee Attack Roll: +8, reach 10 ft. 14 (2d8 + 5) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_efreeti", + "name": "Efreeti", + "size": "Large", + "type": "Elemental", + "alignment": "neutral", + "armor_class": 17, + "hit_points": 212, + "hit_dice": "17d10 + 119", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 60, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 1, + "constitution": 7, + "intelligence": 3, + "wisdom": 6, + "charisma": 8 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Ignan)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 11.0, + "xp": 0, + "traits": [ + { + "name": "Elemental Restoration", + "desc": "If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire." + }, + { + "name": "Magic Resistance", + "desc": "The efreeti has Advantage on saving throws against spells and other magical effects." + }, + { + "name": "Wishes", + "desc": "The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days." + } + ], + "actions": [ + { + "name": "Heated Blade", + "desc": "Melee Attack Roll: +10, reach 5 ft. 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage." + }, + { + "name": "Hurl Flame", + "desc": "Ranged Attack Roll: +8, range 120 ft. 24 (7d6) Fire damage." + }, + { + "name": "Multiattack", + "desc": "The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination." + }, + { + "name": "Spellcasting", + "desc": "The efreeti casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n- **At Will:** Detect Magic, Elementalism\n- **1/Day Each:** Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_elephant", + "name": "Elephant", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 76, + "hit_dice": "8d12 + 24", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": -1, + "constitution": 3, + "intelligence": -4, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Gore", + "desc": "Melee Attack Roll: +8, reach 5 ft. 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition." + }, + { + "name": "Multiattack", + "desc": "The elephant makes two Gore attacks." + }, + { + "name": "Trample", + "desc": "Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_elk", + "name": "Elk", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 10, + "hit_points": 11, + "hit_dice": "2d10", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 0, + "constitution": 0, + "intelligence": -4, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Ram", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_erinyes", + "name": "Erinyes", + "size": "Medium", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 18, + "hit_points": 178, + "hit_dice": "21d8 + 84", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 7, + "constitution": 8, + "intelligence": 2, + "wisdom": 2, + "charisma": 8 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Infernal; telepathy 120 ft.", + "data": [ + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 12.0, + "xp": 0, + "traits": [ + { + "name": "Diabolical Restoration", + "desc": "If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells." + }, + { + "name": "Magic Resistance", + "desc": "The erinyes has Advantage on saving throws against spells and other magical effects." + }, + { + "name": "Magic Rope", + "desc": "The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short Rest|XPHB|Short or Long Rest." + } + ], + "actions": [ + { + "name": "Entangling Rope", + "desc": "Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again." + }, + { + "name": "Multiattack", + "desc": "The erinyes makes three Withering Sword attacks and can use Entangling Rope." + }, + { + "name": "Withering Sword", + "desc": "Melee Attack Roll: +8, reach 5 ft. 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage." + }, + { + "name": "Parry", + "desc": "_Trigger:_ The erinyes is hit by a melee attack roll while holding a weapon. _Response:_ The erinyes adds 4 to its AC against that attack, possibly causing it to miss." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ettercap", + "name": "Ettercap", + "size": "Medium", + "type": "Monstrosity", + "alignment": "neutral evil", + "armor_class": 13, + "hit_points": 44, + "hit_dice": "8d8 + 8", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 1, + "intelligence": -2, + "wisdom": 1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Spider Climb", + "desc": "The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check." + }, + { + "name": "Web Walker", + "desc": "The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +4, reach 5 ft. 7 (2d4 + 2) Slashing damage." + }, + { + "name": "Multiattack", + "desc": "The ettercap makes one Bite attack and one Claw attack." + }, + { + "name": "Web Strand", + "desc": "Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage)." + }, + { + "name": "Reel", + "desc": "The ettercap pulls one creature within 30 feet of itself that is Restrained by its Web Strand up to 25 feet straight toward itself." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ettin", + "name": "Ettin", + "size": "Large", + "type": "Giant", + "alignment": "chaotic evil", + "armor_class": 12, + "hit_points": 85, + "hit_dice": "10d10 + 30", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": -1, + "constitution": 3, + "intelligence": -2, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Giant", + "data": [ + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Battleaxe", + "desc": "Melee Attack Roll: +7, reach 5 ft. 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition." + }, + { + "name": "Morningstar", + "desc": "Melee Attack Roll: +7, reach 5 ft. 14 (2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn." + }, + { + "name": "Multiattack", + "desc": "The ettin makes one Battleaxe attack and one Morningstar attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_fire-elemental", + "name": "Fire Elemental", + "size": "Large", + "type": "Elemental", + "alignment": "neutral", + "armor_class": 13, + "hit_points": 93, + "hit_dice": "11d10 + 33", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 3, + "constitution": 3, + "intelligence": -2, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Ignan)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Fire Aura", + "desc": "At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start Hitazard burning." + }, + { + "name": "Fire Form", + "desc": "The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) Fire damage." + }, + { + "name": "Illumination", + "desc": "The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet." + }, + { + "name": "Water Susceptibility", + "desc": "The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it." + } + ], + "actions": [ + { + "name": "Burn", + "desc": "Melee Attack Roll: +6, reach 5 ft. 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning." + }, + { + "name": "Multiattack", + "desc": "The elemental makes two Burn attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_fire-giant", + "name": "Fire Giant", + "size": "Huge", + "type": "Giant", + "alignment": "lawful evil", + "armor_class": 18, + "hit_points": 162, + "hit_dice": "13d12 + 78", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 7, + "dexterity": 3, + "constitution": 10, + "intelligence": 0, + "wisdom": 2, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Giant", + "data": [ + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 9.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Flame Sword", + "desc": "Melee Attack Roll: +11, reach 10 ft. 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage." + }, + { + "name": "Hammer Throw", + "desc": "Ranged Attack Roll: +11, range 60/240 ft. 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn." + }, + { + "name": "Multiattack", + "desc": "The giant makes two attacks, using Flame Sword or Hammer Throw in any combination." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_flesh-golem", + "name": "Flesh Golem", + "size": "Medium", + "type": "Construct", + "alignment": "neutral", + "armor_class": 9, + "hit_points": 127, + "hit_dice": "15d8 + 60", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": -1, + "constitution": 4, + "intelligence": -2, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common plus one other language but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Aversion to Fire", + "desc": "If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn." + }, + { + "name": "Berserk", + "desc": "Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied." + }, + { + "name": "Immutable Form", + "desc": "The golem can't shape-shift." + }, + { + "name": "Lightning Absorption", + "desc": "Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt." + }, + { + "name": "Magic Resistance", + "desc": "The golem has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The golem makes two Slam attacks." + }, + { + "name": "Slam", + "desc": "Melee Attack Roll: +7, reach 5 ft. 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_flying-snake", + "name": "Flying Snake", + "size": "Small", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 5, + "hit_dice": "2d4", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60, + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -3, + "dexterity": 2, + "constitution": 0, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Flyby", + "desc": "The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 1 Piercing damage plus 5 (2d4) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_frog", + "name": "Frog", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 1, + "hit_dice": "1d4 - 1", + "speed": { + "walk": 20, + "unit": "feet", + "swim": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -5, + "dexterity": 1, + "constitution": -1, + "intelligence": -5, + "wisdom": -1, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The frog can breathe air and water." + }, + { + "name": "Standing Leap", + "desc": "The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +3, reach 5 ft. 1 Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_frost-giant", + "name": "Frost Giant", + "size": "Huge", + "type": "Giant", + "alignment": "neutral evil", + "armor_class": 15, + "hit_points": 149, + "hit_dice": "13d12 + 65", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": -1, + "constitution": 8, + "intelligence": -1, + "wisdom": 3, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Giant", + "data": [ + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 8.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Frost Axe", + "desc": "Melee Attack Roll: +9, reach 10 ft. 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage." + }, + { + "name": "Great Bow", + "desc": "Ranged Attack Roll: +9, range 150/600 ft. 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn." + }, + { + "name": "Multiattack", + "desc": "The giant makes two attacks, using Frost Axe or Great Bow in any combination." + }, + { + "name": "War Cry", + "desc": "The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_gargoyle", + "name": "Gargoyle", + "size": "Medium", + "type": "Elemental", + "alignment": "chaotic evil", + "armor_class": 15, + "hit_points": 67, + "hit_dice": "9d8 + 27", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 0, + "constitution": 3, + "intelligence": -2, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Terran)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Flyby", + "desc": "The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +4, reach 5 ft. 7 (2d4 + 2) Slashing damage." + }, + { + "name": "Multiattack", + "desc": "The gargoyle makes two Claw attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_gelatinous-cube", + "name": "Gelatinous Cube", + "size": "Large", + "type": "Ooze", + "alignment": "unaligned", + "armor_class": 6, + "hit_points": 63, + "hit_dice": "6d10 + 30", + "speed": { + "walk": 15, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": -4, + "constitution": 5, + "intelligence": -5, + "wisdom": -2, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Ooze Cube", + "desc": "The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Cover|XPHB|Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage." + }, + { + "name": "Transparent", + "desc": "Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn't witnessed the cube move or otherwise act." + } + ], + "actions": [ + { + "name": "Engulf", + "desc": "The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube [Area of Effect]|XPHB|Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead." + }, + { + "name": "Pseudopod", + "desc": "Melee Attack Roll: +4, reach 5 ft. 12 (3d6 + 2) Acid damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ghast", + "name": "Ghast", + "size": "Medium", + "type": "Undead", + "alignment": "chaotic evil", + "armor_class": 13, + "hit_points": 36, + "hit_dice": "8d8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 3, + "constitution": 0, + "intelligence": 0, + "wisdom": 2, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Stench", + "desc": "Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ghost", + "name": "Ghost", + "size": "Medium", + "type": "Undead", + "alignment": "neutral", + "armor_class": 11, + "hit_points": 45, + "hit_dice": "10d8", + "speed": { + "walk": 5, + "unit": "feet", + "fly": 40, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 1, + "constitution": 0, + "intelligence": 0, + "wisdom": 1, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [ + { + "name": "Ethereal Sight", + "desc": "The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane." + }, + { + "name": "Incorporeal Movement", + "desc": "The ghost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object." + } + ], + "actions": [ + { + "name": "Etherealness", + "desc": "The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane.\n\n- **At Will:** Etherealness" + }, + { + "name": "Horrific Visage", + "desc": "Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours." + }, + { + "name": "Multiattack", + "desc": "The ghost makes two Withering Touch attacks." + }, + { + "name": "Possession", + "desc": "Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost's Possession for 24 hours. Success: The target is immune to this ghost's Possession for 24 hours." + }, + { + "name": "Withering Touch", + "desc": "Melee Attack Roll: +5, reach 5 ft. 19 (3d10 + 3) Necrotic damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ghoul", + "name": "Ghoul", + "size": "Medium", + "type": "Undead", + "alignment": "chaotic evil", + "armor_class": 12, + "hit_points": 22, + "hit_dice": "5d8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 2, + "constitution": 0, + "intelligence": -2, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn." + }, + { + "name": "Multiattack", + "desc": "The ghoul makes two Bite attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-ape", + "name": "Giant Ape", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 168, + "hit_dice": "16d12 + 64", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 2, + "constitution": 4, + "intelligence": -3, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 7.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Boulder Toss", + "desc": "The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere [Area of Effect]|XPHB|Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only." + }, + { + "name": "Fist", + "desc": "Melee Attack Roll: +9, reach 10 ft. 22 (3d10 + 6) Bludgeoning damage." + }, + { + "name": "Multiattack", + "desc": "The ape makes two Fist attacks." + }, + { + "name": "Leap", + "desc": "The ape jumps up to 30 feet by spending 10 feet of movement." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-badger", + "name": "Giant Badger", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 15, + "hit_dice": "2d8 + 6", + "speed": { + "walk": 30, + "unit": "feet", + "burrow": 10 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 0, + "constitution": 3, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +3, reach 5 ft. 6 (2d4 + 1) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-bat", + "name": "Giant Bat", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 22, + "hit_dice": "4d10", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 3, + "constitution": 0, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-boar", + "name": "Giant Boar", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 42, + "hit_dice": "5d10 + 15", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 0, + "constitution": 3, + "intelligence": -4, + "wisdom": -2, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Bloodied Fury", + "desc": "The boar has Advantage on melee attack rolls while it is Bloodied." + } + ], + "actions": [ + { + "name": "Gore", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-centipede", + "name": "Giant Centipede", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 9, + "hit_dice": "2d6 + 2", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -3, + "dexterity": 2, + "constitution": 1, + "intelligence": -5, + "wisdom": -2, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-constrictor-snake", + "name": "Giant Constrictor Snake", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 60, + "hit_dice": "8d12 + 8", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 1, + "intelligence": -5, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6, reach 10 ft. 11 (2d6 + 4) Piercing damage." + }, + { + "name": "Constrict", + "desc": "Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14)." + }, + { + "name": "Multiattack", + "desc": "The snake makes one Bite attack and uses Constrict." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-crab", + "name": "Giant Crab", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 15, + "hit_points": 13, + "hit_dice": "3d8", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 1, + "constitution": 0, + "intelligence": -5, + "wisdom": -1, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The crab can breathe air and water." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +3, reach 5 ft. 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-crocodile", + "name": "Giant Crocodile", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 85, + "hit_dice": "9d12 + 27", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 50 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": -1, + "constitution": 3, + "intelligence": -4, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Hold Breath", + "desc": "The crocodile can hold its breath for 1 hour." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +8, reach 5 ft. 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted by the crocodile's Tail." + }, + { + "name": "Multiattack", + "desc": "The crocodile makes one Bite attack and one Tail attack." + }, + { + "name": "Tail", + "desc": "Melee Attack Roll: +8, reach 10 ft. 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-eagle", + "name": "Giant Eagle", + "size": "Large", + "type": "Celestial", + "alignment": "neutral good", + "armor_class": 13, + "hit_points": 26, + "hit_dice": "4d10 + 4", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 80 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 3, + "constitution": 1, + "intelligence": -1, + "wisdom": 2, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Celestial; understands Common and Primordial (Auran) but can't speak them", + "data": [ + { + "name": "Celestial", + "key": "celestial", + "desc": "Typical speakers are celestials" + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The eagle makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-elk", + "name": "Giant Elk", + "size": "Huge", + "type": "Celestial", + "alignment": "neutral good", + "armor_class": 14, + "hit_points": 42, + "hit_dice": "5d12 + 10", + "speed": { + "walk": 60, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 6, + "constitution": 2, + "intelligence": -2, + "wisdom": 2, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Celestial; understands Common, Elvish, And Sylvan but can't speak them", + "data": [ + { + "name": "Celestial", + "key": "celestial", + "desc": "Typical speakers are celestials" + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Ram", + "desc": "Melee Attack Roll: +6, reach 10 ft. 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-fire-beetle", + "name": "Giant Fire Beetle", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 4, + "hit_dice": "1d6 + 1", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 0, + "constitution": 1, + "intelligence": -5, + "wisdom": -2, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Illumination", + "desc": "The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +1, reach 5 ft. 1 Fire damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-frog", + "name": "Giant Frog", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 18, + "hit_dice": "4d8", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 1, + "constitution": 0, + "intelligence": -4, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The frog can breathe air and water." + }, + { + "name": "Standing Leap", + "desc": "The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +3, reach 5 ft. 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11)." + }, + { + "name": "Swallow", + "desc": "The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Cover|XPHB|Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition. At the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-goat", + "name": "Giant Goat", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 19, + "hit_dice": "3d10 + 3", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 1, + "constitution": 1, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Ram", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-hyena", + "name": "Giant Hyena", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 45, + "hit_dice": "6d10 + 12", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 2, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Piercing damage." + }, + { + "name": "Rampage", + "desc": "Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-lizard", + "name": "Giant Lizard", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 19, + "hit_dice": "3d10 + 3", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 3, + "constitution": 1, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Spider Climb", + "desc": "The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-octopus", + "name": "Giant Octopus", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 45, + "hit_dice": "7d10 + 7", + "speed": { + "walk": 10, + "unit": "feet", + "swim": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 1, + "intelligence": -3, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Water Breathing", + "desc": "The octopus can breathe only underwater. It can hold its breath for 1 hour outside water." + } + ], + "actions": [ + { + "name": "Tentacles", + "desc": "Melee Attack Roll: +5, reach 10 ft. 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition." + }, + { + "name": "Ink Cloud", + "desc": "_Trigger:_ The octopus takes damage while underwater. _Response:_ The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-owl", + "name": "Giant Owl", + "size": "Large", + "type": "Celestial", + "alignment": "neutral", + "armor_class": 12, + "hit_points": 19, + "hit_dice": "3d10 + 3", + "speed": { + "walk": 5, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 2, + "constitution": 1, + "intelligence": 0, + "wisdom": 4, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Celestial; understands Common, Elvish, And Sylvan but can't speak them", + "data": [ + { + "name": "Celestial", + "key": "celestial", + "desc": "Typical speakers are celestials" + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Flyby", + "desc": "The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach." + } + ], + "actions": [ + { + "name": "Spellcasting", + "desc": "The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:\n\n- **At Will:** Detect Evil and Good, Detect Magic\n- **1/Day Each:** Clairvoyance" + }, + { + "name": "Talons", + "desc": "Melee Attack Roll: +4, reach 5 ft. 7 (1d10 + 2) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-rat", + "name": "Giant Rat", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 7, + "hit_dice": "2d6", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 5, + "constitution": 0, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 feet. 5 (1d4 + 3) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-scorpion", + "name": "Giant Scorpion", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 15, + "hit_points": 52, + "hit_dice": "7d10 + 14", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 2, + "intelligence": -5, + "wisdom": -1, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws." + }, + { + "name": "Multiattack", + "desc": "The scorpion makes two Claw attacks and one Sting attack." + }, + { + "name": "Sting", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-seahorse", + "name": "Giant Seahorse", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 16, + "hit_dice": "3d10", + "speed": { + "walk": 5, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 1, + "constitution": 0, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Water Breathing", + "desc": "The seahorse can breathe only underwater." + } + ], + "actions": [ + { + "name": "Ram", + "desc": "Melee Attack Roll: +4, reach 5 ft. 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit." + }, + { + "name": "Bubble Dash", + "desc": "While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-shark", + "name": "Giant Shark", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 92, + "hit_dice": "8d12 + 40", + "speed": { + "walk": 5, + "unit": "feet", + "swim": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 0, + "constitution": 5, + "intelligence": -5, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Water Breathing", + "desc": "The shark can breathe only underwater." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. 22 (3d10 + 6) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The shark makes two Bite attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-spider", + "name": "Giant Spider", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 26, + "hit_dice": "4d10 + 4", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 3, + "constitution": 1, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Spider Climb", + "desc": "The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check." + }, + { + "name": "Web Walker", + "desc": "The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage." + }, + { + "name": "Web", + "desc": "Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage)." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-toad", + "name": "Giant Toad", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 39, + "hit_dice": "6d10 + 6", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 1, + "constitution": 1, + "intelligence": -4, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The toad can breathe air and water." + }, + { + "name": "Standing Leap", + "desc": "The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12)." + }, + { + "name": "Swallow", + "desc": "The toad swallows a Medium or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Cover|XPHB|Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed at a time, and it can't use Bite while it has a swallowed target. If the toad dies, a swallowed creature is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-venomous-snake", + "name": "Giant Venomous Snake", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 40, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 4, + "constitution": 1, + "intelligence": -4, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6, reach 10 ft. 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-vulture", + "name": "Giant Vulture", + "size": "Large", + "type": "Monstrosity", + "alignment": "neutral evil", + "armor_class": 10, + "hit_points": 25, + "hit_dice": "3d10 + 9", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 0, + "constitution": 3, + "intelligence": -2, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Gouge", + "desc": "Melee Attack Roll: +4, reach 5 ft. 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-wasp", + "name": "Giant Wasp", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 22, + "hit_dice": "5d8", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 50 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 2, + "constitution": 0, + "intelligence": -5, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Flyby", + "desc": "The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach." + } + ], + "actions": [ + { + "name": "Sting", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-weasel", + "name": "Giant Weasel", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 9, + "hit_dice": "2d8", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 3, + "constitution": 0, + "intelligence": -3, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_giant-wolf-spider", + "name": "Giant Wolf Spider", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 3, + "constitution": 1, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Spider Climb", + "desc": "The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_gibbering-mouther", + "name": "Gibbering Mouther", + "size": "Medium", + "type": "Aberration", + "alignment": "chaotic neutral", + "armor_class": 9, + "hit_points": 52, + "hit_dice": "7d8 + 21", + "speed": { + "walk": 20, + "unit": "feet", + "swim": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": -1, + "constitution": 3, + "intelligence": -4, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Aberrant Ground", + "desc": "The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain." + }, + { + "name": "Gibbering", + "desc": "The mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn:\n\n- 1-4: The target does nothing.\n- 5-6: The target takes no action or Bonus Action and uses all its movement to move in a random direction.\n- 7-8: The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +2, reach 5 ft. 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind." + }, + { + "name": "Blinding Spittle", + "desc": "Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere [Area of Effect]|XPHB|Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition until the end of the mouther's next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_glabrezu", + "name": "Glabrezu", + "size": "Large", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 17, + "hit_points": 189, + "hit_dice": "18d10 + 90", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 9, + "dexterity": 2, + "constitution": 9, + "intelligence": 4, + "wisdom": 7, + "charisma": 7 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal; telepathy 120 ft.", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + } + ] + }, + "challenge_rating": 9.0, + "xp": 0, + "traits": [ + { + "name": "Demonic Restoration", + "desc": "If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss." + }, + { + "name": "Magic Resistance", + "desc": "The glabrezu has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting." + }, + { + "name": "Pincer", + "desc": "Melee Attack Roll: +9, reach 10 ft. 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers." + }, + { + "name": "Pummel", + "desc": "Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage." + }, + { + "name": "Spellcasting", + "desc": "The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):\n\n- **At Will:** Darkness, Detect Magic, Dispel Magic\n- **1/Day Each:** Confusion, Fly, Power Word Stun" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_gladiator", + "name": "Gladiator", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 16, + "hit_points": 112, + "hit_dice": "15d8 + 45", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 7, + "dexterity": 5, + "constitution": 6, + "intelligence": 0, + "wisdom": 4, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash." + }, + { + "name": "Shield Bash", + "desc": "Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition." + }, + { + "name": "Spear", + "desc": "Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. 11 (2d6 + 4) Piercing damage." + }, + { + "name": "Parry", + "desc": "_Trigger:_ The gladiator is hit by a melee attack roll while holding a weapon. _Response:_ The gladiator adds 3 to its AC against that attack, possibly causing it to miss." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_gnoll-warrior", + "name": "Gnoll Warrior", + "size": "Medium", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 15, + "hit_points": 27, + "hit_dice": "6d8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 1, + "constitution": 0, + "intelligence": -2, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Gnoll", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bone Bow", + "desc": "Ranged Attack Roll: +3, range 150/600 ft. 6 (1d10 + 1) Piercing damage." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage." + }, + { + "name": "Rampage", + "desc": "Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_goat", + "name": "Goat", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 10, + "hit_points": 4, + "hit_dice": "1d8", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 0, + "constitution": 0, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Ram", + "desc": "Melee Attack Roll: +2, reach 5 ft. 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_goblin-boss", + "name": "Goblin Boss", + "size": "Small", + "type": "Fey", + "alignment": "chaotic neutral", + "armor_class": 17, + "hit_points": 21, + "hit_dice": "6d6", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 2, + "constitution": 0, + "intelligence": 0, + "wisdom": -1, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Goblin", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Goblin", + "key": "goblin", + "desc": "Typical speakers are goblinoids." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The goblin makes two attacks, using Scimitar or Shortbow in any combination." + }, + { + "name": "Scimitar", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage." + }, + { + "name": "Shortbow", + "desc": "Ranged Attack Roll: +4, range 80/320 ft. 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage." + }, + { + "name": "Nimble Escape", + "desc": "The goblin takes the Disengage or Hide action." + }, + { + "name": "Redirect Attack", + "desc": "_Trigger:_ A creature the goblin can see makes an attack roll against it. _Response:_ The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_goblin-minion", + "name": "Goblin Minion", + "size": "Small", + "type": "Fey", + "alignment": "chaotic neutral", + "armor_class": 12, + "hit_points": 7, + "hit_dice": "2d6", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 2, + "constitution": 0, + "intelligence": 0, + "wisdom": -1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Goblin", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Goblin", + "key": "goblin", + "desc": "Typical speakers are goblinoids." + } + ] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Dagger", + "desc": "Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. 4 (1d4 + 2) Piercing damage." + }, + { + "name": "Nimble Escape", + "desc": "The goblin takes the Disengage or Hide action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_goblin-warrior", + "name": "Goblin Warrior", + "size": "Small", + "type": "Fey", + "alignment": "chaotic neutral", + "armor_class": 15, + "hit_points": 10, + "hit_dice": "3d6", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 2, + "constitution": 0, + "intelligence": 0, + "wisdom": -1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Goblin", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Goblin", + "key": "goblin", + "desc": "Typical speakers are goblinoids." + } + ] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Scimitar", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage." + }, + { + "name": "Shortbow", + "desc": "Ranged Attack Roll: +4, range 80/320 ft. 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage." + }, + { + "name": "Nimble Escape", + "desc": "The goblin takes the Disengage or Hide action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_gold-dragon-wyrmling", + "name": "Gold Dragon Wyrmling", + "size": "Medium", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 17, + "hit_points": 60, + "hit_dice": "8d8 + 24", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60, + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 4, + "constitution": 3, + "intelligence": 2, + "wisdom": 2, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + } + ], + "actions": [ + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +6, reach 5 ft. 9 (1d10 + 4) Slashing damage." + }, + { + "name": "Weakening Breath", + "desc": "Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_gorgon", + "name": "Gorgon", + "size": "Large", + "type": "Construct", + "alignment": "unaligned", + "armor_class": 19, + "hit_points": 114, + "hit_dice": "12d10 + 48", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 0, + "constitution": 4, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Gore", + "desc": "Melee Attack Roll: +8, reach 5 ft. 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition." + }, + { + "name": "Petrifying Breath", + "desc": "Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure The target has the Petrified condition instead of the Restrained condition." + }, + { + "name": "Trample", + "desc": "Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 16 (2d10 + 5) Bludgeoning damage. Success: Half damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_gray-ooze", + "name": "Gray Ooze", + "size": "Medium", + "type": "Ooze", + "alignment": "unaligned", + "armor_class": 9, + "hit_points": 22, + "hit_dice": "3d8 + 9", + "speed": { + "walk": 10, + "unit": "feet", + "climb": 10 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": -2, + "constitution": 3, + "intelligence": -5, + "wisdom": -2, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Amorphous", + "desc": "The ooze can move through a space as narrow as 1 inch without expending extra movement to do so." + }, + { + "name": "Corrosive Form", + "desc": "Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon. The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round." + } + ], + "actions": [ + { + "name": "Pseudopod", + "desc": "Melee Attack Roll: +3, reach 5 ft. 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_green-dragon-wyrmling", + "name": "Green Dragon Wyrmling", + "size": "Medium", + "type": "Dragon", + "alignment": "lawful evil", + "armor_class": 17, + "hit_points": 38, + "hit_dice": "7d8 + 7", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60, + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 3, + "constitution": 1, + "intelligence": 2, + "wisdom": 2, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The dragon makes two Rend attacks." + }, + { + "name": "Poison Breath", + "desc": "Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +4, reach 5 ft. 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_green-hag", + "name": "Green Hag", + "size": "Medium", + "type": "Fey", + "alignment": "neutral evil", + "armor_class": 17, + "hit_points": 82, + "hit_dice": "11d8 + 33", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 1, + "constitution": 3, + "intelligence": 1, + "wisdom": 2, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Elvish, Sylvan", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The hag can breathe air and water." + }, + { + "name": "Mimicry", + "desc": "The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +6, reach 5 ft. 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage." + }, + { + "name": "Multiattack", + "desc": "The hag makes two Claw attacks." + }, + { + "name": "Spellcasting", + "desc": "The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):\n\n- **At Will:** Dancing Lights, Disguise Self, Invisibility, Minor Illusion, Ray of Sickness" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_grick", + "name": "Grick", + "size": "Medium", + "type": "Aberration", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 54, + "hit_dice": "12d8", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 0, + "intelligence": -4, + "wisdom": 2, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Beak", + "desc": "Melee Attack Roll: +4, reach 5 ft. 9 (2d6 + 2) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The grick makes one Beak attack and one Tentacles attack." + }, + { + "name": "Tentacles", + "desc": "Melee Attack Roll: +4, reach 5 ft. 7 (1d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_griffon", + "name": "Griffon", + "size": "Large", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 59, + "hit_dice": "7d10 + 21", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 80 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 3, + "intelligence": -4, + "wisdom": 1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The griffon makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +6, reach 5 ft. 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_grimlock", + "name": "Grimlock", + "size": "Medium", + "type": "Aberration", + "alignment": "neutral evil", + "armor_class": 11, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 1, + "intelligence": -1, + "wisdom": -1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bone Cudgel", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_guard", + "name": "Guard", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 16, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 1, + "constitution": 1, + "intelligence": 0, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Spear", + "desc": "Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. 4 (1d6 + 1) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_guard-captain", + "name": "Guard Captain", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 18, + "hit_points": 75, + "hit_dice": "10d8 + 30", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 3, + "intelligence": 1, + "wisdom": 2, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Javelin", + "desc": "Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. 14 (3d6 + 4) Piercing damage." + }, + { + "name": "Longsword", + "desc": "Melee Attack Roll: +6, reach 5 ft. 15 (2d10 + 4) Slashing damage." + }, + { + "name": "Multiattack", + "desc": "The guard makes two attacks, using Javelin or Longsword in any combination." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_guardian-naga", + "name": "Guardian Naga", + "size": "Large", + "type": "Celestial", + "alignment": "lawful good", + "armor_class": 18, + "hit_points": 136, + "hit_dice": "16d10 + 48", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 40, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 8, + "constitution": 7, + "intelligence": 7, + "wisdom": 8, + "charisma": 8 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Celestial, Common", + "data": [ + { + "name": "Celestial", + "key": "celestial", + "desc": "Typical speakers are celestials" + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 10.0, + "xp": 0, + "traits": [ + { + "name": "Celestial Restoration", + "desc": "If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +8, reach 10 ft. 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage." + }, + { + "name": "Multiattack", + "desc": "The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle." + }, + { + "name": "Poisonous Spittle", + "desc": "Constitution Saving Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's next turn. Success: Half damage only." + }, + { + "name": "Spellcasting", + "desc": "The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16):\n\n- **At Will:** Thaumaturgy\n- **1/Day Each:** Clairvoyance, Cure Wounds, Flame Strike, Geas, True Seeing" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_half-dragon", + "name": "Half-Dragon", + "size": "Medium", + "type": "Dragon", + "alignment": "neutral", + "armor_class": 18, + "hit_points": 105, + "hit_dice": "14d8 + 42", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 5, + "constitution": 3, + "intelligence": 0, + "wisdom": 5, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Draconic Origin", + "desc": "The half-dragon is related to a type of dragon associated with one of the following damage types (DM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +7, reach 10 ft. 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait." + }, + { + "name": "Dragon's Breath", + "desc": "Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The half-dragon makes two Claw attacks." + }, + { + "name": "Leap", + "desc": "The half-dragon jumps up to 30 feet by spending 10 feet of movement." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_harpy", + "name": "Harpy", + "size": "Medium", + "type": "Monstrosity", + "alignment": "chaotic evil", + "armor_class": 11, + "hit_points": 38, + "hit_dice": "7d8 + 7", + "speed": { + "walk": 20, + "unit": "feet", + "fly": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 1, + "constitution": 1, + "intelligence": -2, + "wisdom": 0, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +3, reach 5 ft. 6 (2d4 + 1) Slashing damage." + }, + { + "name": "Luring Song", + "desc": "The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. Success: The target is immune to this harpy's Luring Song for 24 hours." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hawk", + "name": "Hawk", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 1, + "hit_dice": "1d4 - 1", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -3, + "dexterity": 3, + "constitution": -1, + "intelligence": -4, + "wisdom": 2, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Talons", + "desc": "Melee Attack Roll: +5, reach 5 ft. 1 Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hell-hound", + "name": "Hell Hound", + "size": "Medium", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 15, + "hit_points": 58, + "hit_dice": "9d8 + 18", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 2, + "intelligence": -2, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Infernal but can't speak", + "data": [ + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage." + }, + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The hound makes two Bite attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hezrou", + "name": "Hezrou", + "size": "Large", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 18, + "hit_points": 157, + "hit_dice": "15d10 + 75", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 7, + "dexterity": 3, + "constitution": 8, + "intelligence": -3, + "wisdom": 4, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal; telepathy 120 ft.", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + } + ] + }, + "challenge_rating": 8.0, + "xp": 0, + "traits": [ + { + "name": "Demonic Restoration", + "desc": "If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss." + }, + { + "name": "Magic Resistance", + "desc": "The hezrou has Advantage on saving throws against spells and other magical effects." + }, + { + "name": "Stench", + "desc": "Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The hezrou makes three Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +7, reach 5 ft. 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage." + }, + { + "name": "Leap", + "desc": "The hezrou jumps up to 30 feet by spending 10 feet of movement." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hill-giant", + "name": "Hill Giant", + "size": "Huge", + "type": "Giant", + "alignment": "chaotic evil", + "armor_class": 13, + "hit_points": 105, + "hit_dice": "10d12 + 40", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": -1, + "constitution": 4, + "intelligence": -3, + "wisdom": -1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Giant", + "data": [ + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The giant makes two attacks, using Tree Club or Trash Lob in any combination." + }, + { + "name": "Trash Lob", + "desc": "Ranged Attack Roll: +8, range 60/240 ft. 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn." + }, + { + "name": "Tree Club", + "desc": "Melee Attack Roll: +8, reach 10 ft. 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hippogriff", + "name": "Hippogriff", + "size": "Large", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 26, + "hit_dice": "4d10 + 4", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 1, + "intelligence": -4, + "wisdom": 1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Flyby", + "desc": "The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The hippogriff makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hippopotamus", + "name": "Hippopotamus", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 82, + "hit_dice": "11d10 + 22", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 7, + "dexterity": -2, + "constitution": 2, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [ + { + "name": "Hold Breath", + "desc": "The hippopotamus can hold its breath for 10 minutes." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +7, reach 5 ft. 16 (2d10 + 5) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The hippopotamus makes two Bite attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hobgoblin-captain", + "name": "Hobgoblin Captain", + "size": "Medium", + "type": "Fey", + "alignment": "lawful evil", + "armor_class": 17, + "hit_points": 58, + "hit_dice": "9d8 + 18", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 2, + "intelligence": 1, + "wisdom": 0, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Goblin", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Goblin", + "key": "goblin", + "desc": "Typical speakers are goblinoids." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Aura of Authority", + "desc": "While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Greatsword", + "desc": "Melee Attack Roll: +4, reach 5 ft. 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage." + }, + { + "name": "Longbow", + "desc": "Ranged Attack Roll: +4, range 150/600 ft. 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage." + }, + { + "name": "Multiattack", + "desc": "The hobgoblin makes two attacks, using Greatsword or Longbow in any combination." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hobgoblin-warrior", + "name": "Hobgoblin Warrior", + "size": "Medium", + "type": "Fey", + "alignment": "lawful evil", + "armor_class": 18, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 1, + "constitution": 1, + "intelligence": 0, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Goblin", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Goblin", + "key": "goblin", + "desc": "Typical speakers are goblinoids." + } + ] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Longbow", + "desc": "Ranged Attack Roll: +3, range 150/600 ft. 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage." + }, + { + "name": "Longsword", + "desc": "Melee Attack Roll: +3, reach 5 ft. 12 (2d10 + 1) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_homunculus", + "name": "Homunculus", + "size": "Small", + "type": "Construct", + "alignment": "neutral", + "armor_class": 13, + "hit_points": 4, + "hit_dice": "1d4 + 2", + "speed": { + "walk": 20, + "unit": "feet", + "fly": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -3, + "dexterity": 2, + "constitution": 2, + "intelligence": 0, + "wisdom": 2, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common plus one other language but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Telepathic Bond", + "desc": "While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the target has the Unconscious condition, which ends early if the target takes any damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_horned-devil", + "name": "Horned Devil", + "size": "Large", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 18, + "hit_points": 199, + "hit_dice": "19d10 + 95", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 10, + "dexterity": 7, + "constitution": 5, + "intelligence": 1, + "wisdom": 7, + "charisma": 8 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Infernal; telepathy 120 ft.", + "data": [ + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 11.0, + "xp": 0, + "traits": [ + { + "name": "Diabolical Restoration", + "desc": "If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells." + }, + { + "name": "Magic Resistance", + "desc": "The devil has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Hurl Flame", + "desc": "Ranged Attack Roll: +8, range 150 ft. 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning." + }, + { + "name": "Infernal Tail", + "desc": "Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check." + }, + { + "name": "Multiattack", + "desc": "The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail." + }, + { + "name": "Searing Fork", + "desc": "Melee Attack Roll: +10, reach 10 ft. 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hunter-shark", + "name": "Hunter Shark", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 45, + "hit_dice": "6d10 + 12", + "speed": { + "walk": 5, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 2, + "intelligence": -5, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Water Breathing", + "desc": "The shark can breathe only underwater." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. 14 (3d6 + 4) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hydra", + "name": "Hydra", + "size": "Huge", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 15, + "hit_points": 184, + "hit_dice": "16d12 + 80", + "speed": { + "walk": 40, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 1, + "constitution": 5, + "intelligence": -4, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 8.0, + "xp": 0, + "traits": [ + { + "name": "Hold Breath", + "desc": "The hydra can hold its breath for 1 hour." + }, + { + "name": "Multiple Heads", + "desc": "The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 Hit Points when it grows new heads." + }, + { + "name": "Reactive Heads", + "desc": "For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +8, reach 10 ft. 10 (1d10 + 5) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The hydra makes as many Bite attacks as it has heads." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_hyena", + "name": "Hyena", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 5, + "hit_dice": "1d8 + 1", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 1, + "constitution": 1, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +2, reach 5 ft. 3 (1d6) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ice-devil", + "name": "Ice Devil", + "size": "Large", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 18, + "hit_points": 228, + "hit_dice": "24d10 + 96", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 7, + "constitution": 9, + "intelligence": 4, + "wisdom": 7, + "charisma": 9 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Infernal; telepathy 120 ft.", + "data": [ + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 14.0, + "xp": 0, + "traits": [ + { + "name": "Diabolical Restoration", + "desc": "If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells." + }, + { + "name": "Magic Resistance", + "desc": "The devil has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Ice Spear", + "desc": "Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. HitomThe spear magically returns to the devil's hand immediately after a ranged attack." + }, + { + "name": "Ice Wall", + "desc": "The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).\n\n- **At Will:**" + }, + { + "name": "Multiattack", + "desc": "The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack." + }, + { + "name": "Tail", + "desc": "Melee Attack Roll: +10, reach 10 ft. 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ice-mephit", + "name": "Ice Mephit", + "size": "Small", + "type": "Elemental", + "alignment": "neutral evil", + "armor_class": 11, + "hit_points": 21, + "hit_dice": "6d6", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 1, + "constitution": 0, + "intelligence": -1, + "wisdom": 0, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Aquan, Auran)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Death Burst", + "desc": "The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +3, reach 5 ft. 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage." + }, + { + "name": "Fog Cloud", + "desc": "The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.\n\n- **At Will:**\n- **1/Day Each:** Fog Cloud" + }, + { + "name": "Frost Breath", + "desc": "Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_imp", + "name": "Imp", + "size": "Small", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 13, + "hit_points": 21, + "hit_dice": "6d4 + 6", + "speed": { + "walk": 20, + "unit": "feet", + "fly": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 3, + "constitution": 1, + "intelligence": 0, + "wisdom": 1, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Infernal", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Magic Resistance", + "desc": "The imp has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Invisibility", + "desc": "The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.\n\n- **At Will:** Invisibility" + }, + { + "name": "Shape-Shift", + "desc": "The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed." + }, + { + "name": "Sting", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_incubus", + "name": "Incubus", + "size": "Medium", + "type": "Fiend", + "alignment": "neutral evil", + "armor_class": 15, + "hit_points": 66, + "hit_dice": "12d8 + 12", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 3, + "constitution": 1, + "intelligence": 2, + "wisdom": 1, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal, Common, Infernal; telepathy 60 ft.", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [ + { + "name": "Succubus Form", + "desc": "When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it's wearing or carrying isn't transformed." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The incubus makes two Restless Touch attacks." + }, + { + "name": "Restless Touch", + "desc": "Melee Attack Roll: +7, reach 5 ft. 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests." + }, + { + "name": "Spellcasting", + "desc": "The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n- **At Will:** Disguise Self, Etherealness\n- **1/Day Each:** Dream, Hypnotic Pattern" + }, + { + "name": "Nightmare", + "desc": "Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_invisible-stalker", + "name": "Invisible Stalker", + "size": "Large", + "type": "Elemental", + "alignment": "neutral", + "armor_class": 14, + "hit_points": 97, + "hit_dice": "13d10 + 26", + "speed": { + "walk": 50, + "unit": "feet", + "fly": 50, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 4, + "constitution": 2, + "intelligence": 0, + "wisdom": 2, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Primordial (Auran)", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [ + { + "name": "Air Form", + "desc": "The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so." + }, + { + "name": "Invisibility", + "desc": "The stalker has the Invisible condition." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex." + }, + { + "name": "Vortex", + "desc": "Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns." + }, + { + "name": "Wind Swipe", + "desc": "Melee Attack Roll: +7, reach 5 ft. 11 (2d6 + 4) Force damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_iron-golem", + "name": "Iron Golem", + "size": "Large", + "type": "Construct", + "alignment": "unaligned", + "armor_class": 20, + "hit_points": 252, + "hit_dice": "24d10 + 120", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 7, + "dexterity": -1, + "constitution": 5, + "intelligence": -4, + "wisdom": 0, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common plus two other languages but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 16.0, + "xp": 0, + "traits": [ + { + "name": "Fire Absorption", + "desc": "Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt." + }, + { + "name": "Immutable Form", + "desc": "The golem can't shape-shift." + }, + { + "name": "Magic Resistance", + "desc": "The golem has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Bladed Arm", + "desc": "Melee Attack Roll: +12, reach 10 ft. 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage." + }, + { + "name": "Fiery Bolt", + "desc": "Ranged Attack Roll: +10, range 120 ft. 36 (8d8) Fire damage." + }, + { + "name": "Multiattack", + "desc": "The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination." + }, + { + "name": "Poison Breath", + "desc": "Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_jackal", + "name": "Jackal", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 3, + "hit_dice": "1d6", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 2, + "constitution": 0, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +1, reach 5 ft. 1 (1d4 - 1) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_killer-whale", + "name": "Killer Whale", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 90, + "hit_dice": "12d12 + 12", + "speed": { + "walk": 5, + "unit": "feet", + "swim": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 1, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Hold Breath", + "desc": "The whale can hold its breath for 30 minutes." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6, reach 5 ft. 21 (5d6 + 4) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_knight", + "name": "Knight", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 18, + "hit_points": 52, + "hit_dice": "8d8 + 16", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 0, + "constitution": 4, + "intelligence": 0, + "wisdom": 2, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Greatsword", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage." + }, + { + "name": "Heavy Crossbow", + "desc": "Ranged Attack Roll: +2, range 100/400 ft. 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage." + }, + { + "name": "Multiattack", + "desc": "The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination." + }, + { + "name": "Parry", + "desc": "_Trigger:_ The knight is hit by a melee attack roll while holding a weapon. _Response:_ The knight adds 2 to its AC against that attack, possibly causing it to miss." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_kobold-warrior", + "name": "Kobold Warrior", + "size": "Small", + "type": "Dragon", + "alignment": "neutral", + "armor_class": 14, + "hit_points": 7, + "hit_dice": "3d6 - 3", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 2, + "constitution": -1, + "intelligence": -1, + "wisdom": -2, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + }, + { + "name": "Sunlight Sensitivity", + "desc": "While in sunlight, the kobold has Disadvantage on ability checks and attack rolls." + } + ], + "actions": [ + { + "name": "Dagger", + "desc": "Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. 4 (1d4 + 2) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_kraken", + "name": "Kraken", + "size": "Gargantuan", + "type": "Monstrosity", + "alignment": "chaotic evil", + "armor_class": 18, + "hit_points": 481, + "hit_dice": "26d20 + 208", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 120 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 17, + "dexterity": 7, + "constitution": 15, + "intelligence": 6, + "wisdom": 11, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Abyssal, Celestial, Infernal, And Primordial but can't speak; telepathy 120 ft.", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + }, + { + "name": "Celestial", + "key": "celestial", + "desc": "Typical speakers are celestials" + }, + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + }, + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 23.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The kraken can breathe air and water." + }, + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the kraken fails a saving throw, it can choose to succeed instead." + }, + { + "name": "Siege Monster", + "desc": "The kraken deals double damage to objects and structures." + } + ], + "actions": [ + { + "name": "Fling", + "desc": "The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only." + }, + { + "name": "Lightning Strike", + "desc": "Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: 33 (6d10) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow." + }, + { + "name": "Storm Bolt", + "desc": "The kraken uses Lightning Strike." + }, + { + "name": "Swallow", + "desc": "Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Cover|XPHB|Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone." + }, + { + "name": "Tentacle", + "desc": "Melee Attack Roll: +17, reach 30 ft. 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends." + }, + { + "name": "Toxic Ink", + "desc": "Constitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again until the start of its next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_lamia", + "name": "Lamia", + "size": "Large", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 13, + "hit_points": 97, + "hit_dice": "13d10 + 26", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 2, + "intelligence": 2, + "wisdom": 2, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal, Common", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage." + }, + { + "name": "Corrupting Touch", + "desc": "Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions." + }, + { + "name": "Multiattack", + "desc": "The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch." + }, + { + "name": "Spellcasting", + "desc": "The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):\n\n- **At Will:** Disguise Self, Minor Illusion\n- **1/Day Each:** Geas, Major Image, Scrying" + }, + { + "name": "Leap", + "desc": "The lamia jumps up to 30 feet by spending 10 feet of movement." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_lemure", + "name": "Lemure", + "size": "Medium", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 9, + "hit_points": 9, + "hit_dice": "2d8", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": -3, + "constitution": 0, + "intelligence": -5, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Infernal but can't speak", + "data": [ + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Hellish Restoration", + "desc": "If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water." + } + ], + "actions": [ + { + "name": "Vile Slime", + "desc": "Melee Attack Roll: +2, reach 5 ft. 2 (1d4) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_lich", + "name": "Lich", + "size": "Medium", + "type": "Undead", + "alignment": "neutral evil", + "armor_class": 20, + "hit_points": 315, + "hit_dice": "42d8 + 126", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 10, + "constitution": 10, + "intelligence": 12, + "wisdom": 9, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "All", + "data": [] + }, + "challenge_rating": 21.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (4/Day, or 5/Day in Lair)", + "desc": "If the lich fails a saving throw, it can choose to succeed instead." + }, + { + "name": "Spirit Jar", + "desc": "If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair." + } + ], + "actions": [ + { + "name": "Deathly Teleport", + "desc": "The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage." + }, + { + "name": "Disrupt Life", + "desc": "Constitution Saving Throw: DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can't take this action again until the start of its next turn." + }, + { + "name": "Eldritch Burst", + "desc": "Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. 31 (4d12 + 5) Force damage." + }, + { + "name": "Frightening Gaze", + "desc": "The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can't take this action again until the start of its next turn." + }, + { + "name": "Multiattack", + "desc": "The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination." + }, + { + "name": "Paralyzing Touch", + "desc": "Melee Attack Roll: +12, reach 5 ft. 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich's next turn." + }, + { + "name": "Spellcasting", + "desc": "The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):\n\n- **At Will:** Detect Magic, Detect Thoughts, Dispel Magic, Fireball, Invisibility, Lightning Bolt, Mage Hand, Prestidigitation\n- **2/Day Each:** Animate Dead, Dimension Door, Plane Shift\n- **1/Day Each:** Chain Lightning, Finger of Death, Power Word Kill, Scrying" + }, + { + "name": "Protective Magic", + "desc": "The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_lion", + "name": "Lion", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 22, + "hit_dice": "4d10", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 0, + "intelligence": -4, + "wisdom": 1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + }, + { + "name": "Running Leap", + "desc": "With a 10-foot running start, the lion can Long Jump up to 25 feet." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The lion makes two Rend attacks. It can replace one attack with a use of Roar." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Slashing damage." + }, + { + "name": "Roar", + "desc": "Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion's next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_lizard", + "name": "Lizard", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 10, + "hit_points": 2, + "hit_dice": "1d4", + "speed": { + "walk": 20, + "unit": "feet", + "climb": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 0, + "constitution": 0, + "intelligence": -5, + "wisdom": -1, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Spider Climb", + "desc": "The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +2, reach 5 ft. 1 Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_mage", + "name": "Mage", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 15, + "hit_points": 81, + "hit_dice": "18d8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 2, + "constitution": 0, + "intelligence": 6, + "wisdom": 4, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common and any three languages", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Arcane Burst", + "desc": "Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. 16 (3d8 + 3) Force damage." + }, + { + "name": "Multiattack", + "desc": "The mage makes three Arcane Burst attacks." + }, + { + "name": "Spellcasting", + "desc": "The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):\n\n- **At Will:** Detect Magic, Light, Mage Armor, Mage Hand, Prestidigitation\n- **2/Day Each:** Fireball, Invisibility\n- **1/Day Each:** Cone of Cold, Fly" + }, + { + "name": "Misty Step", + "desc": "The mage casts Misty Step, using the same spellcasting ability as Spellcasting." + }, + { + "name": "Protective Magic", + "desc": "The mage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_magma-mephit", + "name": "Magma Mephit", + "size": "Small", + "type": "Elemental", + "alignment": "neutral evil", + "armor_class": 11, + "hit_points": 18, + "hit_dice": "4d6 + 4", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 1, + "constitution": 1, + "intelligence": -2, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Ignan, Terran)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Death Burst", + "desc": "The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +3, reach 5 ft. 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage." + }, + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire damage. Success: Half damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_magmin", + "name": "Magmin", + "size": "Small", + "type": "Elemental", + "alignment": "chaotic neutral", + "armor_class": 14, + "hit_points": 13, + "hit_dice": "3d6 + 3", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 2, + "constitution": 1, + "intelligence": -1, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Ignan)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Death Burst", + "desc": "The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage." + } + ], + "actions": [ + { + "name": "Touch", + "desc": "Melee Attack Roll: +4, reach 5 ft. 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn't being worn or carried, it starts burning." + }, + { + "name": "Ignited Illumination", + "desc": "The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_mammoth", + "name": "Mammoth", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 126, + "hit_dice": "11d12 + 55", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 10, + "dexterity": -1, + "constitution": 8, + "intelligence": -4, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Gore", + "desc": "Melee Attack Roll: +10, reach 10 ft. 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition." + }, + { + "name": "Multiattack", + "desc": "The mammoth makes two Gore attacks." + }, + { + "name": "Trample", + "desc": "Dexterity Saving Throw: DC 18, one creature within 5 feet that has the Prone condition. Failure: 29 (4d10 + 7) Bludgeoning damage. Success: Half damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_manticore", + "name": "Manticore", + "size": "Large", + "type": "Monstrosity", + "alignment": "lawful evil", + "armor_class": 14, + "hit_points": 68, + "hit_dice": "8d10 + 24", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 50 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 3, + "constitution": 3, + "intelligence": -2, + "wisdom": 1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The manticore makes three attacks, using Rend or Tail Spike in any combination." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Slashing damage." + }, + { + "name": "Tail Spike", + "desc": "Ranged Attack Roll: +5, range 100/200 ft. 7 (1d8 + 3) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_marilith", + "name": "Marilith", + "size": "Large", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 16, + "hit_points": 220, + "hit_dice": "21d10 + 105", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 9, + "dexterity": 5, + "constitution": 10, + "intelligence": 4, + "wisdom": 8, + "charisma": 10 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal; telepathy 120 ft.", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + } + ] + }, + "challenge_rating": 16.0, + "xp": 0, + "traits": [ + { + "name": "Demonic Restoration", + "desc": "If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss." + }, + { + "name": "Magic Resistance", + "desc": "The marilith has Advantage on saving throws against spells and other magical effects." + }, + { + "name": "Reactive", + "desc": "The marilith can take one Reaction on every turn of combat." + } + ], + "actions": [ + { + "name": "Constrict", + "desc": "Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends." + }, + { + "name": "Multiattack", + "desc": "The marilith makes six Pact Blade attacks and uses Constrict." + }, + { + "name": "Pact Blade", + "desc": "Melee Attack Roll: +10, reach 5 ft. 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage." + }, + { + "name": "Teleport", + "desc": "The marilith teleports up to 120 feet to an unoccupied space it can see." + }, + { + "name": "Parry", + "desc": "_Trigger:_ The marilith is hit by a melee attack roll while holding a weapon. _Response:_ The marilith adds 5 to its AC against that attack, possibly causing it to miss." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_mastiff", + "name": "Mastiff", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 5, + "hit_dice": "1d8 + 1", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 2, + "constitution": 1, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +3, reach 5 ft. 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_medusa", + "name": "Medusa", + "size": "Medium", + "type": "Monstrosity", + "alignment": "lawful evil", + "armor_class": 15, + "hit_points": 127, + "hit_dice": "17d8 + 51", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 3, + "constitution": 3, + "intelligence": 1, + "wisdom": 4, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +6, reach 5 ft. 10 (2d6 + 3) Slashing damage." + }, + { + "name": "Multiattack", + "desc": "The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks." + }, + { + "name": "Poison Ray", + "desc": "Ranged Attack Roll: +5, range 150 ft. 11 (2d8 + 2) Poison damage." + }, + { + "name": "Snake Hair", + "desc": "Melee Attack Roll: +6, reach 5 ft. 5 (1d4 + 3) Piercing damage plus 14 (4d6) Poison damage." + }, + { + "name": "Petrifying Gaze", + "desc": "Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure The target has the Petrified condition instead of the Restrained condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_merfolk-skirmisher", + "name": "Merfolk Skirmisher", + "size": "Medium", + "type": "Elemental", + "alignment": "neutral", + "armor_class": 11, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 10, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 1, + "constitution": 1, + "intelligence": 0, + "wisdom": 2, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Primordial (Aquan)", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The merfolk can breathe air and water." + } + ], + "actions": [ + { + "name": "Ocean Spear", + "desc": "Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. HitomThe spear magically returns to the merfolk's hand immediately after a ranged attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_merrow", + "name": "Merrow", + "size": "Large", + "type": "Monstrosity", + "alignment": "chaotic evil", + "armor_class": 13, + "hit_points": 45, + "hit_dice": "6d10 + 12", + "speed": { + "walk": 10, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 2, + "intelligence": -1, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal, Primordial (Aquan)", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + }, + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The merrow can breathe air and water." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6, reach 5 ft. 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +6, reach 5 ft. 9 (2d4 + 4) Slashing damage." + }, + { + "name": "Harpoon", + "desc": "Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself." + }, + { + "name": "Multiattack", + "desc": "The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_mimic", + "name": "Mimic", + "size": "Medium", + "type": "Monstrosity", + "alignment": "neutral", + "armor_class": 12, + "hit_points": 58, + "hit_dice": "9d8 + 18", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 2, + "intelligence": -3, + "wisdom": 1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Adhesive (Object Form Only)", + "desc": "The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5 (with Advantage if the target is Grappled by the mimic), reach 5 ft. 7 (1d8 + 3) Piercing damage\u2014or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic\u2014plus 4 (1d8) Acid damage." + }, + { + "name": "Pseudopod", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Bludgeoning damage plus 4 (1d8) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage." + }, + { + "name": "Shape-Shift", + "desc": "The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_minotaur-of-baphomet", + "name": "Minotaur of Baphomet", + "size": "Large", + "type": "Monstrosity", + "alignment": "chaotic evil", + "armor_class": 14, + "hit_points": 85, + "hit_dice": "10d10 + 30", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 3, + "intelligence": -2, + "wisdom": 3, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Abyssal Glaive", + "desc": "Melee Attack Roll: +6, reach 10 ft. 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage." + }, + { + "name": "Gore", + "desc": "Melee Attack Roll: +6, reach 5 ft. 18 (4d6 + 4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_minotaur-skeleton", + "name": "Minotaur Skeleton", + "size": "Large", + "type": "Undead", + "alignment": "lawful evil", + "armor_class": 12, + "hit_points": 45, + "hit_dice": "6d10 + 12", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 2, + "intelligence": -2, + "wisdom": -1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Abyssal but can't speak", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Gore", + "desc": "Melee Attack Roll: +6, reach 5 ft. 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition." + }, + { + "name": "Slam", + "desc": "Melee Attack Roll: +6, reach 5 ft. 15 (2d10 + 4) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_mule", + "name": "Mule", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 10, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 1, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [ + { + "name": "Beast of Burden", + "desc": "The mule counts as one size larger for the purpose of determining its carrying capacity." + } + ], + "actions": [ + { + "name": "Hooves", + "desc": "Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_mummy", + "name": "Mummy", + "size": "Small", + "type": "Undead", + "alignment": "lawful evil", + "armor_class": 11, + "hit_points": 58, + "hit_dice": "9d8 + 18", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": -1, + "constitution": 2, + "intelligence": -2, + "wisdom": 3, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus two other languages", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Dreadful Glare", + "desc": "Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for 24 hours." + }, + { + "name": "Multiattack", + "desc": "The mummy makes two Rotting Fist attacks and uses Dreadful Glare." + }, + { + "name": "Rotting Fist", + "desc": "Melee Attack Roll: +5, reach 5 ft. 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_mummy-lord", + "name": "Mummy Lord", + "size": "Small", + "type": "Undead", + "alignment": "lawful evil", + "armor_class": 17, + "hit_points": 187, + "hit_dice": "25d8 + 75", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 3, + "intelligence": 5, + "wisdom": 9, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus three other languages", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 15.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the mummy fails a saving throw, it can choose to succeed instead." + }, + { + "name": "Magic Resistance", + "desc": "The mummy has Advantage on saving throws against spells and other magical effects." + }, + { + "name": "Undead Restoration", + "desc": "If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire." + } + ], + "actions": [ + { + "name": "Channel Negative Energy", + "desc": "Ranged Attack Roll: +9, range 60 ft. 25 (6d6 + 4) Necrotic damage." + }, + { + "name": "Dread Command", + "desc": "The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can't take this action again until the start of its next turn." + }, + { + "name": "Dreadful Glare", + "desc": "Wisdom Saving Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy's next turn." + }, + { + "name": "Glare", + "desc": "The mummy uses Dreadful Glare. The mummy can't take this action again until the start of its next turn." + }, + { + "name": "Multiattack", + "desc": "The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare." + }, + { + "name": "Necrotic Strike", + "desc": "The mummy makes one Rotting Fist or Channel Negative Energy attack." + }, + { + "name": "Rotting Fist", + "desc": "Melee Attack Roll: +9, reach 5 ft. 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack." + }, + { + "name": "Spellcasting", + "desc": "The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):\n\n- **At Will:** Dispel Magic, Thaumaturgy\n- **1/Day Each:** Animate Dead, Harm, Insect Plague" + }, + { + "name": "Whirlwind of Sand", + "desc": "_Trigger:_ The mummy is hit by an attack roll. _Response:_ The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy\u2019s next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_nalfeshnee", + "name": "Nalfeshnee", + "size": "Large", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 18, + "hit_points": 184, + "hit_dice": "16d10 + 96", + "speed": { + "walk": 20, + "unit": "feet", + "fly": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 0, + "constitution": 11, + "intelligence": 9, + "wisdom": 6, + "charisma": 7 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal; telepathy 120 ft.", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + } + ] + }, + "challenge_rating": 13.0, + "xp": 0, + "traits": [ + { + "name": "Demonic Restoration", + "desc": "If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss." + }, + { + "name": "Magic Resistance", + "desc": "The nalfeshnee has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The nalfeshnee makes three Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +10, reach 10 ft. 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage." + }, + { + "name": "Teleport", + "desc": "The nalfeshnee teleports up to 120 feet to an unoccupied space it can see." + }, + { + "name": "Horror Nimbus", + "desc": "Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight. Success: The target is immune to this nalfeshnee's Horror Nimbus for 24 hours." + }, + { + "name": "Pursuit", + "desc": "_Trigger:_ Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. _Response:_ The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_night-hag", + "name": "Night Hag", + "size": "Medium", + "type": "Fiend", + "alignment": "neutral evil", + "armor_class": 17, + "hit_points": 112, + "hit_dice": "15d8 + 45", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 3, + "intelligence": 3, + "wisdom": 2, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal, Common, Infernal, Primordial", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + }, + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Magic Resistance", + "desc": "The hag has Advantage on saving throws against spells and other magical effects." + }, + { + "name": "Soul Bag", + "desc": "The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting action. The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The hag can create a new bag after 7 days." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +7, reach 5 ft. 13 (2d8 + 4) Slashing damage." + }, + { + "name": "Multiattack", + "desc": "The hag makes two Claw attacks." + }, + { + "name": "Nightmare Haunting", + "desc": "While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell's messenger, and the target must be a creature the hag can see on the Material Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell. If the target takes damage from the Dream spell, the target's Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag's soul bag, and the target can't be raised from the dead until its soul is released.\n\n- **At Will:**\n- **1/Day Each:** Dream, Protection from Evil and Good, Magic Circle" + }, + { + "name": "Spellcasting", + "desc": "The hag casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14):\n\n- **At Will:** Detect Magic, Etherealness, Magic Missile\n- **2/Day Each:** Phantasmal Killer, Plane Shift" + }, + { + "name": "Shape-Shift", + "desc": "The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_nightmare", + "name": "Nightmare", + "size": "Large", + "type": "Fiend", + "alignment": "neutral evil", + "armor_class": 13, + "hit_points": 68, + "hit_dice": "8d10 + 24", + "speed": { + "walk": 60, + "unit": "feet", + "fly": 90, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 3, + "intelligence": 0, + "wisdom": 1, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Abyssal, Common, And Infernal but can't speak", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Confer Fire Resistance", + "desc": "The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare." + }, + { + "name": "Illumination", + "desc": "The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet." + } + ], + "actions": [ + { + "name": "Ethereal Stride", + "desc": "The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa." + }, + { + "name": "Hooves", + "desc": "Melee Attack Roll: +6, reach 5 ft. 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_noble", + "name": "Noble", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 15, + "hit_points": 9, + "hit_dice": "2d8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 1, + "constitution": 0, + "intelligence": 1, + "wisdom": 2, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus two other languages", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Rapier", + "desc": "Melee Attack Roll: +3, reach 5 ft. 5 (1d8 + 1) Piercing damage." + }, + { + "name": "Parry", + "desc": "_Trigger_: The noble is hit by a melee attack roll while holding a weapon. _Response:_ The noble adds 2 to its AC against that attack, possibly causing it to miss." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ochre-jelly", + "name": "Ochre Jelly", + "size": "Large", + "type": "Ooze", + "alignment": "unaligned", + "armor_class": 8, + "hit_points": 52, + "hit_dice": "7d10 + 14", + "speed": { + "walk": 20, + "unit": "feet", + "climb": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": -2, + "constitution": 2, + "intelligence": -4, + "wisdom": -2, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Amorphous", + "desc": "The jelly can move through a space as narrow as 1 inch without expending extra movement to do so." + }, + { + "name": "Spider Climb", + "desc": "The jelly can climb difficult surfaces, including along ceilings, without needing to make an ability check." + } + ], + "actions": [ + { + "name": "Pseudopod", + "desc": "Melee Attack Roll: +4, reach 5 ft. 12 (3d6 + 2) Acid damage." + }, + { + "name": "Split", + "desc": "_Trigger:_ While the jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. _Response:_ The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. The original jelly\u2019s Hit Points are divided evenly between the new jellies (round down)." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_octopus", + "name": "Octopus", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 3, + "hit_dice": "1d6", + "speed": { + "walk": 5, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -3, + "dexterity": 2, + "constitution": 30, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Compression", + "desc": "The octopus can move through a space as narrow as 1 inch without expending extra movement to do so." + }, + { + "name": "Water Breathing", + "desc": "The octopus can breathe only underwater." + } + ], + "actions": [ + { + "name": "Ink Cloud", + "desc": "_Trigger:_ A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink." + }, + { + "name": "Tentacles", + "desc": "Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ogre", + "name": "Ogre", + "size": "Large", + "type": "Giant", + "alignment": "chaotic evil", + "armor_class": 11, + "hit_points": 68, + "hit_dice": "8d10 + 24", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": -1, + "constitution": 3, + "intelligence": -3, + "wisdom": -2, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Giant", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Greatclub", + "desc": "Melee Attack Roll: +6, reach 5 ft. 13 (2d8 + 4) Bludgeoning damage." + }, + { + "name": "Javelin", + "desc": "Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. 11 (2d6 + 4) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_ogre-zombie", + "name": "Ogre Zombie", + "size": "Large", + "type": "Undead", + "alignment": "neutral evil", + "armor_class": 8, + "hit_points": 85, + "hit_dice": "9d10 + 36", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": -2, + "constitution": 4, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common and Giant but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Undead Fortitude", + "desc": "If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead." + } + ], + "actions": [ + { + "name": "Slam", + "desc": "Melee Attack Roll: +6, reach 5 ft. 13 (2d8 + 4) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_oni", + "name": "Oni", + "size": "Large", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 17, + "hit_points": 119, + "hit_dice": "14d10 + 42", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 30, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 3, + "constitution": 6, + "intelligence": 2, + "wisdom": 4, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Giant", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 7.0, + "xp": 0, + "traits": [ + { + "name": "Regeneration", + "desc": "The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +7, reach 10 ft. 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage." + }, + { + "name": "Multiattack", + "desc": "The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting." + }, + { + "name": "Nightmare Ray", + "desc": "Ranged Attack Roll: +5, range 60 ft. 9 (2d6 + 2) Psychic damage, and the target has the Frightened condition until the start of the oni's next turn." + }, + { + "name": "Shape-Shift", + "desc": "The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed." + }, + { + "name": "Spellcasting", + "desc": "The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):\n\n- **At Will:**\n- **1/Day Each:** Charm Person, Darkness, Gaseous Form, Sleep" + }, + { + "name": "Invisibility", + "desc": "The oni casts Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_otyugh", + "name": "Otyugh", + "size": "Large", + "type": "Aberration", + "alignment": "neutral", + "armor_class": 14, + "hit_points": 104, + "hit_dice": "11d10 + 44", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 0, + "constitution": 7, + "intelligence": -2, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Otyugh; telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically)", + "data": [] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6, reach 5 ft. 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the target. Success: The Poisoned condition ends." + }, + { + "name": "Multiattack", + "desc": "The otyugh makes one Bite attack and two Tentacle attacks." + }, + { + "name": "Tentacle", + "desc": "Melee Attack Roll: +6, reach 10 ft. 12 (2d8 + 3) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two tentacles." + }, + { + "name": "Tentacle Slam", + "desc": "Constitution Saving Throw: DC 14, each creature Grappled by the otyugh. Failure: 16 (3d8 + 3) Bludgeoning damage, and the target has the Stunned condition until the start of the otyugh's next turn. Success: Half damage only." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_owl", + "name": "Owl", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 1, + "hit_dice": "1d4 - 1", + "speed": { + "walk": 5, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 1, + "constitution": -1, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Flyby", + "desc": "The owl doesn't provoke Opportunity Attacks when it flies out of an enemy's reach." + } + ], + "actions": [ + { + "name": "Talons", + "desc": "Melee Attack Roll: +3, reach 5 ft. 1 Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_owlbear", + "name": "Owlbear", + "size": "Large", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 59, + "hit_dice": "7d10 + 21", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 1, + "constitution": 3, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The owlbear makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +7, reach 5 ft. 14 (2d8 + 5) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_panther", + "name": "Panther", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 13, + "hit_dice": "3d8", + "speed": { + "walk": 50, + "unit": "feet", + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 3, + "constitution": 0, + "intelligence": -4, + "wisdom": 2, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Rend", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Slashing damage." + }, + { + "name": "Nimble Escape", + "desc": "The panther takes the Disengage or Hide action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_pegasus", + "name": "Pegasus", + "size": "Large", + "type": "Celestial", + "alignment": "chaotic good", + "armor_class": 12, + "hit_points": 59, + "hit_dice": "7d10 + 21", + "speed": { + "walk": 60, + "unit": "feet", + "fly": 90 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 4, + "constitution": 5, + "intelligence": 0, + "wisdom": 4, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Celestial, Common, Elvish, And Sylvan but can't speak", + "data": [ + { + "name": "Celestial", + "key": "celestial", + "desc": "Typical speakers are celestials" + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Hooves", + "desc": "Melee Attack Roll: +6, reach 5 ft. 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_phase-spider", + "name": "Phase Spider", + "size": "Large", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 45, + "hit_dice": "7d10 + 7", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 3, + "constitution": 1, + "intelligence": -2, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Ethereal Sight", + "desc": "The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa." + }, + { + "name": "Spider Climb", + "desc": "The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check." + }, + { + "name": "Web Walker", + "desc": "The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition." + }, + { + "name": "Multiattack", + "desc": "The spider makes two Bite attacks." + }, + { + "name": "Ethereal Jaunt", + "desc": "The spider teleports from the Material Plane to the Ethereal Plane or vice versa." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_piranha", + "name": "Piranha", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 1, + "hit_dice": "1d4 - 1", + "speed": { + "walk": 5, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 3, + "constitution": -1, + "intelligence": -5, + "wisdom": -2, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Water Breathing", + "desc": "The piranha can breathe only underwater." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. 1 Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_pirate", + "name": "Pirate", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 14, + "hit_points": 33, + "hit_dice": "6d8 + 6", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 5, + "constitution": 1, + "intelligence": -1, + "wisdom": 1, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Dagger", + "desc": "Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. 5 (1d4 + 3) Piercing damage." + }, + { + "name": "Enthralling Panache", + "desc": "Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn." + }, + { + "name": "Multiattack", + "desc": "The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_pirate-captain", + "name": "Pirate Captain", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 17, + "hit_points": 84, + "hit_dice": "13d8 + 26", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 7, + "constitution": 2, + "intelligence": 0, + "wisdom": 5, + "charisma": 6 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The pirate makes three attacks, using Rapier or Pistol in any combination." + }, + { + "name": "Pistol", + "desc": "Ranged Attack Roll: +7, range 30/90 ft. 15 (2d10 + 4) Piercing damage." + }, + { + "name": "Rapier", + "desc": "Melee Attack Roll: +7, reach 5 ft. 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn." + }, + { + "name": "Captain's Charm", + "desc": "Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn." + }, + { + "name": "Riposte", + "desc": "_Trigger:_ The pirate is hit by a melee attack roll while holding a weapon. _Response:_ The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_pit-fiend", + "name": "Pit Fiend", + "size": "Large", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 21, + "hit_points": 337, + "hit_dice": "27d10 + 189", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 8, + "constitution": 7, + "intelligence": 6, + "wisdom": 10, + "charisma": 7 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Infernal; telepathy 120 ft.", + "data": [ + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 20.0, + "xp": 0, + "traits": [ + { + "name": "Diabolical Restoration", + "desc": "If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells." + }, + { + "name": "Fear Aura", + "desc": "The pit fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend's aura for 24 hours." + }, + { + "name": "Legendary Resistance (4/Day)", + "desc": "If the pit fiend fails a saving throw, it can choose to succeed instead." + }, + { + "name": "Magic Resistance", + "desc": "The pit fiend has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +14, reach 10 ft. 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 21. Failure: The target has the Poisoned condition. While Poisoned, the target can't regain Hit Points and takes 21 (6d6) Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + }, + { + "name": "Devilish Claw", + "desc": "Melee Attack Roll: +14, reach 10 ft. 26 (4d8 + 8) Necrotic damage." + }, + { + "name": "Fiery Mace", + "desc": "Melee Attack Roll: +14, reach 10 ft. 22 (4d6 + 8) Force damage plus 21 (6d6) Fire damage." + }, + { + "name": "Hellfire Spellcasting", + "desc": "The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.\n\n- **At Will:**" + }, + { + "name": "Multiattack", + "desc": "The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_planetar", + "name": "Planetar", + "size": "Large", + "type": "Celestial", + "alignment": "lawful good", + "armor_class": 19, + "hit_points": 262, + "hit_dice": "21d10 + 147", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 120, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 12, + "dexterity": 5, + "constitution": 12, + "intelligence": 4, + "wisdom": 11, + "charisma": 12 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "All; telepathy 120 ft.", + "data": [] + }, + "challenge_rating": 16.0, + "xp": 0, + "traits": [ + { + "name": "Divine Awareness", + "desc": "The planetar knows if it hears a lie." + }, + { + "name": "Exalted Restoration", + "desc": "If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia." + }, + { + "name": "Magic Resistance", + "desc": "The planetar has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Holy Burst", + "desc": "Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere [Area of Effect]|XPHB|Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The planetar makes three Radiant Sword attacks or uses Holy Burst twice." + }, + { + "name": "Radiant Sword", + "desc": "Melee Attack Roll: +12, reach 10 ft. 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage." + }, + { + "name": "Spellcasting", + "desc": "The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):\n\n- **At Will:** Detect Evil and Good\n- **1/Day Each:** Commune, Control Weather, Dispel Evil and Good, Raise Dead" + }, + { + "name": "Divine Aid", + "desc": "The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_plesiosaurus", + "name": "Plesiosaurus", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 68, + "hit_dice": "8d10 + 24", + "speed": { + "walk": 20, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 3, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Hold Breath", + "desc": "The plesiosaurus can hold its breath for 1 hour." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6, reach 10 ft. 11 (2d6 + 4) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_polar-bear", + "name": "Polar Bear", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 42, + "hit_dice": "5d10 + 15", + "speed": { + "walk": 40, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 2, + "constitution": 3, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The bear makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +7, reach 5 ft. 9 (1d8 + 5) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_pony", + "name": "Pony", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 10, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 1, + "intelligence": -4, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Hooves", + "desc": "Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_priest", + "name": "Priest", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 13, + "hit_points": 38, + "hit_dice": "7d8 + 7", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 0, + "constitution": 1, + "intelligence": 1, + "wisdom": 3, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Mace", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage." + }, + { + "name": "Multiattack", + "desc": "The priest makes two attacks, using Mace or Radiant Flame in any combination." + }, + { + "name": "Radiant Flame", + "desc": "Ranged Attack Roll: +5, range 60 ft. 11 (2d10) Radiant damage." + }, + { + "name": "Spellcasting", + "desc": "The priest casts one of the following spells, using Wisdom as the spellcasting ability:\n\n- **At Will:** Light, Thaumaturgy\n- **1/Day Each:** Spirit Guardians" + }, + { + "name": "Divine Aid", + "desc": "The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_priest-acolyte", + "name": "Priest Acolyte", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 13, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 0, + "constitution": 1, + "intelligence": 0, + "wisdom": 2, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Mace", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage." + }, + { + "name": "Radiant Flame", + "desc": "Ranged Attack Roll: +4, range 60 ft. 7 (2d6) Radiant damage." + }, + { + "name": "Spellcasting", + "desc": "The priest casts one of the following spells, using Wisdom as the spellcasting ability:\n\n- **At Will:** Light, Thaumaturgy" + }, + { + "name": "Divine Aid", + "desc": "The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_pseudodragon", + "name": "Pseudodragon", + "size": "Small", + "type": "Dragon", + "alignment": "neutral good", + "armor_class": 14, + "hit_points": 10, + "hit_dice": "3d4 + 3", + "speed": { + "walk": 15, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 2, + "constitution": 1, + "intelligence": 0, + "wisdom": 1, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common and Draconic but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Magic Resistance", + "desc": "The pseudodragon has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The pseudodragon makes two Bite attacks." + }, + { + "name": "Sting", + "desc": "Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_pteranodon", + "name": "Pteranodon", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 13, + "hit_dice": "3d8", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 2, + "constitution": 0, + "intelligence": -4, + "wisdom": -1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Flyby", + "desc": "The pteranodon doesn't provoke an Opportunity Attack when it flies out of an enemy's reach." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_purple-worm", + "name": "Purple Worm", + "size": "Gargantuan", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 18, + "hit_points": 247, + "hit_dice": "15d20 + 90", + "speed": { + "walk": 50, + "unit": "feet", + "burrow": 50 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 9, + "dexterity": -2, + "constitution": 11, + "intelligence": -5, + "wisdom": 4, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 15.0, + "xp": 0, + "traits": [ + { + "name": "Tunneler", + "desc": "The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +14, reach 10 ft. 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition until the grapple ends." + }, + { + "name": "Multiattack", + "desc": "The worm makes one Bite attack and one Tail Stinger attack." + }, + { + "name": "Tail Stinger", + "desc": "Melee Attack Roll: +14, reach 10 ft. 16 (2d6 + 9) Piercing damage plus 35 (10d6) Poison damage." + }, + { + "name": "Swallow", + "desc": "Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the worm (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the worm, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, has Cover|XPHB|Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone condition. If the worm dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_quasit", + "name": "Quasit", + "size": "Small", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 13, + "hit_points": 25, + "hit_dice": "10d4", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -3, + "dexterity": 3, + "constitution": 0, + "intelligence": -2, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal, Common", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Magic Resistance", + "desc": "The quasit has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Invisibility", + "desc": "The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's next turn." + }, + { + "name": "Scare", + "desc": "Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + }, + { + "name": "Shape-Shift", + "desc": "The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_rakshasa", + "name": "Rakshasa", + "size": "Medium", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 17, + "hit_points": 221, + "hit_dice": "26d8 + 104", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 3, + "constitution": 4, + "intelligence": 1, + "wisdom": 3, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Infernal", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 13.0, + "xp": 0, + "traits": [ + { + "name": "Fiendish Restoration", + "desc": "If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells." + }, + { + "name": "Greater Magic Resistance", + "desc": "The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment." + } + ], + "actions": [ + { + "name": "Baleful Command", + "desc": "Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa's next turn." + }, + { + "name": "Cursed Touch", + "desc": "Melee Attack Roll: +10, reach 5 ft. 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short Rest|XPHB|Short or Long Rest." + }, + { + "name": "Multiattack", + "desc": "The rakshasa makes three Cursed Touch attacks." + }, + { + "name": "Spellcasting", + "desc": "The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):\n\n- **At Will:** Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion\n- **1/Day Each:** Fly, Invisibility, Major Image, Plane Shift" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_rat", + "name": "Rat", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 10, + "hit_points": 1, + "hit_dice": "1d4 - 1", + "speed": { + "walk": 20, + "unit": "feet", + "climb": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 0, + "constitution": -1, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Agile", + "desc": "The rat doesn't provoke Opportunity Attacks when it moves out of an enemy's reach." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +2, reach 5 ft. 1 Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_raven", + "name": "Raven", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 2, + "hit_dice": "1d4", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 50 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 2, + "constitution": 0, + "intelligence": -3, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Mimicry", + "desc": "The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check." + } + ], + "actions": [ + { + "name": "Beak", + "desc": "Melee Attack Roll: +4, reach 5 ft. 1 Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_red-dragon-wyrmling", + "name": "Red Dragon Wyrmling", + "size": "Medium", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 17, + "hit_points": 75, + "hit_dice": "10d8 + 30", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60, + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 3, + "intelligence": 1, + "wisdom": 2, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +6, reach 5 ft. 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_reef-shark", + "name": "Reef Shark", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 22, + "hit_dice": "4d8 + 4", + "speed": { + "walk": 5, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 1, + "intelligence": -5, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + }, + { + "name": "Water Breathing", + "desc": "The shark can breathe only underwater." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 7 (2d4 + 2) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_remorhaz", + "name": "Remorhaz", + "size": "Huge", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 17, + "hit_points": 195, + "hit_dice": "17d12 + 85", + "speed": { + "walk": 40, + "unit": "feet", + "burrow": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 7, + "dexterity": 1, + "constitution": 5, + "intelligence": -3, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 11.0, + "xp": 0, + "traits": [ + { + "name": "Heat Aura", + "desc": "At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +11, reach 10 ft. 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained condition until the grapple ends." + }, + { + "name": "Swallow", + "desc": "Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the remorhaz (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the remorhaz, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, it has Cover|XPHB|Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse by using 15 feet of movement, exiting Prone." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_rhinoceros", + "name": "Rhinoceros", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 45, + "hit_dice": "6d10 + 12", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": -1, + "constitution": 2, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Gore", + "desc": "Melee Attack Roll: +7, reach 5 ft. 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_riding-horse", + "name": "Riding Horse", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 13, + "hit_dice": "2d10 + 2", + "speed": { + "walk": 60, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 1, + "intelligence": -4, + "wisdom": 0, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Hooves", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_roc", + "name": "Roc", + "size": "Gargantuan", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 15, + "hit_points": 248, + "hit_dice": "16d20 + 80", + "speed": { + "walk": 20, + "unit": "feet", + "fly": 120 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 9, + "dexterity": 4, + "constitution": 5, + "intelligence": -4, + "wisdom": 4, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 11.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Beak", + "desc": "Melee Attack Roll: +13, reach 10 ft. 28 (3d12 + 9) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The roc makes two Beak attacks. It can replace one attack with a Talons attack." + }, + { + "name": "Talons", + "desc": "Melee Attack Roll: +13, reach 5 ft. 23 (4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends." + }, + { + "name": "Swoop", + "desc": "If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_roper", + "name": "Roper", + "size": "Large", + "type": "Aberration", + "alignment": "neutral evil", + "armor_class": 20, + "hit_points": 93, + "hit_dice": "11d10 + 33", + "speed": { + "walk": 10, + "unit": "feet", + "climb": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": -1, + "constitution": 3, + "intelligence": -2, + "wisdom": 3, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Spider Climb", + "desc": "The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +7, reach 5 ft. 17 (3d8 + 4) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks." + }, + { + "name": "Reel", + "desc": "The roper pulls each creature Grappled by it up to 30 feet straight toward it." + }, + { + "name": "Tentacle", + "desc": "Melee Attack Roll: +7, reach 60 ft. The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends. The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_rust-monster", + "name": "Rust Monster", + "size": "Medium", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 33, + "hit_dice": "6d8 + 6", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 1, + "constitution": 1, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Iron Scent", + "desc": "The rust monster can pinpoint the location of ferrous metal within 30 feet of itself." + } + ], + "actions": [ + { + "name": "Antennae", + "desc": "The rust monster targets one nonmagical metal object\u2014armor or a weapon\u2014worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the creature with the object. Failure: The object takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penalty reaches -5. The penalty can be removed by casting the Mending spell on the armor or weapon." + }, + { + "name": "Bite", + "desc": "Melee Attack Roll: +3, reach 5 ft. 5 (1d8 + 1) Piercing damage." + }, + { + "name": "Destroy Metal", + "desc": "The rust monster touches a nonmagical metal object within 5 feet of itself that isn't being worn or carried. The touch destroys a 1-foot Cube [Area of Effect]|XPHB|Cube of the object." + }, + { + "name": "Multiattack", + "desc": "The rust monster makes one Bite attack and uses Antennae twice." + }, + { + "name": "Reflexive Antennae", + "desc": "_Trigger:_ An attack roll hits the rust monster. _Response:_ The rust monster uses **Antennae**." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_saber-toothed-tiger", + "name": "Saber-Toothed Tiger", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 52, + "hit_dice": "7d10 + 14", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 5, + "constitution": 2, + "intelligence": -4, + "wisdom": 1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Running Leap", + "desc": "With a 10-foot running start, the tiger can Long Jump up to 25 feet." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The tiger makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +6, reach 5 ft. 11 (2d6 + 4) Slashing damage." + }, + { + "name": "Nimble Escape", + "desc": "The tiger takes the Disengage or Hide action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_sahuagin-warrior", + "name": "Sahuagin Warrior", + "size": "Medium", + "type": "Fiend", + "alignment": "lawful evil", + "armor_class": 12, + "hit_points": 22, + "hit_dice": "4d8 + 4", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 0, + "constitution": 1, + "intelligence": 1, + "wisdom": 1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Sahuagin", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Blood Frenzy", + "desc": "The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points." + }, + { + "name": "Limited Amphibiousness", + "desc": "The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water." + }, + { + "name": "Shark Telepathy", + "desc": "The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +3, reach 5 ft. 4 (1d6 + 1) Slashing damage." + }, + { + "name": "Multiattack", + "desc": "The sahuagin makes two Claw attacks." + }, + { + "name": "Aquatic Charge", + "desc": "The sahuagin swims up to its Swim Speed straight toward an enemy it can see." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_salamander", + "name": "Salamander", + "size": "Large", + "type": "Elemental", + "alignment": "neutral evil", + "armor_class": 15, + "hit_points": 90, + "hit_dice": "12d10 + 24", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 2, + "intelligence": 0, + "wisdom": 0, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Ignan)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Fire Aura", + "desc": "At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage." + } + ], + "actions": [ + { + "name": "Constrict", + "desc": "Strength Saving Throw: DC 15, one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends." + }, + { + "name": "Flame Spear", + "desc": "Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. HitomThe spear magically returns to the salamander's hand immediately after a ranged attack." + }, + { + "name": "Multiattack", + "desc": "The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_satyr", + "name": "Satyr", + "size": "Medium", + "type": "Fey", + "alignment": "chaotic neutral", + "armor_class": 13, + "hit_points": 31, + "hit_dice": "7d8", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 3, + "constitution": 0, + "intelligence": 1, + "wisdom": 0, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Elvish, Sylvan", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Magic Resistance", + "desc": "The satyr has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Hooves", + "desc": "Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself." + }, + { + "name": "Mockery", + "desc": "Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_scorpion", + "name": "Scorpion", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 1, + "hit_dice": "1d4 - 1", + "speed": { + "walk": 10, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 0, + "constitution": -1, + "intelligence": -5, + "wisdom": -1, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Sting", + "desc": "Melee Attack Roll: +2, reach 5 ft. 1 Piercing damage plus 3 (1d6) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_scout", + "name": "Scout", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 13, + "hit_points": 16, + "hit_dice": "3d8 + 3", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 2, + "constitution": 1, + "intelligence": 0, + "wisdom": 1, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Longbow", + "desc": "Ranged Attack Roll: +4, range 150/600 ft. 6 (1d8 + 2) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The scout makes two attacks, using Shortsword and Longbow in any combination." + }, + { + "name": "Shortsword", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_sea-hag", + "name": "Sea Hag", + "size": "Medium", + "type": "Fey", + "alignment": "chaotic evil", + "armor_class": 14, + "hit_points": 52, + "hit_dice": "7d8 + 21", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 3, + "intelligence": 1, + "wisdom": 1, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Giant, Primordial (Aquan)", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + }, + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The hag can breathe air and water." + }, + { + "name": "Vile Appearance", + "desc": "Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag's Vile Appearance for 24 hours." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Slashing damage." + }, + { + "name": "Death Glare", + "desc": "Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within 30 feet. Failure: If the target has 20 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage." + }, + { + "name": "Illusory Appearance", + "desc": "The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell's duration is 24 hours." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_seahorse", + "name": "Seahorse", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 1, + "hit_dice": "1d4 - 1", + "speed": { + "walk": 5, + "unit": "feet", + "swim": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -5, + "dexterity": 1, + "constitution": -1, + "intelligence": -5, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Water Breathing", + "desc": "The seahorse can breathe only underwater." + } + ], + "actions": [ + { + "name": "Bubble Dash", + "desc": "While underwater, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_shadow", + "name": "Shadow", + "size": "Medium", + "type": "Undead", + "alignment": "chaotic evil", + "armor_class": 12, + "hit_points": 27, + "hit_dice": "5d8 + 5", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 2, + "constitution": 1, + "intelligence": -2, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Amorphous", + "desc": "The shadow can move through a space as narrow as 1 inch without expending extra movement to do so." + }, + { + "name": "Sunlight Weakness", + "desc": "While in sunlight, the shadow has Disadvantage on D20 Test." + } + ], + "actions": [ + { + "name": "Draining Swipe", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later." + }, + { + "name": "Shadow Stealth", + "desc": "While in Dim Light or darkness, the shadow takes the Hide action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_shambling-mound", + "name": "Shambling Mound", + "size": "Large", + "type": "Plant", + "alignment": "unaligned", + "armor_class": 15, + "hit_points": 110, + "hit_dice": "13d10 + 39", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": -1, + "constitution": 3, + "intelligence": -3, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Lightning Absorption", + "desc": "Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt." + } + ], + "actions": [ + { + "name": "Charged Tendril", + "desc": "Melee Attack Roll: +7, reach 10 ft. 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself." + }, + { + "name": "Engulf", + "desc": "Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time." + }, + { + "name": "Multiattack", + "desc": "The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_shield-guardian", + "name": "Shield Guardian", + "size": "Large", + "type": "Construct", + "alignment": "unaligned", + "armor_class": 17, + "hit_points": 142, + "hit_dice": "15d10 + 60", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": -1, + "constitution": 4, + "intelligence": -2, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands commands given in any language but can't speak", + "data": [] + }, + "challenge_rating": 7.0, + "xp": 0, + "traits": [ + { + "name": "Bound", + "desc": "The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (round up) is transferred to the guardian." + }, + { + "name": "Regeneration", + "desc": "The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point." + }, + { + "name": "Spell Storing", + "desc": "A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is then lost." + } + ], + "actions": [ + { + "name": "Fist", + "desc": "Melee Attack Roll: +7, reach 10 ft. 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage." + }, + { + "name": "Multiattack", + "desc": "The guardian makes two Fist attacks." + }, + { + "name": "Protection", + "desc": "_Trigger:_ An attack roll hits the wearer of the guardian\u2019s amulet while the wearer is within 5 feet of the guardian. _Response:_ The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian\u2019s next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_shrieker-fungus", + "name": "Shrieker Fungus", + "size": "Medium", + "type": "Plant", + "alignment": "unaligned", + "armor_class": 5, + "hit_points": 13, + "hit_dice": "3d8", + "speed": { + "walk": 5, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -5, + "dexterity": -5, + "constitution": 0, + "intelligence": -5, + "wisdom": -4, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Shriek", + "desc": "_Trigger:_ A creature or a source of Bright Light moves within 30 feet of the shrieker. _Response:_ The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_silver-dragon-wyrmling", + "name": "Silver Dragon Wyrmling", + "size": "Medium", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 17, + "hit_points": 45, + "hit_dice": "6d8 + 18", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 3, + "intelligence": 1, + "wisdom": 2, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Cold Breath", + "desc": "Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes two Rend attacks." + }, + { + "name": "Paralyzing Breath", + "desc": "Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. First Failure The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +6, reach 5 ft. 9 (1d10 + 4) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_skeleton", + "name": "Skeleton", + "size": "Medium", + "type": "Undead", + "alignment": "lawful evil", + "armor_class": 14, + "hit_points": 13, + "hit_dice": "2d8 + 4", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 3, + "constitution": 2, + "intelligence": -2, + "wisdom": -1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common plus one other language but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Shortbow", + "desc": "Ranged Attack Roll: +5, range 80/320 ft. 6 (1d6 + 3) Piercing damage." + }, + { + "name": "Shortsword", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_solar", + "name": "Solar", + "size": "Large", + "type": "Celestial", + "alignment": "lawful good", + "armor_class": 21, + "hit_points": 297, + "hit_dice": "22d10 + 176", + "speed": { + "walk": 50, + "unit": "feet", + "fly": 150, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 8, + "dexterity": 6, + "constitution": 8, + "intelligence": 7, + "wisdom": 7, + "charisma": 10 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "All; telepathy 120 ft.", + "data": [] + }, + "challenge_rating": 21.0, + "xp": 0, + "traits": [ + { + "name": "Divine Awareness", + "desc": "The solar knows if it hears a lie." + }, + { + "name": "Exalted Restoration", + "desc": "If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia." + }, + { + "name": "Legendary Resistance (4/Day)", + "desc": "If the solar fails a saving throw, it can choose to succeed instead." + }, + { + "name": "Magic Resistance", + "desc": "The solar has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Blinding Gaze", + "desc": "Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can't take this action again until the start of its next turn." + }, + { + "name": "Flying Sword", + "desc": "Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. HitomThe sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack." + }, + { + "name": "Multiattack", + "desc": "The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow." + }, + { + "name": "Radiant Teleport", + "desc": "The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage." + }, + { + "name": "Slaying Bow", + "desc": "Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage." + }, + { + "name": "Spellcasting", + "desc": "The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):\n\n- **At Will:** Detect Evil and Good\n- **1/Day Each:** Commune, Control Weather, Dispel Evil and Good, Resurrection" + }, + { + "name": "Divine Aid", + "desc": "The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_specter", + "name": "Specter", + "size": "Medium", + "type": "Undead", + "alignment": "chaotic evil", + "armor_class": 12, + "hit_points": 22, + "hit_dice": "5d8", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 50, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -5, + "dexterity": 2, + "constitution": 0, + "intelligence": 0, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common plus one other language but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Incorporeal Movement", + "desc": "The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object." + }, + { + "name": "Sunlight Sensitivity", + "desc": "While in sunlight, the specter has Disadvantage on ability checks and attack rolls." + } + ], + "actions": [ + { + "name": "Life Drain", + "desc": "Melee Attack Roll: +4, reach 5 ft. 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_sphinx-of-lore", + "name": "Sphinx of Lore", + "size": "Large", + "type": "Celestial", + "alignment": "lawful neutral", + "armor_class": 17, + "hit_points": 170, + "hit_dice": "20d10 + 60", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 3, + "intelligence": 4, + "wisdom": 4, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Celestial, Common", + "data": [ + { + "name": "Celestial", + "key": "celestial", + "desc": "Typical speakers are celestials" + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 11.0, + "xp": 0, + "traits": [ + { + "name": "Inscrutable", + "desc": "No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage." + }, + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the sphinx fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Arcane Prowl", + "desc": "The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +8, reach 5 ft. 14 (3d6 + 4) Slashing damage." + }, + { + "name": "Mind-Rending Roar", + "desc": "Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn." + }, + { + "name": "Multiattack", + "desc": "The sphinx makes three Claw attacks." + }, + { + "name": "Spellcasting", + "desc": "The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):\n\n- **At Will:** Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation\n- **1/Day Each:** Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues" + }, + { + "name": "Weight of Years", + "desc": "Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_sphinx-of-valor", + "name": "Sphinx of Valor", + "size": "Large", + "type": "Celestial", + "alignment": "lawful neutral", + "armor_class": 17, + "hit_points": 199, + "hit_dice": "19d10 + 95", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 6, + "constitution": 11, + "intelligence": 9, + "wisdom": 12, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Celestial, Common", + "data": [ + { + "name": "Celestial", + "key": "celestial", + "desc": "Typical speakers are celestials" + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 17.0, + "xp": 0, + "traits": [ + { + "name": "Inscrutable", + "desc": "No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage." + }, + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the sphinx fails a saving throw, it can choose to succeed instead." + } + ], + "actions": [ + { + "name": "Arcane Prowl", + "desc": "The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +12, reach 5 ft. 20 (4d6 + 6) Slashing damage." + }, + { + "name": "Multiattack", + "desc": "The sphinx makes two Claw attacks and uses Roar." + }, + { + "name": "Roar", + "desc": "The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): - First Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. - Second Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. - Third Roar: Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only." + }, + { + "name": "Spellcasting", + "desc": "The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):\n\n- **At Will:** Detect Evil and Good, Thaumaturgy\n- **1/Day Each:** Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth" + }, + { + "name": "Weight of Years", + "desc": "Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_sphinx-of-wonder", + "name": "Sphinx of Wonder", + "size": "Small", + "type": "Celestial", + "alignment": "lawful good", + "armor_class": 13, + "hit_points": 24, + "hit_dice": "7d4 + 7", + "speed": { + "walk": 20, + "unit": "feet", + "fly": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 3, + "constitution": 1, + "intelligence": 2, + "wisdom": 1, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Celestial, Common", + "data": [ + { + "name": "Celestial", + "key": "celestial", + "desc": "Typical speakers are celestials" + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Magic Resistance", + "desc": "The sphinx has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Rend", + "desc": "Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage." + }, + { + "name": "Burst of Ingenuity", + "desc": "_Trigger:_ The sphinx or another creature within 30 feet makes an ability check or a saving throw. _Response:_ The sphinx adds 2 to the roll." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_spider", + "name": "Spider", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 1, + "hit_dice": "1d4 - 1", + "speed": { + "walk": 20, + "unit": "feet", + "climb": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 2, + "constitution": -1, + "intelligence": -5, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Spider Climb", + "desc": "The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check." + }, + { + "name": "Web Walker", + "desc": "The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 1 Piercing damage plus 2 (1d4) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_spirit-naga", + "name": "Spirit Naga", + "size": "Large", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 17, + "hit_points": 135, + "hit_dice": "18d10 + 36", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 6, + "constitution": 5, + "intelligence": 3, + "wisdom": 5, + "charisma": 6 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal, Common", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 8.0, + "xp": 0, + "traits": [ + { + "name": "Fiendish Restoration", + "desc": "If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +7, reach 10 ft. 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage." + }, + { + "name": "Multiattack", + "desc": "The naga makes three attacks, using Bite or Necrotic Ray in any combination." + }, + { + "name": "Necrotic Ray", + "desc": "Ranged Attack Roll: +6, range 60 ft. 21 (6d6) Necrotic damage." + }, + { + "name": "Spellcasting", + "desc": "The naga casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14):\n\n- **At Will:** Detect Magic, Mage Hand, Minor Illusion, Water Breathing\n- **2/Day Each:** Detect Thoughts, Dimension Door, Hold Person, Lightning Bolt" + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_sprite", + "name": "Sprite", + "size": "Small", + "type": "Fey", + "alignment": "neutral good", + "armor_class": 15, + "hit_points": 10, + "hit_dice": "4d4", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 4, + "constitution": 0, + "intelligence": 2, + "wisdom": 1, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Elvish, Sylvan", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Enchanting Bow", + "desc": "Ranged Attack Roll: +6, range 40/160 ft. 1 Piercing damage, and the target has the Charmed condition until the start of the sprite's next turn." + }, + { + "name": "Heart Sight", + "desc": "Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and alignment." + }, + { + "name": "Invisibility", + "desc": "The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability." + }, + { + "name": "Needle Sword", + "desc": "Melee Attack Roll: +6, reach 5 ft. 6 (1d4 + 4) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_spy", + "name": "Spy", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 12, + "hit_points": 27, + "hit_dice": "6d8", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 2, + "constitution": 0, + "intelligence": 1, + "wisdom": 2, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Hand Crossbow", + "desc": "Ranged Attack Roll: +4, range 30/120 ft. 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage." + }, + { + "name": "Shortsword", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage." + }, + { + "name": "Cunning Action", + "desc": "The spy takes the Dash, Disengage, or Hide action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_steam-mephit", + "name": "Steam Mephit", + "size": "Small", + "type": "Elemental", + "alignment": "neutral evil", + "armor_class": 10, + "hit_points": 17, + "hit_dice": "5d6", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -3, + "dexterity": 0, + "constitution": 0, + "intelligence": 0, + "wisdom": 0, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Aquan, Ignan)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Blurred Form", + "desc": "Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition." + }, + { + "name": "Death Burst", + "desc": "The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage." + } + ], + "actions": [ + { + "name": "Claw", + "desc": "Melee Attack Roll: +2, reach 5 ft. 2 (1d4) Slashing damage plus 2 (1d4) Fire damage." + }, + { + "name": "Steam Breath", + "desc": "Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target's Speed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_stirge", + "name": "Stirge", + "size": "Small", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 5, + "hit_dice": "2d4", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -3, + "dexterity": 3, + "constitution": 0, + "intelligence": -4, + "wisdom": -1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Proboscis", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge's turns. The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_stone-giant", + "name": "Stone Giant", + "size": "Huge", + "type": "Giant", + "alignment": "neutral", + "armor_class": 17, + "hit_points": 126, + "hit_dice": "11d12 + 55", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 5, + "constitution": 8, + "intelligence": 0, + "wisdom": 4, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Giant", + "data": [ + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 7.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Boulder", + "desc": "Ranged Attack Roll: +9, range 60/240 ft. 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition." + }, + { + "name": "Multiattack", + "desc": "The giant makes two attacks, using Stone Club or Boulder in any combination." + }, + { + "name": "Stone Club", + "desc": "Melee Attack Roll: +9, reach 15 ft. 22 (3d10 + 6) Bludgeoning damage." + }, + { + "name": "Deflect Missile", + "desc": "_Trigger:_ The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. _Response:_ The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack\u2019s force. _Dexterity Saving Throw:_ DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_stone-golem", + "name": "Stone Golem", + "size": "Large", + "type": "Construct", + "alignment": "unaligned", + "armor_class": 18, + "hit_points": 220, + "hit_dice": "21d10 + 105", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": -1, + "constitution": 5, + "intelligence": -4, + "wisdom": 0, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common plus two other languages but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 10.0, + "xp": 0, + "traits": [ + { + "name": "Immutable Form", + "desc": "The golem can't shape-shift." + }, + { + "name": "Magic Resistance", + "desc": "The golem has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Force Bolt", + "desc": "Ranged Attack Roll: +9, range 120 ft. 22 (4d10) Force damage." + }, + { + "name": "Multiattack", + "desc": "The golem makes two attacks, using Slam or Force Bolt in any combination." + }, + { + "name": "Slam", + "desc": "Melee Attack Roll: +10, reach 5 ft. 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage." + }, + { + "name": "Slow", + "desc": "The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17)." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_storm-giant", + "name": "Storm Giant", + "size": "Huge", + "type": "Giant", + "alignment": "chaotic good", + "armor_class": 16, + "hit_points": 230, + "hit_dice": "20d12 + 100", + "speed": { + "walk": 50, + "unit": "feet", + "fly": 25, + "swim": 50, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 14, + "dexterity": 2, + "constitution": 10, + "intelligence": 3, + "wisdom": 10, + "charisma": 9 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Giant", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 13.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The giant can breathe air and water." + } + ], + "actions": [ + { + "name": "Lightning Storm", + "desc": "Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder [Area of Effect]|XPHB|Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The giant makes two attacks, using Storm Sword or Thunderbolt in any combination." + }, + { + "name": "Spellcasting", + "desc": "The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):\n\n- **At Will:** Detect Magic, Light\n- **1/Day Each:** Control Weather" + }, + { + "name": "Storm Sword", + "desc": "Melee Attack Roll: +14, reach 10 ft. 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage." + }, + { + "name": "Thunderbolt", + "desc": "Ranged Attack Roll: +14, range 500 ft. 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant's next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_succubus", + "name": "Succubus", + "size": "Medium", + "type": "Fiend", + "alignment": "neutral evil", + "armor_class": 15, + "hit_points": 71, + "hit_dice": "13d8 + 13", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 3, + "constitution": 1, + "intelligence": 2, + "wisdom": 1, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal, Common, Infernal; telepathy 60 ft.", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + }, + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Infernal", + "key": "infernal", + "desc": "Typical speakers are devils." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [ + { + "name": "Incubus Form", + "desc": "When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one." + } + ], + "actions": [ + { + "name": "Charm", + "desc": "The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15)." + }, + { + "name": "Draining Kiss", + "desc": "Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target's Hit Point maximum decreases by an amount equal to the damage taken." + }, + { + "name": "Fiendish Touch", + "desc": "Melee Attack Roll: +7, reach 5 ft. 16 (2d10 + 5) Psychic damage." + }, + { + "name": "Multiattack", + "desc": "The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss." + }, + { + "name": "Shape-Shift", + "desc": "The succubus shape-shifts to resemble a Medium or Small Humanoid or back into its true form. Its game statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it's wearing or carrying isn't transformed." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_swarm-of-bats", + "name": "Swarm of Bats", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 11, + "hit_dice": "2d10", + "speed": { + "walk": 5, + "unit": "feet", + "fly": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -3, + "dexterity": 2, + "constitution": 0, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Swarm", + "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points." + } + ], + "actions": [ + { + "name": "Bites", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_swarm-of-crawling-claws", + "name": "Swarm of Crawling Claws", + "size": "Medium", + "type": "Undead", + "alignment": "neutral evil", + "armor_class": 12, + "hit_points": 49, + "hit_dice": "11d8", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 0, + "intelligence": -3, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Swarm", + "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points." + } + ], + "actions": [ + { + "name": "Swarm of Grasping Hands", + "desc": "Melee Attack Roll: +4, reach 5 ft. 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_swarm-of-insects", + "name": "Swarm of Insects", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 19, + "hit_dice": "3d8 + 6", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 1, + "constitution": 2, + "intelligence": -5, + "wisdom": -2, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Spider Climb", + "desc": "If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check." + }, + { + "name": "Swarm", + "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points." + } + ], + "actions": [ + { + "name": "Bites", + "desc": "Melee Attack Roll: +3, reach 5 ft. 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_swarm-of-piranhas", + "name": "Swarm of Piranhas", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 28, + "hit_dice": "8d8 - 8", + "speed": { + "walk": 5, + "unit": "feet", + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 3, + "constitution": -1, + "intelligence": -5, + "wisdom": -2, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Swarm", + "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points." + }, + { + "name": "Water Breathing", + "desc": "The swarm can breathe only underwater." + } + ], + "actions": [ + { + "name": "Bites", + "desc": "Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_swarm-of-rats", + "name": "Swarm of Rats", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 10, + "hit_points": 14, + "hit_dice": "4d8 - 4", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 0, + "constitution": -1, + "intelligence": -4, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [ + { + "name": "Swarm", + "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points." + } + ], + "actions": [ + { + "name": "Bites", + "desc": "Melee Attack Roll: +2, reach 5 ft. 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_swarm-of-ravens", + "name": "Swarm of Ravens", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 50 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 2, + "constitution": 1, + "intelligence": -3, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Swarm", + "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points." + } + ], + "actions": [ + { + "name": "Beaks", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied." + }, + { + "name": "Cacophony", + "desc": "Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The target has the Deafened condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_swarm-of-venomous-snakes", + "name": "Swarm of Venomous Snakes", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 36, + "hit_dice": "8d8", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -1, + "dexterity": 4, + "constitution": 0, + "intelligence": -5, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Swarm", + "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points." + } + ], + "actions": [ + { + "name": "Bites", + "desc": "Melee Attack Roll: +6, reach 5 ft. 8 (1d8 + 4) Piercing damage\u2014or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied\u2014plus 10 (3d6) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_tarrasque", + "name": "Tarrasque", + "size": "Gargantuan", + "type": "Monstrosity", + "alignment": "unaligned", + "armor_class": 25, + "hit_points": 697, + "hit_dice": "34d20 + 340", + "speed": { + "walk": 60, + "unit": "feet", + "burrow": 40, + "climb": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 10, + "dexterity": 9, + "constitution": 10, + "intelligence": 5, + "wisdom": 9, + "charisma": 9 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 30.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (6/Day)", + "desc": "If the tarrasque fails a saving throw, it can choose to succeed instead." + }, + { + "name": "Magic Resistance", + "desc": "The tarrasque has Advantage on saving throws against spells and other magical effects." + }, + { + "name": "Reflective Carapace", + "desc": "If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1-5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target." + }, + { + "name": "Siege Monster", + "desc": "The tarrasque deals double damage to objects and structures." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +19, reach 15 ft. 36 (4d12 + 10) Piercing damage, and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can't teleport." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +19, reach 15 ft. 28 (4d8 + 10) Slashing damage." + }, + { + "name": "Multiattack", + "desc": "The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination." + }, + { + "name": "Onslaught", + "desc": "The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack." + }, + { + "name": "Tail", + "desc": "Melee Attack Roll: +19, reach 30 ft. 23 (3d8 + 10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition." + }, + { + "name": "Thunderous Bellow", + "desc": "Constitution Saving Throw: DC 27, each creature and each object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Success: Half damage only." + }, + { + "name": "World-Shaking Movement", + "desc": "The tarrasque moves up to its Speed. At the end of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarrasque can't take this action again until the start of its next turn." + }, + { + "name": "Swallow", + "desc": "Strength Saving Throw: DC 27, one Large or smaller creature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions and can't teleport, it has Cover|XPHB|Total Cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) Acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_tiger", + "name": "Tiger", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 30, + "hit_dice": "4d10 + 8", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 3, + "constitution": 2, + "intelligence": -4, + "wisdom": 1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 1.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Rend", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition." + }, + { + "name": "Nimble Escape", + "desc": "The tiger takes the Disengage or Hide action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_tough", + "name": "Tough", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 12, + "hit_points": 32, + "hit_dice": "5d8 + 10", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 1, + "constitution": 2, + "intelligence": 0, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Heavy Crossbow", + "desc": "Ranged Attack Roll: +3, range 100/400 ft. 6 (1d10 + 1) Piercing damage." + }, + { + "name": "Mace", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_tough-boss", + "name": "Tough Boss", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 16, + "hit_points": 82, + "hit_dice": "11d8 + 33", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 2, + "constitution": 5, + "intelligence": 0, + "wisdom": 0, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Heavy Crossbow", + "desc": "Ranged Attack Roll: +4, range 100/400 ft. 13 (2d10 + 2) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination." + }, + { + "name": "Warhammer", + "desc": "Melee Attack Roll: +5, reach 5 ft. 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight away from itself." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_treant", + "name": "Treant", + "size": "Huge", + "type": "Plant", + "alignment": "chaotic good", + "armor_class": 16, + "hit_points": 138, + "hit_dice": "12d12 + 60", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": -1, + "constitution": 5, + "intelligence": 1, + "wisdom": 3, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Druidic, Elvish, Sylvan", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 9.0, + "xp": 0, + "traits": [ + { + "name": "Siege Monster", + "desc": "The treant deals double damage to objects and structures." + } + ], + "actions": [ + { + "name": "Animate Trees", + "desc": "The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible." + }, + { + "name": "Hail of Bark", + "desc": "Ranged Attack Roll: +10, range 180 ft. 28 (4d10 + 6) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The treant makes two Slam attacks." + }, + { + "name": "Slam", + "desc": "Melee Attack Roll: +10, reach 5 ft. 16 (3d6 + 6) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_triceratops", + "name": "Triceratops", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 114, + "hit_dice": "12d12 + 36", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": -1, + "constitution": 3, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Gore", + "desc": "Melee Attack Roll: +9, reach 5 ft. 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition." + }, + { + "name": "Multiattack", + "desc": "The triceratops makes two Gore attacks." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_troll", + "name": "Troll", + "size": "Large", + "type": "Giant", + "alignment": "chaotic evil", + "armor_class": 15, + "hit_points": 94, + "hit_dice": "9d10 + 45", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 1, + "constitution": 5, + "intelligence": -2, + "wisdom": -1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Giant", + "data": [ + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Loathsome Limbs (4/Day)", + "desc": "If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points." + }, + { + "name": "Regeneration", + "desc": "The troll regains 15 Hit Points at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn't regenerate." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The troll makes three Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +7, reach 10 ft. 11 (2d6 + 4) Slashing damage." + }, + { + "name": "Charge", + "desc": "The troll moves up to half its Speed straight toward an enemy it can see." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_troll-limb", + "name": "Troll Limb", + "size": "Small", + "type": "Giant", + "alignment": "chaotic evil", + "armor_class": 13, + "hit_points": 14, + "hit_dice": "4d6", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 1, + "constitution": 0, + "intelligence": -5, + "wisdom": -1, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [ + { + "name": "Regeneration", + "desc": "The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate." + }, + { + "name": "Troll Spawn", + "desc": "The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away." + } + ], + "actions": [ + { + "name": "Rend", + "desc": "Melee Attack Roll: +6, reach 5 ft. 9 (2d4 + 4) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_tyrannosaurus-rex", + "name": "Tyrannosaurus Rex", + "size": "Huge", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 136, + "hit_dice": "13d12 + 52", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 10, + "dexterity": 0, + "constitution": 4, + "intelligence": -4, + "wisdom": 4, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 8.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +10, reach 10 ft. 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition and can't be targeted by the tyrannosaurus's Tail." + }, + { + "name": "Multiattack", + "desc": "The tyrannosaurus makes one Bite attack and one Tail attack." + }, + { + "name": "Tail", + "desc": "Melee Attack Roll: +10, reach 15 ft. 25 (4d8 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_unicorn", + "name": "Unicorn", + "size": "Large", + "type": "Celestial", + "alignment": "lawful good", + "armor_class": 12, + "hit_points": 97, + "hit_dice": "13d10 + 26", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 2, + "intelligence": 0, + "wisdom": 3, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Celestial, Elvish, Sylvan; telepathy 120 ft.", + "data": [ + { + "name": "Celestial", + "key": "celestial", + "desc": "Typical speakers are celestials" + }, + { + "name": "Elvish", + "key": "elvish", + "desc": "Typical speakers are elves." + }, + { + "name": "Sylvan", + "key": "sylvan", + "desc": "Typical speakers are fey creatures." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (3/Day)", + "desc": "If the unicorn fails a saving throw, it can choose to succeed instead." + }, + { + "name": "Magic Resistance", + "desc": "The unicorn has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Charging Horn", + "desc": "The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack." + }, + { + "name": "Hooves", + "desc": "Melee Attack Roll: +7, reach 5 ft. 11 (2d6 + 4) Bludgeoning damage." + }, + { + "name": "Multiattack", + "desc": "The unicorn makes one Hooves attack and one Radiant Horn attack." + }, + { + "name": "Radiant Horn", + "desc": "Melee Attack Roll: +7, reach 5 ft. 9 (1d10 + 4) Radiant damage." + }, + { + "name": "Shimmering Shield", + "desc": "The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn." + }, + { + "name": "Spellcasting", + "desc": "The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):\n\n- **At Will:** Detect Evil and Good, Druidcraft\n- **1/Day Each:** Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall" + }, + { + "name": "Unicorn's Blessing", + "desc": "The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_vampire", + "name": "Vampire", + "size": "Small", + "type": "Undead", + "alignment": "lawful evil", + "armor_class": 16, + "hit_points": 195, + "hit_dice": "23d8 + 92", + "speed": { + "walk": 40, + "unit": "feet", + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 9, + "constitution": 9, + "intelligence": 3, + "wisdom": 7, + "charisma": 9 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus two other languages", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 13.0, + "xp": 0, + "traits": [ + { + "name": "Legendary Resistance (3/Day, or 4/Day in Lair)", + "desc": "If the vampire fails a saving throw, it can choose to succeed instead." + }, + { + "name": "Misty Escape", + "desc": "If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there." + }, + { + "name": "Spider Climb", + "desc": "The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check." + }, + { + "name": "Vampire Weakness", + "desc": "The vampire has these weaknesses:\n\n- **Forbiddance:** The vampire can't enter a residence without an invitation from an occupant.\n- **Running Water:** The vampire takes 20 Acid damage if it ends its turn in running water.\n- **Stake to the Heart:** If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.\n- **Sunlight:** The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks." + } + ], + "actions": [ + { + "name": "Beguile", + "desc": "The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can't take this action again until the start of its next turn." + }, + { + "name": "Bite", + "desc": "Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control." + }, + { + "name": "Deathless Strike", + "desc": "The vampire moves up to half its Speed, and it makes one Grave Strike attack." + }, + { + "name": "Grave Strike", + "desc": "Melee Attack Roll: +9, reach 5 ft. 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands." + }, + { + "name": "Multiattack", + "desc": "The vampire makes two Grave Strike attacks and uses Bite." + }, + { + "name": "Shape-Shift", + "desc": "If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it. While in bat form, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight." + }, + { + "name": "Charm", + "desc": "The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by the vampire." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_vampire-familiar", + "name": "Vampire Familiar", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral evil", + "armor_class": 15, + "hit_points": 65, + "hit_dice": "10d8 + 20", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 5, + "constitution": 2, + "intelligence": 0, + "wisdom": 2, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Vampiric Connection", + "desc": "While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through the familiar's senses." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The familiar makes two Umbral Dagger attacks." + }, + { + "name": "Umbral Dagger", + "desc": "Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition." + }, + { + "name": "Deathless Agility", + "desc": "The familiar takes the Dash or Disengage action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_vampire-spawn", + "name": "Vampire Spawn", + "size": "Small", + "type": "Undead", + "alignment": "neutral evil", + "armor_class": 16, + "hit_points": 90, + "hit_dice": "12d8 + 36", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 6, + "constitution": 3, + "intelligence": 0, + "wisdom": 3, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Spider Climb", + "desc": "The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check." + }, + { + "name": "Vampire Weakness", + "desc": "The vampire has these weaknesses:\n\n- **Forbiddance:** The vampire can't enter a residence without an invitation from an occupant.\n- **Running Water:** The vampire takes 20 Acid damage if it ends its turn in running water.\n- **Stake to the Heart:** The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition.\n- **Sunlight:** The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +6, reach 5 ft. 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws." + }, + { + "name": "Multiattack", + "desc": "The vampire makes two Claw attacks and uses Bite." + }, + { + "name": "Deathless Agility", + "desc": "The vampire takes the Dash or Disengage action." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_venomous-snake", + "name": "Venomous Snake", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 5, + "hit_dice": "2d4", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 2, + "constitution": 0, + "intelligence": -5, + "wisdom": 0, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_violet-fungus", + "name": "Violet Fungus", + "size": "Medium", + "type": "Plant", + "alignment": "unaligned", + "armor_class": 5, + "hit_points": 18, + "hit_dice": "4d8", + "speed": { + "walk": 5, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": -5, + "constitution": 0, + "intelligence": -5, + "wisdom": -4, + "charisma": -5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Multiattack", + "desc": "The fungus makes two Rotting Touch attacks." + }, + { + "name": "Rotting Touch", + "desc": "Melee Attack Roll: +2, reach 10 ft. 4 (1d8) Necrotic damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_vrock", + "name": "Vrock", + "size": "Large", + "type": "Fiend", + "alignment": "chaotic evil", + "armor_class": 15, + "hit_points": 152, + "hit_dice": "16d10 + 64", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 60 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 5, + "constitution": 4, + "intelligence": -1, + "wisdom": 4, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Abyssal; telepathy 120 ft.", + "data": [ + { + "name": "Abyssal", + "key": "abyssal", + "desc": "Typical speakers are demons." + } + ] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [ + { + "name": "Demonic Restoration", + "desc": "If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss." + }, + { + "name": "Magic Resistance", + "desc": "The vrock has Advantage on saving throws against spells and other magical effects." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The vrock makes two Shred attacks." + }, + { + "name": "Shred", + "desc": "Melee Attack Roll: +6, reach 5 ft. 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage." + }, + { + "name": "Spores", + "desc": "Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. While Poisoned, the target takes 5 (1d10) Poison damage at the start of each of its turns. Emptying a flask of Holy Water on the target ends the effect early." + }, + { + "name": "Stunning Screech", + "desc": "Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock (demons succeed automatically). Failure: 10 (3d6) Thunder damage, and the target has the Stunned condition until the end of the vrock's next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_vulture", + "name": "Vulture", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 10, + "hit_points": 5, + "hit_dice": "1d8 + 1", + "speed": { + "walk": 10, + "unit": "feet", + "fly": 50 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 0, + "constitution": 1, + "intelligence": -4, + "wisdom": 1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Beak", + "desc": "Melee Attack Roll: +2, reach 5 ft. 2 (1d4) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_warhorse", + "name": "Warhorse", + "size": "Large", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 11, + "hit_points": 19, + "hit_dice": "3d10 + 3", + "speed": { + "walk": 60, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 1, + "constitution": 1, + "intelligence": -4, + "wisdom": 3, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Hooves", + "desc": "Melee Attack Roll: +6, reach 5 ft. 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_warhorse-skeleton", + "name": "Warhorse Skeleton", + "size": "Large", + "type": "Undead", + "alignment": "lawful evil", + "armor_class": 13, + "hit_points": 22, + "hit_dice": "3d10 + 6", + "speed": { + "walk": 60, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 1, + "constitution": 2, + "intelligence": -4, + "wisdom": -1, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Hooves", + "desc": "Melee Attack Roll: +6, reach 5 ft. 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_warrior-infantry", + "name": "Warrior Infantry", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 13, + "hit_points": 9, + "hit_dice": "2d8", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": 0, + "constitution": 0, + "intelligence": -1, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.125, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The warrior has Advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Spear", + "desc": "Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. 4 (1d6 + 1) Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_warrior-veteran", + "name": "Warrior Veteran", + "size": "Small", + "type": "Humanoid", + "alignment": "neutral", + "armor_class": 17, + "hit_points": 65, + "hit_dice": "10d8 + 20", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 2, + "intelligence": 0, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Greatsword", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Slashing damage." + }, + { + "name": "Heavy Crossbow", + "desc": "Ranged Attack Roll: +3, range 100/400 ft. 12 (2d10 + 1) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The warrior makes two Greatsword or Heavy Crossbow attacks." + }, + { + "name": "Parry", + "desc": "_Trigger:_ The warrior is hit by a melee attack roll while holding a weapon. _Response:_ The warrior adds 2 to its AC against that attack, possibly causing it to miss." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_water-elemental", + "name": "Water Elemental", + "size": "Large", + "type": "Elemental", + "alignment": "neutral", + "armor_class": 14, + "hit_points": 114, + "hit_dice": "12d10 + 48", + "speed": { + "walk": 30, + "unit": "feet", + "swim": 90 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 2, + "constitution": 4, + "intelligence": -3, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Aquan)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Freeze", + "desc": "If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn." + }, + { + "name": "Water Form", + "desc": "The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The elemental makes two Slam attacks." + }, + { + "name": "Slam", + "desc": "Melee Attack Roll: +7, reach 5 ft. 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition." + }, + { + "name": "Whelm", + "desc": "Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental's turns. The elemental can grapple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_weasel", + "name": "Weasel", + "size": "Small", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 13, + "hit_points": 1, + "hit_dice": "1d4 - 1", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -4, + "dexterity": 3, + "constitution": -1, + "intelligence": -4, + "wisdom": 1, + "charisma": -4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 1 Piercing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_werebear", + "name": "Werebear", + "size": "Small", + "type": "Monstrosity", + "alignment": "neutral good", + "armor_class": 15, + "hit_points": 135, + "hit_dice": "18d8 + 54", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 3, + "intelligence": 0, + "wisdom": 1, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common (can't speak in bear form)", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +7, reach 5 ft. 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the DM's control and has 10 Hit Points. Success: The target is immune to this werebear's curse for 24 hours." + }, + { + "name": "Handaxe", + "desc": "Melee or Ranged Attack Roll: +7, reach 5 ft or range 20/60 ft. 14 (3d6 + 4) Slashing damage." + }, + { + "name": "Multiattack", + "desc": "The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +7, reach 5 ft. 13 (2d8 + 4) Slashing damage." + }, + { + "name": "Shape-Shift", + "desc": "The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_wereboar", + "name": "Wereboar", + "size": "Small", + "type": "Monstrosity", + "alignment": "neutral evil", + "armor_class": 15, + "hit_points": 97, + "hit_dice": "15d8 + 30", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 0, + "constitution": 2, + "intelligence": 0, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common (can't speak in boar form)", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Gore", + "desc": "Melee Attack Roll: +5, reach 5 ft. 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the DM's control and has 10 Hit Points. Success: The target is immune to this wereboar's curse for 24 hours." + }, + { + "name": "Javelin", + "desc": "Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. 13 (3d6 + 3) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack." + }, + { + "name": "Tusk", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Piercing damage. If the target is a Medium or smaller creature and the wereboar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition." + }, + { + "name": "Shape-Shift", + "desc": "The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_wererat", + "name": "Wererat", + "size": "Small", + "type": "Monstrosity", + "alignment": "lawful evil", + "armor_class": 13, + "hit_points": 60, + "hit_dice": "11d8 + 11", + "speed": { + "walk": 30, + "unit": "feet", + "climb": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 0, + "dexterity": 3, + "constitution": 1, + "intelligence": 0, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common (can't speak in rat form)", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite ", + "desc": "Melee Attack Roll: +5, reach 5 ft. 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wererat under the DM's control and has 10 Hit Points. Success: The target is immune to this wererat's curse for 24 hours." + }, + { + "name": "Hand Crossbow", + "desc": "Ranged Attack Roll: +5, range 30/120 ft. 6 (1d6 + 3) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack." + }, + { + "name": "Scratch", + "desc": "Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Slashing damage." + }, + { + "name": "Shape-Shift", + "desc": "The wererat shape-shifts into a Medium rat-humanoid hybrid or a Small rat, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_weretiger", + "name": "Weretiger", + "size": "Small", + "type": "Monstrosity", + "alignment": "neutral", + "armor_class": 12, + "hit_points": 120, + "hit_dice": "16d8 + 48", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 3, + "intelligence": 0, + "wisdom": 1, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common (can't speak in tiger form)", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 4.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the DM's control and has 10 Hit Points. Success: The target is immune to this weretiger's curse for 24 hours." + }, + { + "name": "Longbow", + "desc": "Ranged Attack Roll: +4, range 150/600 ft. 11 (2d8 + 2) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack." + }, + { + "name": "Scratch", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Slashing damage." + }, + { + "name": "Prowl (Tiger or Hybrid Form Only)", + "desc": "The weretiger moves up to its Speed without provoking Opportunity Attacks. At the end of this movement, the weretiger can take the Hide action." + }, + { + "name": "Shape-Shift", + "desc": "The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_werewolf", + "name": "Werewolf", + "size": "Small", + "type": "Monstrosity", + "alignment": "chaotic evil", + "armor_class": 15, + "hit_points": 71, + "hit_dice": "11d8 + 22", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 2, + "constitution": 2, + "intelligence": 0, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common (can't speak in wolf form)", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the DM's control and has 10 Hit Points. Success: The target is immune to this werewolf's curse for 24 hours." + }, + { + "name": "Longbow", + "desc": "Ranged Attack Roll: +4, range 150/600 ft. 11 (2d8 + 2) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack." + }, + { + "name": "Scratch", + "desc": "Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Slashing damage." + }, + { + "name": "Shape-Shift", + "desc": "The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_white-dragon-wyrmling", + "name": "White Dragon Wyrmling", + "size": "Medium", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 16, + "hit_points": 32, + "hit_dice": "5d8 + 10", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 60, + "burrow": 15, + "swim": 30 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 2, + "intelligence": -3, + "wisdom": 2, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Draconic", + "data": [ + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Ice Walk", + "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement." + } + ], + "actions": [ + { + "name": "Cold Breath", + "desc": "Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes two Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_wight", + "name": "Wight", + "size": "Medium", + "type": "Undead", + "alignment": "neutral evil", + "armor_class": 14, + "hit_points": 82, + "hit_dice": "11d8 + 33", + "speed": { + "walk": 30, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 3, + "intelligence": 0, + "wisdom": 1, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Sunlight Sensitivity", + "desc": "While in sunlight, the wight has Disadvantage on ability checks and attack rolls." + } + ], + "actions": [ + { + "name": "Life Drain", + "desc": "Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal to the damage taken. A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at a time." + }, + { + "name": "Multiattack", + "desc": "The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain." + }, + { + "name": "Necrotic Bow", + "desc": "Ranged Attack Roll: +4, range 150/600 ft. 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage." + }, + { + "name": "Necrotic Sword", + "desc": "Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_will-o-wisp", + "name": "Will-o'-Wisp", + "size": "Small", + "type": "Undead", + "alignment": "chaotic evil", + "armor_class": 19, + "hit_points": 27, + "hit_dice": "11d4", + "speed": { + "walk": 5, + "unit": "feet", + "fly": 50, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -5, + "dexterity": 9, + "constitution": 0, + "intelligence": 1, + "wisdom": 2, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus one other language", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 2.0, + "xp": 0, + "traits": [ + { + "name": "Ephemeral", + "desc": "The wisp can't wear or carry anything." + }, + { + "name": "Illumination", + "desc": "The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet." + }, + { + "name": "Incorporeal Movement", + "desc": "The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object." + } + ], + "actions": [ + { + "name": "Shock", + "desc": "Melee Attack Roll: +4, reach 5 ft. 11 (2d8 + 2) Lightning damage." + }, + { + "name": "Consume Life", + "desc": "Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points." + }, + { + "name": "Vanish", + "desc": "The wisp and its light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_winter-wolf", + "name": "Winter Wolf", + "size": "Large", + "type": "Monstrosity", + "alignment": "neutral evil", + "armor_class": 13, + "hit_points": 75, + "hit_dice": "10d10 + 20", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 1, + "constitution": 2, + "intelligence": -2, + "wisdom": 1, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Giant", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Giant", + "key": "giant", + "desc": "Typical speakers include ogres, and giants." + } + ] + }, + "challenge_rating": 3.0, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6, reach 5 ft. 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition." + }, + { + "name": "Cold Breath", + "desc": "Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_wolf", + "name": "Wolf", + "size": "Medium", + "type": "Beast", + "alignment": "unaligned", + "armor_class": 12, + "hit_points": 11, + "hit_dice": "2d8 + 2", + "speed": { + "walk": 40, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 2, + "dexterity": 2, + "constitution": 1, + "intelligence": -4, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Pack Tactics", + "desc": "The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_worg", + "name": "Worg", + "size": "Large", + "type": "Fey", + "alignment": "neutral evil", + "armor_class": 13, + "hit_points": 26, + "hit_dice": "4d10 + 4", + "speed": { + "walk": 50, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 1, + "constitution": 1, + "intelligence": -2, + "wisdom": 0, + "charisma": -1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Goblin, Worg", + "data": [ + { + "name": "Goblin", + "key": "goblin", + "desc": "Typical speakers are goblinoids." + } + ] + }, + "challenge_rating": 0.5, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg's next turn has Advantage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_wraith", + "name": "Wraith", + "size": "Small", + "type": "Undead", + "alignment": "neutral evil", + "armor_class": 13, + "hit_points": 67, + "hit_dice": "9d8 + 27", + "speed": { + "walk": 5, + "unit": "feet", + "fly": 60, + "hover": true + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": -2, + "dexterity": 3, + "constitution": 3, + "intelligence": 1, + "wisdom": 2, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common plus two other languages", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Incorporeal Movement", + "desc": "The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object." + }, + { + "name": "Sunlight Sensitivity", + "desc": "While in sunlight, the wraith has Disadvantage on ability checks and attack rolls." + } + ], + "actions": [ + { + "name": "Create Specter", + "desc": "The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at a time." + }, + { + "name": "Life Drain", + "desc": "Melee Attack Roll: +6, reach 5 ft. 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_wyvern", + "name": "Wyvern", + "size": "Large", + "type": "Dragon", + "alignment": "unaligned", + "armor_class": 14, + "hit_points": 127, + "hit_dice": "15d10 + 45", + "speed": { + "walk": 30, + "unit": "feet", + "fly": 80 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 0, + "constitution": 3, + "intelligence": -3, + "wisdom": 1, + "charisma": -2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "", + "data": [] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +7, reach 5 ft. 13 (2d8 + 4) Piercing damage." + }, + { + "name": "Multiattack", + "desc": "The wyvern makes one Bite attack and one Sting attack." + }, + { + "name": "Sting", + "desc": "Melee Attack Roll: +7, reach 10 ft. 11 (2d6 + 4) Piercing damage plus 24 (7d6) Poison damage, and the target has the Poisoned condition until the start of the wyvern's next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_xorn", + "name": "Xorn", + "size": "Medium", + "type": "Elemental", + "alignment": "neutral", + "armor_class": 19, + "hit_points": 84, + "hit_dice": "8d8 + 48", + "speed": { + "walk": 20, + "unit": "feet", + "burrow": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 3, + "dexterity": 0, + "constitution": 6, + "intelligence": 0, + "wisdom": 0, + "charisma": 0 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Primordial (Terran)", + "data": [ + { + "name": "Primordial", + "key": "primordial", + "desc": "Typical speakers are elementals." + } + ] + }, + "challenge_rating": 5.0, + "xp": 0, + "traits": [ + { + "name": "Earth Glide", + "desc": "The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through." + }, + { + "name": "Treasure Sense", + "desc": "The xorn can pinpoint the location of precious metals and stones within 60 feet of itself." + } + ], + "actions": [ + { + "name": "Bite", + "desc": "Melee Attack Roll: +6, reach 5 ft. 17 (4d6 + 3) Piercing damage." + }, + { + "name": "Claw", + "desc": "Melee Attack Roll: +6, reach 5 ft. 8 (1d10 + 3) Slashing damage." + }, + { + "name": "Multiattack", + "desc": "The xorn makes one Bite attack and three Claw attacks." + }, + { + "name": "Charge", + "desc": "The xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_young-black-dragon", + "name": "Young Black Dragon", + "size": "Large", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 18, + "hit_points": 127, + "hit_dice": "15d10 + 45", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 5, + "constitution": 3, + "intelligence": 1, + "wisdom": 3, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 7.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + } + ], + "actions": [ + { + "name": "Acid Breath", + "desc": "Dexterity Saving Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +7, reach 10 ft. 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_young-blue-dragon", + "name": "Young Blue Dragon", + "size": "Large", + "type": "Dragon", + "alignment": "lawful evil", + "armor_class": 18, + "hit_points": 152, + "hit_dice": "16d10 + 64", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "burrow": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 4, + "constitution": 4, + "intelligence": 2, + "wisdom": 5, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 9.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Lightning Breath", + "desc": "Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +9, reach 10 ft. 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_young-brass-dragon", + "name": "Young Brass Dragon", + "size": "Large", + "type": "Dragon", + "alignment": "chaotic good", + "armor_class": 17, + "hit_points": 110, + "hit_dice": "13d10 + 39", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "burrow": 20 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 3, + "constitution": 3, + "intelligence": 1, + "wisdom": 3, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +7, reach 10 ft. 15 (2d10 + 4) Slashing damage." + }, + { + "name": "Sleep Breath", + "desc": "Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_young-bronze-dragon", + "name": "Young Bronze Dragon", + "size": "Large", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 17, + "hit_points": 142, + "hit_dice": "15d10 + 60", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 5, + "dexterity": 3, + "constitution": 4, + "intelligence": 2, + "wisdom": 4, + "charisma": 3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 8.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + } + ], + "actions": [ + { + "name": "Lightning Breath", + "desc": "Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +8, reach 10 ft. 16 (2d10 + 5) Slashing damage." + }, + { + "name": "Repulsion Breath", + "desc": "Strength Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_young-copper-dragon", + "name": "Young Copper Dragon", + "size": "Large", + "type": "Dragon", + "alignment": "chaotic good", + "armor_class": 17, + "hit_points": 119, + "hit_dice": "14d10 + 42", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 4, + "constitution": 3, + "intelligence": 3, + "wisdom": 4, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 7.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Acid Breath", + "desc": "Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +7, reach 10 ft. 15 (2d10 + 4) Slashing damage." + }, + { + "name": "Slowing Breath", + "desc": "Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_young-gold-dragon", + "name": "Young Gold Dragon", + "size": "Large", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 18, + "hit_points": 178, + "hit_dice": "17d10 + 85", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 6, + "constitution": 5, + "intelligence": 3, + "wisdom": 5, + "charisma": 5 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 10.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + } + ], + "actions": [ + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +10, reach 10 ft. 17 (2d10 + 6) Slashing damage." + }, + { + "name": "Weakening Breath", + "desc": "Strength Saving Throw: DC 17, each creature that isn't currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_young-green-dragon", + "name": "Young Green Dragon", + "size": "Large", + "type": "Dragon", + "alignment": "lawful evil", + "armor_class": 18, + "hit_points": 136, + "hit_dice": "16d10 + 48", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 4, + "constitution": 3, + "intelligence": 3, + "wisdom": 4, + "charisma": 2 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 8.0, + "xp": 0, + "traits": [ + { + "name": "Amphibious", + "desc": "The dragon can breathe air and water." + } + ], + "actions": [ + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks." + }, + { + "name": "Poison Breath", + "desc": "Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +7, reach 10 ft. 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_young-red-dragon", + "name": "Young Red Dragon", + "size": "Large", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 18, + "hit_points": 178, + "hit_dice": "17d10 + 85", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "climb": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 4, + "constitution": 5, + "intelligence": 2, + "wisdom": 4, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 10.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Fire Breath", + "desc": "Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +10, reach 10 ft. 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_young-silver-dragon", + "name": "Young Silver Dragon", + "size": "Large", + "type": "Dragon", + "alignment": "lawful good", + "armor_class": 18, + "hit_points": 168, + "hit_dice": "16d10 + 80", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 6, + "dexterity": 4, + "constitution": 5, + "intelligence": 2, + "wisdom": 4, + "charisma": 4 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 9.0, + "xp": 0, + "traits": [], + "actions": [ + { + "name": "Cold Breath", + "desc": "Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath." + }, + { + "name": "Paralyzing Breath", + "desc": "Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. First Failure The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +10, reach 10 ft. 15 (2d8 + 6) Slashing damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_young-white-dragon", + "name": "Young White Dragon", + "size": "Large", + "type": "Dragon", + "alignment": "chaotic evil", + "armor_class": 17, + "hit_points": 123, + "hit_dice": "13d10 + 52", + "speed": { + "walk": 40, + "unit": "feet", + "fly": 80, + "burrow": 20, + "swim": 40 + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 4, + "dexterity": 3, + "constitution": 4, + "intelligence": -2, + "wisdom": 3, + "charisma": 1 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Common, Draconic", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + }, + { + "name": "Draconic", + "key": "draconic", + "desc": "Typical speakers include dragons and dragonborn." + } + ] + }, + "challenge_rating": 6.0, + "xp": 0, + "traits": [ + { + "name": "Ice Walk", + "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement." + } + ], + "actions": [ + { + "name": "Cold Breath", + "desc": "Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage." + }, + { + "name": "Multiattack", + "desc": "The dragon makes three Rend attacks." + }, + { + "name": "Rend", + "desc": "Melee Attack Roll: +7, reach 10 ft. 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage." + } + ], + "legendary_actions": [], + "description": "" + }, + { + "key": "srd-2024_zombie", + "name": "Zombie", + "size": "Medium", + "type": "Undead", + "alignment": "neutral evil", + "armor_class": 8, + "hit_points": 15, + "hit_dice": "2d8 + 6", + "speed": { + "walk": 20, + "unit": "feet" + }, + "strength": 10, + "dexterity": 10, + "constitution": 10, + "intelligence": 10, + "wisdom": 10, + "charisma": 10, + "saving_throws": { + "strength": 1, + "dexterity": -2, + "constitution": 3, + "intelligence": -4, + "wisdom": 0, + "charisma": -3 + }, + "skills": {}, + "damage_vulnerabilities": [], + "damage_resistances": [], + "damage_immunities": [], + "condition_immunities": [], + "senses": "", + "languages": { + "as_string": "Understands Common plus one other language but can't speak", + "data": [ + { + "name": "Common", + "key": "common", + "desc": "Typical speakers are Humans." + } + ] + }, + "challenge_rating": 0.25, + "xp": 0, + "traits": [ + { + "name": "Undead Fortitude", + "desc": "If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead." + } + ], + "actions": [ + { + "name": "Slam", + "desc": "Melee Attack Roll: +3, reach 5 ft. 5 (1d8 + 1) Bludgeoning damage." + } + ], + "legendary_actions": [], + "description": "" + } + ], + "_index": { + "by_key": { + "srd-2024_aboleth": true, + "srd-2024_adult-black-dragon": true, + "srd-2024_adult-blue-dragon": true, + "srd-2024_adult-brass-dragon": true, + "srd-2024_adult-bronze-dragon": true, + "srd-2024_adult-copper-dragon": true, + "srd-2024_adult-gold-dragon": true, + "srd-2024_adult-green-dragon": true, + "srd-2024_adult-red-dragon": true, + "srd-2024_adult-silver-dragon": true, + "srd-2024_adult-white-dragon": true, + "srd-2024_air-elemental": true, + "srd-2024_allosaurus": true, + "srd-2024_ancient-black-dragon": true, + "srd-2024_ancient-blue-dragon": true, + "srd-2024_ancient-brass-dragon": true, + "srd-2024_ancient-bronze-dragon": true, + "srd-2024_ancient-copper-dragon": true, + "srd-2024_ancient-gold-dragon": true, + "srd-2024_ancient-green-dragon": true, + "srd-2024_ancient-red-dragon": true, + "srd-2024_ancient-silver-dragon": true, + "srd-2024_ancient-white-dragon": true, + "srd-2024_animated-armor": true, + "srd-2024_animated-flying-sword": true, + "srd-2024_animated-rug-of-smothering": true, + "srd-2024_ankheg": true, + "srd-2024_ankylosaurus": true, + "srd-2024_ape": true, + "srd-2024_archelon": true, + "srd-2024_archmage": true, + "srd-2024_assassin": true, + "srd-2024_awakened-shrub": true, + "srd-2024_awakened-tree": true, + "srd-2024_axe-beak": true, + "srd-2024_azer-sentinel": true, + "srd-2024_baboon": true, + "srd-2024_badger": true, + "srd-2024_balor": true, + "srd-2024_bandit": true, + "srd-2024_bandit-captain": true, + "srd-2024_barbed-devil": true, + "srd-2024_basilisk": true, + "srd-2024_bat": true, + "srd-2024_bearded-devil": true, + "srd-2024_behir": true, + "srd-2024_berserker": true, + "srd-2024_black-bear": true, + "srd-2024_black-dragon-wyrmling": true, + "srd-2024_black-pudding": true, + "srd-2024_blink-dog": true, + "srd-2024_blood-hawk": true, + "srd-2024_blue-dragon-wyrmling": true, + "srd-2024_boar": true, + "srd-2024_bone-devil": true, + "srd-2024_brass-dragon-wyrmling": true, + "srd-2024_bronze-dragon-wyrmling": true, + "srd-2024_brown-bear": true, + "srd-2024_bugbear-stalker": true, + "srd-2024_bugbear-warrior": true, + "srd-2024_bulette": true, + "srd-2024_camel": true, + "srd-2024_cat": true, + "srd-2024_centaur-trooper": true, + "srd-2024_chain-devil": true, + "srd-2024_chimera": true, + "srd-2024_chuul": true, + "srd-2024_clay-golem": true, + "srd-2024_cloaker": true, + "srd-2024_cloud-giant": true, + "srd-2024_cockatrice": true, + "srd-2024_commoner": true, + "srd-2024_constrictor-snake": true, + "srd-2024_copper-dragon-wyrmling": true, + "srd-2024_couatl": true, + "srd-2024_crab": true, + "srd-2024_crocodile": true, + "srd-2024_cultist": true, + "srd-2024_cultist-fanatic": true, + "srd-2024_darkmantle": true, + "srd-2024_death-dog": true, + "srd-2024_deer": true, + "srd-2024_deva": true, + "srd-2024_dire-wolf": true, + "srd-2024_djinni": true, + "srd-2024_doppelganger": true, + "srd-2024_draft-horse": true, + "srd-2024_dragon-turtle": true, + "srd-2024_dretch": true, + "srd-2024_drider": true, + "srd-2024_druid": true, + "srd-2024_dryad": true, + "srd-2024_dust-mephit": true, + "srd-2024_eagle": true, + "srd-2024_earth-elemental": true, + "srd-2024_efreeti": true, + "srd-2024_elephant": true, + "srd-2024_elk": true, + "srd-2024_erinyes": true, + "srd-2024_ettercap": true, + "srd-2024_ettin": true, + "srd-2024_fire-elemental": true, + "srd-2024_fire-giant": true, + "srd-2024_flesh-golem": true, + "srd-2024_flying-snake": true, + "srd-2024_frog": true, + "srd-2024_frost-giant": true, + "srd-2024_gargoyle": true, + "srd-2024_gelatinous-cube": true, + "srd-2024_ghast": true, + "srd-2024_ghost": true, + "srd-2024_ghoul": true, + "srd-2024_giant-ape": true, + "srd-2024_giant-badger": true, + "srd-2024_giant-bat": true, + "srd-2024_giant-boar": true, + "srd-2024_giant-centipede": true, + "srd-2024_giant-constrictor-snake": true, + "srd-2024_giant-crab": true, + "srd-2024_giant-crocodile": true, + "srd-2024_giant-eagle": true, + "srd-2024_giant-elk": true, + "srd-2024_giant-fire-beetle": true, + "srd-2024_giant-frog": true, + "srd-2024_giant-goat": true, + "srd-2024_giant-hyena": true, + "srd-2024_giant-lizard": true, + "srd-2024_giant-octopus": true, + "srd-2024_giant-owl": true, + "srd-2024_giant-rat": true, + "srd-2024_giant-scorpion": true, + "srd-2024_giant-seahorse": true, + "srd-2024_giant-shark": true, + "srd-2024_giant-spider": true, + "srd-2024_giant-toad": true, + "srd-2024_giant-venomous-snake": true, + "srd-2024_giant-vulture": true, + "srd-2024_giant-wasp": true, + "srd-2024_giant-weasel": true, + "srd-2024_giant-wolf-spider": true, + "srd-2024_gibbering-mouther": true, + "srd-2024_glabrezu": true, + "srd-2024_gladiator": true, + "srd-2024_gnoll-warrior": true, + "srd-2024_goat": true, + "srd-2024_goblin-boss": true, + "srd-2024_goblin-minion": true, + "srd-2024_goblin-warrior": true, + "srd-2024_gold-dragon-wyrmling": true, + "srd-2024_gorgon": true, + "srd-2024_gray-ooze": true, + "srd-2024_green-dragon-wyrmling": true, + "srd-2024_green-hag": true, + "srd-2024_grick": true, + "srd-2024_griffon": true, + "srd-2024_grimlock": true, + "srd-2024_guard": true, + "srd-2024_guard-captain": true, + "srd-2024_guardian-naga": true, + "srd-2024_half-dragon": true, + "srd-2024_harpy": true, + "srd-2024_hawk": true, + "srd-2024_hell-hound": true, + "srd-2024_hezrou": true, + "srd-2024_hill-giant": true, + "srd-2024_hippogriff": true, + "srd-2024_hippopotamus": true, + "srd-2024_hobgoblin-captain": true, + "srd-2024_hobgoblin-warrior": true, + "srd-2024_homunculus": true, + "srd-2024_horned-devil": true, + "srd-2024_hunter-shark": true, + "srd-2024_hydra": true, + "srd-2024_hyena": true, + "srd-2024_ice-devil": true, + "srd-2024_ice-mephit": true, + "srd-2024_imp": true, + "srd-2024_incubus": true, + "srd-2024_invisible-stalker": true, + "srd-2024_iron-golem": true, + "srd-2024_jackal": true, + "srd-2024_killer-whale": true, + "srd-2024_knight": true, + "srd-2024_kobold-warrior": true, + "srd-2024_kraken": true, + "srd-2024_lamia": true, + "srd-2024_lemure": true, + "srd-2024_lich": true, + "srd-2024_lion": true, + "srd-2024_lizard": true, + "srd-2024_mage": true, + "srd-2024_magma-mephit": true, + "srd-2024_magmin": true, + "srd-2024_mammoth": true, + "srd-2024_manticore": true, + "srd-2024_marilith": true, + "srd-2024_mastiff": true, + "srd-2024_medusa": true, + "srd-2024_merfolk-skirmisher": true, + "srd-2024_merrow": true, + "srd-2024_mimic": true, + "srd-2024_minotaur-of-baphomet": true, + "srd-2024_minotaur-skeleton": true, + "srd-2024_mule": true, + "srd-2024_mummy": true, + "srd-2024_mummy-lord": true, + "srd-2024_nalfeshnee": true, + "srd-2024_night-hag": true, + "srd-2024_nightmare": true, + "srd-2024_noble": true, + "srd-2024_ochre-jelly": true, + "srd-2024_octopus": true, + "srd-2024_ogre": true, + "srd-2024_ogre-zombie": true, + "srd-2024_oni": true, + "srd-2024_otyugh": true, + "srd-2024_owl": true, + "srd-2024_owlbear": true, + "srd-2024_panther": true, + "srd-2024_pegasus": true, + "srd-2024_phase-spider": true, + "srd-2024_piranha": true, + "srd-2024_pirate": true, + "srd-2024_pirate-captain": true, + "srd-2024_pit-fiend": true, + "srd-2024_planetar": true, + "srd-2024_plesiosaurus": true, + "srd-2024_polar-bear": true, + "srd-2024_pony": true, + "srd-2024_priest": true, + "srd-2024_priest-acolyte": true, + "srd-2024_pseudodragon": true, + "srd-2024_pteranodon": true, + "srd-2024_purple-worm": true, + "srd-2024_quasit": true, + "srd-2024_rakshasa": true, + "srd-2024_rat": true, + "srd-2024_raven": true, + "srd-2024_red-dragon-wyrmling": true, + "srd-2024_reef-shark": true, + "srd-2024_remorhaz": true, + "srd-2024_rhinoceros": true, + "srd-2024_riding-horse": true, + "srd-2024_roc": true, + "srd-2024_roper": true, + "srd-2024_rust-monster": true, + "srd-2024_saber-toothed-tiger": true, + "srd-2024_sahuagin-warrior": true, + "srd-2024_salamander": true, + "srd-2024_satyr": true, + "srd-2024_scorpion": true, + "srd-2024_scout": true, + "srd-2024_sea-hag": true, + "srd-2024_seahorse": true, + "srd-2024_shadow": true, + "srd-2024_shambling-mound": true, + "srd-2024_shield-guardian": true, + "srd-2024_shrieker-fungus": true, + "srd-2024_silver-dragon-wyrmling": true, + "srd-2024_skeleton": true, + "srd-2024_solar": true, + "srd-2024_specter": true, + "srd-2024_sphinx-of-lore": true, + "srd-2024_sphinx-of-valor": true, + "srd-2024_sphinx-of-wonder": true, + "srd-2024_spider": true, + "srd-2024_spirit-naga": true, + "srd-2024_sprite": true, + "srd-2024_spy": true, + "srd-2024_steam-mephit": true, + "srd-2024_stirge": true, + "srd-2024_stone-giant": true, + "srd-2024_stone-golem": true, + "srd-2024_storm-giant": true, + "srd-2024_succubus": true, + "srd-2024_swarm-of-bats": true, + "srd-2024_swarm-of-crawling-claws": true, + "srd-2024_swarm-of-insects": true, + "srd-2024_swarm-of-piranhas": true, + "srd-2024_swarm-of-rats": true, + "srd-2024_swarm-of-ravens": true, + "srd-2024_swarm-of-venomous-snakes": true, + "srd-2024_tarrasque": true, + "srd-2024_tiger": true, + "srd-2024_tough": true, + "srd-2024_tough-boss": true, + "srd-2024_treant": true, + "srd-2024_triceratops": true, + "srd-2024_troll": true, + "srd-2024_troll-limb": true, + "srd-2024_tyrannosaurus-rex": true, + "srd-2024_unicorn": true, + "srd-2024_vampire": true, + "srd-2024_vampire-familiar": true, + "srd-2024_vampire-spawn": true, + "srd-2024_venomous-snake": true, + "srd-2024_violet-fungus": true, + "srd-2024_vrock": true, + "srd-2024_vulture": true, + "srd-2024_warhorse": true, + "srd-2024_warhorse-skeleton": true, + "srd-2024_warrior-infantry": true, + "srd-2024_warrior-veteran": true, + "srd-2024_water-elemental": true, + "srd-2024_weasel": true, + "srd-2024_werebear": true, + "srd-2024_wereboar": true, + "srd-2024_wererat": true, + "srd-2024_weretiger": true, + "srd-2024_werewolf": true, + "srd-2024_white-dragon-wyrmling": true, + "srd-2024_wight": true, + "srd-2024_will-o-wisp": true, + "srd-2024_winter-wolf": true, + "srd-2024_wolf": true, + "srd-2024_worg": true, + "srd-2024_wraith": true, + "srd-2024_wyvern": true, + "srd-2024_xorn": true, + "srd-2024_young-black-dragon": true, + "srd-2024_young-blue-dragon": true, + "srd-2024_young-brass-dragon": true, + "srd-2024_young-bronze-dragon": true, + "srd-2024_young-copper-dragon": true, + "srd-2024_young-gold-dragon": true, + "srd-2024_young-green-dragon": true, + "srd-2024_young-red-dragon": true, + "srd-2024_young-silver-dragon": true, + "srd-2024_young-white-dragon": true, + "srd-2024_zombie": true + }, + "by_name": { + "aboleth": "srd-2024_aboleth", + "adult black dragon": "srd-2024_adult-black-dragon", + "adult blue dragon": "srd-2024_adult-blue-dragon", + "adult brass dragon": "srd-2024_adult-brass-dragon", + "adult bronze dragon": "srd-2024_adult-bronze-dragon", + "adult copper dragon": "srd-2024_adult-copper-dragon", + "adult gold dragon": "srd-2024_adult-gold-dragon", + "adult green dragon": "srd-2024_adult-green-dragon", + "adult red dragon": "srd-2024_adult-red-dragon", + "adult silver dragon": "srd-2024_adult-silver-dragon", + "adult white dragon": "srd-2024_adult-white-dragon", + "air elemental": "srd-2024_air-elemental", + "allosaurus": "srd-2024_allosaurus", + "ancient black dragon": "srd-2024_ancient-black-dragon", + "ancient blue dragon": "srd-2024_ancient-blue-dragon", + "ancient brass dragon": "srd-2024_ancient-brass-dragon", + "ancient bronze dragon": "srd-2024_ancient-bronze-dragon", + "ancient copper dragon": "srd-2024_ancient-copper-dragon", + "ancient gold dragon": "srd-2024_ancient-gold-dragon", + "ancient green dragon": "srd-2024_ancient-green-dragon", + "ancient red dragon": "srd-2024_ancient-red-dragon", + "ancient silver dragon": "srd-2024_ancient-silver-dragon", + "ancient white dragon": "srd-2024_ancient-white-dragon", + "animated armor": "srd-2024_animated-armor", + "animated flying sword": "srd-2024_animated-flying-sword", + "animated rug of smothering": "srd-2024_animated-rug-of-smothering", + "ankheg": "srd-2024_ankheg", + "ankylosaurus": "srd-2024_ankylosaurus", + "ape": "srd-2024_ape", + "archelon": "srd-2024_archelon", + "archmage": "srd-2024_archmage", + "assassin": "srd-2024_assassin", + "awakened shrub": "srd-2024_awakened-shrub", + "awakened tree": "srd-2024_awakened-tree", + "axe beak": "srd-2024_axe-beak", + "azer sentinel": "srd-2024_azer-sentinel", + "baboon": "srd-2024_baboon", + "badger": "srd-2024_badger", + "balor": "srd-2024_balor", + "bandit": "srd-2024_bandit", + "bandit captain": "srd-2024_bandit-captain", + "barbed devil": "srd-2024_barbed-devil", + "basilisk": "srd-2024_basilisk", + "bat": "srd-2024_bat", + "bearded devil": "srd-2024_bearded-devil", + "behir": "srd-2024_behir", + "berserker": "srd-2024_berserker", + "black bear": "srd-2024_black-bear", + "black dragon wyrmling": "srd-2024_black-dragon-wyrmling", + "black pudding": "srd-2024_black-pudding", + "blink dog": "srd-2024_blink-dog", + "blood hawk": "srd-2024_blood-hawk", + "blue dragon wyrmling": "srd-2024_blue-dragon-wyrmling", + "boar": "srd-2024_boar", + "bone devil": "srd-2024_bone-devil", + "brass dragon wyrmling": "srd-2024_brass-dragon-wyrmling", + "bronze dragon wyrmling": "srd-2024_bronze-dragon-wyrmling", + "brown bear": "srd-2024_brown-bear", + "bugbear stalker": "srd-2024_bugbear-stalker", + "bugbear warrior": "srd-2024_bugbear-warrior", + "bulette": "srd-2024_bulette", + "camel": "srd-2024_camel", + "cat": "srd-2024_cat", + "centaur trooper": "srd-2024_centaur-trooper", + "chain devil": "srd-2024_chain-devil", + "chimera": "srd-2024_chimera", + "chuul": "srd-2024_chuul", + "clay golem": "srd-2024_clay-golem", + "cloaker": "srd-2024_cloaker", + "cloud giant": "srd-2024_cloud-giant", + "cockatrice": "srd-2024_cockatrice", + "commoner": "srd-2024_commoner", + "constrictor snake": "srd-2024_constrictor-snake", + "copper dragon wyrmling": "srd-2024_copper-dragon-wyrmling", + "couatl": "srd-2024_couatl", + "crab": "srd-2024_crab", + "crocodile": "srd-2024_crocodile", + "cultist": "srd-2024_cultist", + "cultist fanatic": "srd-2024_cultist-fanatic", + "darkmantle": "srd-2024_darkmantle", + "death dog": "srd-2024_death-dog", + "deer": "srd-2024_deer", + "deva": "srd-2024_deva", + "dire wolf": "srd-2024_dire-wolf", + "djinni": "srd-2024_djinni", + "doppelganger": "srd-2024_doppelganger", + "draft horse": "srd-2024_draft-horse", + "dragon turtle": "srd-2024_dragon-turtle", + "dretch": "srd-2024_dretch", + "drider": "srd-2024_drider", + "druid": "srd-2024_druid", + "dryad": "srd-2024_dryad", + "dust mephit": "srd-2024_dust-mephit", + "eagle": "srd-2024_eagle", + "earth elemental": "srd-2024_earth-elemental", + "efreeti": "srd-2024_efreeti", + "elephant": "srd-2024_elephant", + "elk": "srd-2024_elk", + "erinyes": "srd-2024_erinyes", + "ettercap": "srd-2024_ettercap", + "ettin": "srd-2024_ettin", + "fire elemental": "srd-2024_fire-elemental", + "fire giant": "srd-2024_fire-giant", + "flesh golem": "srd-2024_flesh-golem", + "flying snake": "srd-2024_flying-snake", + "frog": "srd-2024_frog", + "frost giant": "srd-2024_frost-giant", + "gargoyle": "srd-2024_gargoyle", + "gelatinous cube": "srd-2024_gelatinous-cube", + "ghast": "srd-2024_ghast", + "ghost": "srd-2024_ghost", + "ghoul": "srd-2024_ghoul", + "giant ape": "srd-2024_giant-ape", + "giant badger": "srd-2024_giant-badger", + "giant bat": "srd-2024_giant-bat", + "giant boar": "srd-2024_giant-boar", + "giant centipede": "srd-2024_giant-centipede", + "giant constrictor snake": "srd-2024_giant-constrictor-snake", + "giant crab": "srd-2024_giant-crab", + "giant crocodile": "srd-2024_giant-crocodile", + "giant eagle": "srd-2024_giant-eagle", + "giant elk": "srd-2024_giant-elk", + "giant fire beetle": "srd-2024_giant-fire-beetle", + "giant frog": "srd-2024_giant-frog", + "giant goat": "srd-2024_giant-goat", + "giant hyena": "srd-2024_giant-hyena", + "giant lizard": "srd-2024_giant-lizard", + "giant octopus": "srd-2024_giant-octopus", + "giant owl": "srd-2024_giant-owl", + "giant rat": "srd-2024_giant-rat", + "giant scorpion": "srd-2024_giant-scorpion", + "giant seahorse": "srd-2024_giant-seahorse", + "giant shark": "srd-2024_giant-shark", + "giant spider": "srd-2024_giant-spider", + "giant toad": "srd-2024_giant-toad", + "giant venomous snake": "srd-2024_giant-venomous-snake", + "giant vulture": "srd-2024_giant-vulture", + "giant wasp": "srd-2024_giant-wasp", + "giant weasel": "srd-2024_giant-weasel", + "giant wolf spider": "srd-2024_giant-wolf-spider", + "gibbering mouther": "srd-2024_gibbering-mouther", + "glabrezu": "srd-2024_glabrezu", + "gladiator": "srd-2024_gladiator", + "gnoll warrior": "srd-2024_gnoll-warrior", + "goat": "srd-2024_goat", + "goblin boss": "srd-2024_goblin-boss", + "goblin minion": "srd-2024_goblin-minion", + "goblin warrior": "srd-2024_goblin-warrior", + "gold dragon wyrmling": "srd-2024_gold-dragon-wyrmling", + "gorgon": "srd-2024_gorgon", + "gray ooze": "srd-2024_gray-ooze", + "green dragon wyrmling": "srd-2024_green-dragon-wyrmling", + "green hag": "srd-2024_green-hag", + "grick": "srd-2024_grick", + "griffon": "srd-2024_griffon", + "grimlock": "srd-2024_grimlock", + "guard": "srd-2024_guard", + "guard captain": "srd-2024_guard-captain", + "guardian naga": "srd-2024_guardian-naga", + "half-dragon": "srd-2024_half-dragon", + "harpy": "srd-2024_harpy", + "hawk": "srd-2024_hawk", + "hell hound": "srd-2024_hell-hound", + "hezrou": "srd-2024_hezrou", + "hill giant": "srd-2024_hill-giant", + "hippogriff": "srd-2024_hippogriff", + "hippopotamus": "srd-2024_hippopotamus", + "hobgoblin captain": "srd-2024_hobgoblin-captain", + "hobgoblin warrior": "srd-2024_hobgoblin-warrior", + "homunculus": "srd-2024_homunculus", + "horned devil": "srd-2024_horned-devil", + "hunter shark": "srd-2024_hunter-shark", + "hydra": "srd-2024_hydra", + "hyena": "srd-2024_hyena", + "ice devil": "srd-2024_ice-devil", + "ice mephit": "srd-2024_ice-mephit", + "imp": "srd-2024_imp", + "incubus": "srd-2024_incubus", + "invisible stalker": "srd-2024_invisible-stalker", + "iron golem": "srd-2024_iron-golem", + "jackal": "srd-2024_jackal", + "killer whale": "srd-2024_killer-whale", + "knight": "srd-2024_knight", + "kobold warrior": "srd-2024_kobold-warrior", + "kraken": "srd-2024_kraken", + "lamia": "srd-2024_lamia", + "lemure": "srd-2024_lemure", + "lich": "srd-2024_lich", + "lion": "srd-2024_lion", + "lizard": "srd-2024_lizard", + "mage": "srd-2024_mage", + "magma mephit": "srd-2024_magma-mephit", + "magmin": "srd-2024_magmin", + "mammoth": "srd-2024_mammoth", + "manticore": "srd-2024_manticore", + "marilith": "srd-2024_marilith", + "mastiff": "srd-2024_mastiff", + "medusa": "srd-2024_medusa", + "merfolk skirmisher": "srd-2024_merfolk-skirmisher", + "merrow": "srd-2024_merrow", + "mimic": "srd-2024_mimic", + "minotaur of baphomet": "srd-2024_minotaur-of-baphomet", + "minotaur skeleton": "srd-2024_minotaur-skeleton", + "mule": "srd-2024_mule", + "mummy": "srd-2024_mummy", + "mummy lord": "srd-2024_mummy-lord", + "nalfeshnee": "srd-2024_nalfeshnee", + "night hag": "srd-2024_night-hag", + "nightmare": "srd-2024_nightmare", + "noble": "srd-2024_noble", + "ochre jelly": "srd-2024_ochre-jelly", + "octopus": "srd-2024_octopus", + "ogre": "srd-2024_ogre", + "ogre zombie": "srd-2024_ogre-zombie", + "oni": "srd-2024_oni", + "otyugh": "srd-2024_otyugh", + "owl": "srd-2024_owl", + "owlbear": "srd-2024_owlbear", + "panther": "srd-2024_panther", + "pegasus": "srd-2024_pegasus", + "phase spider": "srd-2024_phase-spider", + "piranha": "srd-2024_piranha", + "pirate": "srd-2024_pirate", + "pirate captain": "srd-2024_pirate-captain", + "pit fiend": "srd-2024_pit-fiend", + "planetar": "srd-2024_planetar", + "plesiosaurus": "srd-2024_plesiosaurus", + "polar bear": "srd-2024_polar-bear", + "pony": "srd-2024_pony", + "priest": "srd-2024_priest", + "priest acolyte": "srd-2024_priest-acolyte", + "pseudodragon": "srd-2024_pseudodragon", + "pteranodon": "srd-2024_pteranodon", + "purple worm": "srd-2024_purple-worm", + "quasit": "srd-2024_quasit", + "rakshasa": "srd-2024_rakshasa", + "rat": "srd-2024_rat", + "raven": "srd-2024_raven", + "red dragon wyrmling": "srd-2024_red-dragon-wyrmling", + "reef shark": "srd-2024_reef-shark", + "remorhaz": "srd-2024_remorhaz", + "rhinoceros": "srd-2024_rhinoceros", + "riding horse": "srd-2024_riding-horse", + "roc": "srd-2024_roc", + "roper": "srd-2024_roper", + "rust monster": "srd-2024_rust-monster", + "saber-toothed tiger": "srd-2024_saber-toothed-tiger", + "sahuagin warrior": "srd-2024_sahuagin-warrior", + "salamander": "srd-2024_salamander", + "satyr": "srd-2024_satyr", + "scorpion": "srd-2024_scorpion", + "scout": "srd-2024_scout", + "sea hag": "srd-2024_sea-hag", + "seahorse": "srd-2024_seahorse", + "shadow": "srd-2024_shadow", + "shambling mound": "srd-2024_shambling-mound", + "shield guardian": "srd-2024_shield-guardian", + "shrieker fungus": "srd-2024_shrieker-fungus", + "silver dragon wyrmling": "srd-2024_silver-dragon-wyrmling", + "skeleton": "srd-2024_skeleton", + "solar": "srd-2024_solar", + "specter": "srd-2024_specter", + "sphinx of lore": "srd-2024_sphinx-of-lore", + "sphinx of valor": "srd-2024_sphinx-of-valor", + "sphinx of wonder": "srd-2024_sphinx-of-wonder", + "spider": "srd-2024_spider", + "spirit naga": "srd-2024_spirit-naga", + "sprite": "srd-2024_sprite", + "spy": "srd-2024_spy", + "steam mephit": "srd-2024_steam-mephit", + "stirge": "srd-2024_stirge", + "stone giant": "srd-2024_stone-giant", + "stone golem": "srd-2024_stone-golem", + "storm giant": "srd-2024_storm-giant", + "succubus": "srd-2024_succubus", + "swarm of bats": "srd-2024_swarm-of-bats", + "swarm of crawling claws": "srd-2024_swarm-of-crawling-claws", + "swarm of insects": "srd-2024_swarm-of-insects", + "swarm of piranhas": "srd-2024_swarm-of-piranhas", + "swarm of rats": "srd-2024_swarm-of-rats", + "swarm of ravens": "srd-2024_swarm-of-ravens", + "swarm of venomous snakes": "srd-2024_swarm-of-venomous-snakes", + "tarrasque": "srd-2024_tarrasque", + "tiger": "srd-2024_tiger", + "tough": "srd-2024_tough", + "tough boss": "srd-2024_tough-boss", + "treant": "srd-2024_treant", + "triceratops": "srd-2024_triceratops", + "troll": "srd-2024_troll", + "troll limb": "srd-2024_troll-limb", + "tyrannosaurus rex": "srd-2024_tyrannosaurus-rex", + "unicorn": "srd-2024_unicorn", + "vampire": "srd-2024_vampire", + "vampire familiar": "srd-2024_vampire-familiar", + "vampire spawn": "srd-2024_vampire-spawn", + "venomous snake": "srd-2024_venomous-snake", + "violet fungus": "srd-2024_violet-fungus", + "vrock": "srd-2024_vrock", + "vulture": "srd-2024_vulture", + "warhorse": "srd-2024_warhorse", + "warhorse skeleton": "srd-2024_warhorse-skeleton", + "warrior infantry": "srd-2024_warrior-infantry", + "warrior veteran": "srd-2024_warrior-veteran", + "water elemental": "srd-2024_water-elemental", + "weasel": "srd-2024_weasel", + "werebear": "srd-2024_werebear", + "wereboar": "srd-2024_wereboar", + "wererat": "srd-2024_wererat", + "weretiger": "srd-2024_weretiger", + "werewolf": "srd-2024_werewolf", + "white dragon wyrmling": "srd-2024_white-dragon-wyrmling", + "wight": "srd-2024_wight", + "will-o'-wisp": "srd-2024_will-o-wisp", + "winter wolf": "srd-2024_winter-wolf", + "wolf": "srd-2024_wolf", + "worg": "srd-2024_worg", + "wraith": "srd-2024_wraith", + "wyvern": "srd-2024_wyvern", + "xorn": "srd-2024_xorn", + "young black dragon": "srd-2024_young-black-dragon", + "young blue dragon": "srd-2024_young-blue-dragon", + "young brass dragon": "srd-2024_young-brass-dragon", + "young bronze dragon": "srd-2024_young-bronze-dragon", + "young copper dragon": "srd-2024_young-copper-dragon", + "young gold dragon": "srd-2024_young-gold-dragon", + "young green dragon": "srd-2024_young-green-dragon", + "young red dragon": "srd-2024_young-red-dragon", + "young silver dragon": "srd-2024_young-silver-dragon", + "young white dragon": "srd-2024_young-white-dragon", + "zombie": "srd-2024_zombie" + } + } +} \ No newline at end of file diff --git a/data/equipment.json b/data/equipment.json new file mode 100644 index 0000000..d306eb5 --- /dev/null +++ b/data/equipment.json @@ -0,0 +1,3056 @@ +{ + "count": 203, + "results": [ + { + "key": "srd-2024_acid", + "name": "Acid", + "category": "Weapon", + "cost": "25.00", + "weight": "1.000", + "description": "When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_airship", + "name": "Airship", + "category": "Wondrous Item", + "cost": "40000.00", + "weight": "0.000", + "description": "A magical flying vessel capable of air travel.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_alchemists-fire", + "name": "Alchemist's Fire", + "category": "Weapon", + "cost": "50.00", + "weight": "1.000", + "description": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see \"Rules Glossary\").", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_alchemists-supplies", + "name": "Alchemist's Supplies (50 GP)", + "category": "Tools", + "cost": "50.00", + "weight": "8.000", + "description": "Ability: Intelligence. Utilize: Identify a substance (DC 15), or start a fire (DC 15). Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_antitoxin", + "name": "Antitoxin", + "category": "Potion", + "cost": "50.00", + "weight": "0.000", + "description": "As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour. abo", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_arrows-20", + "name": "Arrows (20)", + "category": "Ammunition", + "cost": "1.00", + "weight": "1.000", + "description": "Ammunition for weapons that use arrows. Comes in a pack of 20. Typically stored in a quiver.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_backpack", + "name": "Backpack", + "category": "Equipment Pack", + "cost": "2.00", + "weight": "5.000", + "description": "A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_ball-bearings", + "name": "Ball Bearings", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "2.000", + "description": "As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-footsquare area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_barrel", + "name": "Barrel", + "category": "Adventuring Gear", + "cost": "2.00", + "weight": "70.000", + "description": "A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_basket", + "name": "Basket", + "category": "Adventuring Gear", + "cost": "0.40", + "weight": "2.000", + "description": "A Basket holds up to 40 pounds within 2 cubic feet.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_battleaxe", + "name": "Battleaxe", + "category": "Weapon", + "cost": "10.00", + "weight": "4.000", + "description": "A battleaxe.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_bedroll", + "name": "Bedroll", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "7.000", + "description": "A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see \"Gameplay Toolbox\").", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_bell", + "name": "Bell", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "0.000", + "description": "When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_blanket", + "name": "Blanket", + "category": "Adventuring Gear", + "cost": "0.50", + "weight": "3.000", + "description": "While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see \"Gameplay Toolbox\").", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_block-and-tackle", + "name": "Block and Tackle", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "5.000", + "description": "A Block and Tackle allows you to hoist up to four times the weight you can normally lift.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_blowgun", + "name": "Blowgun", + "category": "Weapon", + "cost": "10.00", + "weight": "1.000", + "description": "A blowgun.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_bolts-20", + "name": "Bolts (20)", + "category": "Ammunition", + "cost": "1.00", + "weight": "1.500", + "description": "Ammunition for weapons that use bolts. Comes in a pack of 20. Typically stored in a case.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_book", + "name": "Book", + "category": "Adventuring Gear", + "cost": "25.00", + "weight": "5.000", + "description": "A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_bottle-glass", + "name": "Bottle, Glass", + "category": "Adventuring Gear", + "cost": "2.00", + "weight": "2.000", + "description": "A Glass Bottle holds up to 1 0.5 pints.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_breastplate", + "name": "Breastplate", + "category": "Armor", + "cost": "400.00", + "weight": "20.000", + "description": "A breastplate.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_brewers-supplies", + "name": "Brewer's Supplies (20 GP)", + "category": "Tools", + "cost": "20.00", + "weight": "9.000", + "description": "Ability: Intelligence. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10). Craft: Antitoxin", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_bucket", + "name": "Bucket", + "category": "Adventuring Gear", + "cost": "0.05", + "weight": "2.000", + "description": "A Bucket holds up to half a cubic foot of contents.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_bullets-firearm-10", + "name": "Bullets, Firearm (10)", + "category": "Ammunition", + "cost": "3.00", + "weight": "2.000", + "description": "Ammunition for weapons that use bullets, firearm. Comes in a pack of 10. Typically stored in a pouch.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_bullets-sling-20", + "name": "Bullets, Sling (20)", + "category": "Ammunition", + "cost": "0.04", + "weight": "1.500", + "description": "Ammunition for weapons that use bullets, sling. Comes in a pack of 20. Typically stored in a pouch.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_burglars-pack", + "name": "Burglar's Pack", + "category": "Equipment Pack", + "cost": "16.00", + "weight": "42.000", + "description": "A Burglar's Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_calligraphers-supplies", + "name": "Calligrapher's Supplies (10 GP)", + "category": "Tools", + "cost": "10.00", + "weight": "5.000", + "description": "Ability: Dexterity. Utilize: Write text with impressive flourishes that guard against forgery (DC 15). Craft: Ink, *Spell Scroll*", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_caltrops", + "name": "Caltrops", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "2.000", + "description": "As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_camel", + "name": "Camel", + "category": "Mount", + "cost": "50.00", + "weight": "0.000", + "description": "A desert-dwelling mount capable of carrying heavy loads.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_candle", + "name": "Candle", + "category": "Adventuring Gear", + "cost": "0.01", + "weight": "0.000", + "description": "For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_carpenters-tools", + "name": "Carpenter's Tools (8 GP)", + "category": "Tools", + "cost": "8.00", + "weight": "6.000", + "description": "Ability: Strength. Utilize: Seal or pry open a door or container (DC 20). Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_carriage", + "name": "Carriage", + "category": "Land Vehicle", + "cost": "100.00", + "weight": "600.000", + "description": "A four-wheeled vehicle pulled by horses, designed for passenger transport.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_cart", + "name": "Cart", + "category": "Land Vehicle", + "cost": "15.00", + "weight": "200.000", + "description": "A two-wheeled vehicle pulled by a single horse, designed for cargo transport.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_cartographers-tools", + "name": "Cartographer's Tools (15 GP)", + "category": "Tools", + "cost": "15.00", + "weight": "6.000", + "description": "Ability: Wisdom. Utilize: Draft a map of a small area (DC 15). Craft: Map", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_case-crossbow-bolt", + "name": "Case, Crossbow Bolt", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "1.000", + "description": "A Crossbow Bolt Case holds up to 20 Bolts.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_case-map-or-scroll", + "name": "Case, Map or Scroll", + "category": "Scroll", + "cost": "1.00", + "weight": "1.000", + "description": "A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_chain", + "name": "Chain", + "category": "Adventuring Gear", + "cost": "5.00", + "weight": "10.000", + "description": "As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_chain-mail", + "name": "Chain Mail", + "category": "Armor", + "cost": "75.00", + "weight": "55.000", + "description": "A chain mail.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_chain-shirt", + "name": "Chain Shirt", + "category": "Armor", + "cost": "50.00", + "weight": "20.000", + "description": "A chain shirt.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_chariot", + "name": "Chariot", + "category": "Land Vehicle", + "cost": "250.00", + "weight": "100.000", + "description": "A two-wheeled vehicle pulled by horses, designed for speed and combat.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_chest", + "name": "Chest", + "category": "Adventuring Gear", + "cost": "5.00", + "weight": "25.000", + "description": "A Chest holds up to 12 cubic feet of contents.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_climbers-kit", + "name": "Climber's Kit", + "category": "Tools", + "cost": "25.00", + "weight": "12.000", + "description": "A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus Action.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_clothes-fine", + "name": "Clothes, Fine", + "category": "Adventuring Gear", + "cost": "15.00", + "weight": "6.000", + "description": "Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_clothes-travelers", + "name": "Clothes, Traveler's", + "category": "Adventuring Gear", + "cost": "2.00", + "weight": "4.000", + "description": "Traveler's Clothes are resilient garments designed for travel in various environments.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_club", + "name": "Club", + "category": "Weapon", + "cost": "0.10", + "weight": "2.000", + "description": "A club.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_cobblers-tools", + "name": "Cobbler's Tools (5 GP)", + "category": "Tools", + "cost": "5.00", + "weight": "5.000", + "description": "Ability: Dexterity. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10). Craft: Climber's Kit", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_component-pouch", + "name": "Component Pouch", + "category": "Adventuring Gear", + "cost": "25.00", + "weight": "2.000", + "description": "A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_cooks-utensils", + "name": "Cook's Utensils (1 GP)", + "category": "Tools", + "cost": "1.00", + "weight": "8.000", + "description": "Ability: Wisdom. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15). Craft: Rations", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_costume", + "name": "Costume", + "category": "Adventuring Gear", + "cost": "5.00", + "weight": "4.000", + "description": "While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_crowbar", + "name": "Crowbar", + "category": "Adventuring Gear", + "cost": "2.00", + "weight": "5.000", + "description": "Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_dagger", + "name": "Dagger", + "category": "Weapon", + "cost": "2.00", + "weight": "1.000", + "description": "A dagger.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_dart", + "name": "Dart", + "category": "Weapon", + "cost": "0.05", + "weight": "1.000", + "description": "A dart.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_diplomats-pack", + "name": "Diplomat's Pack", + "category": "Equipment Pack", + "cost": "39.00", + "weight": "39.000", + "description": "A Diplomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_disguise-kit", + "name": "Disguise Kit", + "category": "Tools", + "cost": "25.00", + "weight": "3.000", + "description": "Ability: Charisma. Utilize: Apply makeup (DC 10). Craft: Costume", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_druidic-focus-sprig-of-mistletoe", + "name": "Druidic Focus, Sprig of Mistletoe", + "category": "Spellcasting Focus", + "cost": "1.00", + "weight": "0.000", + "description": "A Druidic Focus is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_druidic-focus-wooden-staff", + "name": "Druidic Focus, Wooden Staff", + "category": "Spellcasting Focus", + "cost": "5.00", + "weight": "4.000", + "description": "A Druidic Focus is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. This staff can also be used as a Quarterstaff.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_druidic-focus-yew-wand", + "name": "Druidic Focus, Yew Wand", + "category": "Spellcasting Focus", + "cost": "10.00", + "weight": "1.000", + "description": "A Druidic Focus is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_dungeoneers-pack", + "name": "Dungeoneer's Pack", + "category": "Equipment Pack", + "cost": "12.00", + "weight": "55.000", + "description": "A Dungeoneer's Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_elephant", + "name": "Elephant", + "category": "Mount", + "cost": "200.00", + "weight": "0.000", + "description": "A massive mount capable of carrying extremely heavy loads.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_entertainers-pack", + "name": "Entertainer's Pack", + "category": "Equipment Pack", + "cost": "40.00", + "weight": "58.000", + "description": "An Entertainer's Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_explorers-pack", + "name": "Explorer's Pack", + "category": "Equipment Pack", + "cost": "10.00", + "weight": "55.000", + "description": "An Explorer's Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_feed-per-day", + "name": "Feed (per day)", + "category": "Adventuring Gear", + "cost": "0.05", + "weight": "10.000", + "description": "Daily feed for a mount.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_flail", + "name": "Flail", + "category": "Weapon", + "cost": "10.00", + "weight": "2.000", + "description": "A flail.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_flask", + "name": "Flask", + "category": "Adventuring Gear", + "cost": "0.02", + "weight": "1.000", + "description": "A Flask holds up to 1 pint.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_forgery-kit", + "name": "Forgery Kit", + "category": "Tools", + "cost": "15.00", + "weight": "5.000", + "description": "Ability: Dexterity. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_galley", + "name": "Galley", + "category": "Waterborne Vehicle", + "cost": "30000.00", + "weight": "0.000", + "description": "A large warship propelled by oars and sails.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_gaming-set-dice", + "name": "Gaming Set, Dice", + "category": "Tools", + "cost": "0.10", + "weight": "0.000", + "description": "Ability: Wisdom. Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_gaming-set-dragonchess", + "name": "Gaming Set, Dragonchess", + "category": "Tools", + "cost": "1.00", + "weight": "1.000", + "description": "Ability: Intelligence. Utilize: Discern an opponent's mood and intentions (DC 15), or win the game (DC 20)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_gaming-set-playing-cards", + "name": "Gaming Set, Playing Cards", + "category": "Tools", + "cost": "0.50", + "weight": "0.000", + "description": "Ability: Charisma. Utilize: Discern an opponent's mood and intentions (DC 15), or win the game (DC 20)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_gaming-set-three-dragon-ante", + "name": "Gaming Set, Three-Dragon Ante", + "category": "Tools", + "cost": "1.00", + "weight": "0.000", + "description": "Ability: Charisma. Utilize: Discern an opponent's mood and intentions (DC 15), or win the game (DC 20)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_glaive", + "name": "Glaive", + "category": "Weapon", + "cost": "20.00", + "weight": "6.000", + "description": "A glaive.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_glassblowers-tools", + "name": "Glassblower's Tools (30 GP)", + "category": "Tools", + "cost": "30.00", + "weight": "5.000", + "description": "Ability: Intelligence. Utilize: Discern what a glass object held in the past 24 hours (DC 15). Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_grappling-hook", + "name": "Grappling Hook", + "category": "Adventuring Gear", + "cost": "2.00", + "weight": "4.000", + "description": "As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_greataxe", + "name": "Greataxe", + "category": "Weapon", + "cost": "30.00", + "weight": "7.000", + "description": "A greataxe.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_greatclub", + "name": "Greatclub", + "category": "Weapon", + "cost": "0.20", + "weight": "10.000", + "description": "A greatclub.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_greatsword", + "name": "Greatsword", + "category": "Weapon", + "cost": "50.00", + "weight": "6.000", + "description": "A greatsword.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_halberd", + "name": "Halberd", + "category": "Weapon", + "cost": "20.00", + "weight": "6.000", + "description": "A halberd.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_half-plate-armor", + "name": "Half Plate Armor", + "category": "Armor", + "cost": "750.00", + "weight": "40.000", + "description": "A half plate armor.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_hand-crossbow", + "name": "Hand Crossbow", + "category": "Weapon", + "cost": "75.00", + "weight": "3.000", + "description": "A hand crossbow.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_handaxe", + "name": "Handaxe", + "category": "Weapon", + "cost": "5.00", + "weight": "2.000", + "description": "A handaxe.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_healers-kit", + "name": "Healer's Kit", + "category": "Tools", + "cost": "5.00", + "weight": "3.000", + "description": "A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_heavy-crossbow", + "name": "Heavy Crossbow", + "category": "Weapon", + "cost": "50.00", + "weight": "18.000", + "description": "A heavy crossbow.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_herbalism-kit", + "name": "Herbalism Kit", + "category": "Tools", + "cost": "5.00", + "weight": "3.000", + "description": "Ability: Intelligence. Utilize: Identify a plant (DC 15). Craft: Antitoxin, Potion of Healing", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_hide-armor", + "name": "Hide Armor", + "category": "Armor", + "cost": "10.00", + "weight": "12.000", + "description": "A hide armor.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_holy-symbol-amulet", + "name": "Holy Symbol, Amulet)", + "category": "Adventuring Gear", + "cost": "5.00", + "weight": "1.000", + "description": "A Holy Symbol Amulet is bejeweled or painted to channel divine magic. A Cleric or Paladin can use it as a Spellcasting Focus. It can be worn around the neck or held in hand.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_holy-symbol-emblem", + "name": "Holy Symbol, Emblem)", + "category": "Adventuring Gear", + "cost": "5.00", + "weight": "0.000", + "description": "A Holy Symbol Emblem is bejeweled or painted to channel divine magic. A Cleric or Paladin can use it as a Spellcasting Focus. It must be borne on fabric (such as a tabard or banner) or a Shield.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_holy-symbol-reliquary", + "name": "Holy Symbol, Reliquary", + "category": "Adventuring Gear", + "cost": "5.00", + "weight": "2.000", + "description": "A Holy Symbol Reliquary is bejeweled or painted to channel divine magic. A Cleric or Paladin can use it as a Spellcasting Focus. It must be held in hand.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_holy-water", + "name": "Holy Water", + "category": "Weapon", + "cost": "25.00", + "weight": "1.000", + "description": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_horse-draft", + "name": "Horse (Draft)", + "category": "Mount", + "cost": "50.00", + "weight": "0.000", + "description": "A strong horse bred for pulling heavy loads.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_horse-riding", + "name": "Horse (Riding)", + "category": "Mount", + "cost": "75.00", + "weight": "0.000", + "description": "A horse trained for riding and carrying moderate loads.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_hunting-trap", + "name": "Hunting Trap", + "category": "Adventuring Gear", + "cost": "5.00", + "weight": "25.000", + "description": "As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_ink", + "name": "Ink", + "category": "Adventuring Gear", + "cost": "10.00", + "weight": "0.000", + "description": "Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_ink-pen", + "name": "Ink Pen", + "category": "Adventuring Gear", + "cost": "0.02", + "weight": "0.000", + "description": "Using Ink, an Ink Pen is used to write or draw.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_ioun-stone", + "name": "Ioun Stone", + "category": "Wondrous Item", + "cost": "0.00", + "weight": "0.000", + "description": "Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Insight (Very Rare). Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. Intellect (Very Rare). Your Intelligence increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. Leadership (Very Rare). Your Charisma increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. Mastery (Legendary). Your Proficiency Bonus increases by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head. Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_javelin", + "name": "Javelin", + "category": "Weapon", + "cost": "0.50", + "weight": "2.000", + "description": "A javelin.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_jewelers-tools", + "name": "Jeweler's Tools (25 GP)", + "category": "Tools", + "cost": "25.00", + "weight": "2.000", + "description": "Ability: Intelligence. Utilize: Discern a gem's value (DC 15). Craft: Arcane Focus, Holy Symbol", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_jug", + "name": "Jug", + "category": "Adventuring Gear", + "cost": "0.02", + "weight": "4.000", + "description": "A Jug holds up to 1 gallon.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_keelboat", + "name": "Keelboat", + "category": "Waterborne Vehicle", + "cost": "3000.00", + "weight": "0.000", + "description": "A small riverboat with a keel.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_ladder", + "name": "Ladder", + "category": "Adventuring Gear", + "cost": "0.10", + "weight": "25.000", + "description": "A Ladder is 10 feet tall. You must climb to move up or down it.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_lamp", + "name": "Lamp", + "category": "Adventuring Gear", + "cost": "0.50", + "weight": "1.000", + "description": "A Lamp burns Oil as fuel to cast Bright Light in a 15 foot radius and Dim Light for an additional 30 feet.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_lance", + "name": "Lance", + "category": "Weapon", + "cost": "10.00", + "weight": "6.000", + "description": "A lance.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_lantern-bullseye", + "name": "Lantern, Bullseye", + "category": "Adventuring Gear", + "cost": "10.00", + "weight": "2.000", + "description": "A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_lantern-hooded", + "name": "Lantern, Hooded", + "category": "Adventuring Gear", + "cost": "5.00", + "weight": "2.000", + "description": "A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_leather-armor", + "name": "Leather Armor", + "category": "Armor", + "cost": "10.00", + "weight": "10.000", + "description": "A leather armor.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_leatherworkers-tools", + "name": "Leatherworker's Tools (5 GP)", + "category": "Tools", + "cost": "5.00", + "weight": "5.000", + "description": "Ability: Dexterity. Utilize: Add a design to a leather item (DC 10). Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_light-crossbow", + "name": "Light Crossbow", + "category": "Weapon", + "cost": "25.00", + "weight": "5.000", + "description": "A light crossbow.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_light-hammer", + "name": "Light Hammer", + "category": "Weapon", + "cost": "2.00", + "weight": "2.000", + "description": "A light hammer.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_lock", + "name": "Lock", + "category": "Adventuring Gear", + "cost": "10.00", + "weight": "1.000", + "description": "A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_longbow", + "name": "Longbow", + "category": "Weapon", + "cost": "50.00", + "weight": "2.000", + "description": "A longbow.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_longship", + "name": "Longship", + "category": "Waterborne Vehicle", + "cost": "10000.00", + "weight": "0.000", + "description": "A swift ship designed for raiding and exploration.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_longsword", + "name": "Longsword", + "category": "Weapon", + "cost": "15.00", + "weight": "3.000", + "description": "A longsword.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_mace", + "name": "Mace", + "category": "Weapon", + "cost": "5.00", + "weight": "4.000", + "description": "A mace.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_magnifying-glass", + "name": "Magnifying Glass", + "category": "Adventuring Gear", + "cost": "100.00", + "weight": "0.000", + "description": "A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_manacles", + "name": "Manacles", + "category": "Adventuring Gear", + "cost": "2.00", + "weight": "6.000", + "description": "As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand) check.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_map", + "name": "Map", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "0.000", + "description": "If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_masons-tools", + "name": "Mason's Tools (10 GP)", + "category": "Tools", + "cost": "10.00", + "weight": "8.000", + "description": "Ability: Strength. Utilize: Chisel a symbol or hole in stone (DC 10). Craft: Block and Tackle", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_mastiff", + "name": "Mastiff", + "category": "Mount", + "cost": "25.00", + "weight": "0.000", + "description": "A large dog trained for combat and carrying small loads.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_maul", + "name": "Maul", + "category": "Weapon", + "cost": "10.00", + "weight": "10.000", + "description": "A maul.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_mirror", + "name": "Mirror", + "category": "Adventuring Gear", + "cost": "5.00", + "weight": "0.500", + "description": "A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_morningstar", + "name": "Morningstar", + "category": "Weapon", + "cost": "15.00", + "weight": "4.000", + "description": "A morningstar.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_mule", + "name": "Mule", + "category": "Mount", + "cost": "8.00", + "weight": "0.000", + "description": "A sturdy mount known for its reliability and carrying capacity.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musical-instrument-bagpipes", + "name": "Musical Instrument, Bagpipes", + "category": "Tools", + "cost": "30.00", + "weight": "6.000", + "description": "Ability: Charisma. Utilize: Identify a musical piece (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musical-instrument-drum", + "name": "Musical Instrument, Drum", + "category": "Tools", + "cost": "6.00", + "weight": "3.000", + "description": "Ability: Charisma. Utilize: Identify a musical piece (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musical-instrument-dulcimer", + "name": "Musical Instrument, Dulcimer", + "category": "Tools", + "cost": "25.00", + "weight": "10.000", + "description": "Ability: Charisma. Utilize: Identify a musical piece (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musical-instrument-flute", + "name": "Musical Instrument, Flute", + "category": "Tools", + "cost": "2.00", + "weight": "1.000", + "description": "Ability: Charisma. Utilize: Identify a musical piece (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musical-instrument-horn", + "name": "Musical Instrument, Horn", + "category": "Tools", + "cost": "3.00", + "weight": "2.000", + "description": "Ability: Charisma. Utilize: Identify a musical piece (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musical-instrument-lute", + "name": "Musical Instrument, Lute", + "category": "Tools", + "cost": "35.00", + "weight": "2.000", + "description": "Ability: Charisma. Utilize: Identify a musical piece (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musical-instrument-lyre", + "name": "Musical Instrument, Lyre", + "category": "Tools", + "cost": "30.00", + "weight": "2.000", + "description": "Ability: Charisma. Utilize: Identify a musical piece (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musical-instrument-pan-flute", + "name": "Musical Instrument, Pan Flute", + "category": "Tools", + "cost": "12.00", + "weight": "2.000", + "description": "Ability: Charisma. Utilize: Identify a musical piece (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musical-instrument-shawm", + "name": "Musical Instrument, Shawm", + "category": "Tools", + "cost": "2.00", + "weight": "1.000", + "description": "Ability: Charisma. Utilize: Identify a musical piece (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musical-instrument-viol", + "name": "Musical Instrument, Viol", + "category": "Tools", + "cost": "30.00", + "weight": "1.000", + "description": "Ability: Charisma. Utilize: Identify a musical piece (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_musket", + "name": "Musket", + "category": "Weapon", + "cost": "500.00", + "weight": "10.000", + "description": "A musket.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_navigators-tools", + "name": "Navigator's Tools", + "category": "Tools", + "cost": "25.00", + "weight": "2.000", + "description": "Ability: Wisdom. Utilize: Plot a course (DC 15), or determine position (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_needles-50", + "name": "Needles (50)", + "category": "Ammunition", + "cost": "1.00", + "weight": "1.000", + "description": "Ammunition for weapons that use needles. Comes in a pack of 50. Typically stored in a pouch.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_net", + "name": "Net", + "category": "Weapon", + "cost": "1.00", + "weight": "3.000", + "description": "When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_oil", + "name": "Oil", + "category": "Weapon", + "cost": "0.10", + "weight": "1.000", + "description": "You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_padded-armor", + "name": "Padded Armor", + "category": "Armor", + "cost": "5.00", + "weight": "8.000", + "description": "A padded armor.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_painters-supplies", + "name": "Painter's Supplies (10 GP)", + "category": "Tools", + "cost": "10.00", + "weight": "5.000", + "description": "Ability: Wisdom. Utilize: Paint a recognizable image of something you've seen (DC 10). Craft: Druidic Focus, Holy Symbol", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_paper", + "name": "Paper", + "category": "Adventuring Gear", + "cost": "0.20", + "weight": "0.000", + "description": "One sheet of Paper can hold about 250 handwritten words.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_parchment", + "name": "Parchment", + "category": "Adventuring Gear", + "cost": "0.10", + "weight": "0.000", + "description": "One sheet of Parchment can hold about 250 handwritten words.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_perfume", + "name": "Perfume", + "category": "Adventuring Gear", + "cost": "5.00", + "weight": "0.000", + "description": "Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_pike", + "name": "Pike", + "category": "Weapon", + "cost": "5.00", + "weight": "18.000", + "description": "A pike.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_pistol", + "name": "Pistol", + "category": "Weapon", + "cost": "250.00", + "weight": "3.000", + "description": "A pistol.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_plate-armor", + "name": "Plate Armor", + "category": "Armor", + "cost": "1500.00", + "weight": "65.000", + "description": "A plate armor.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_poison-basic", + "name": "Poison, Basic", + "category": "Adventuring Gear", + "cost": "100.00", + "weight": "0.000", + "description": "As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_poisoners-kit", + "name": "Poisoner's Kit", + "category": "Tools", + "cost": "50.00", + "weight": "2.000", + "description": "Ability: Intelligence. Utilize: Detect a poisoned object (DC 10). Craft: Basic Poison", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_pole", + "name": "Pole", + "category": "Adventuring Gear", + "cost": "0.05", + "weight": "7.000", + "description": "A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_pony", + "name": "Pony", + "category": "Mount", + "cost": "30.00", + "weight": "0.000", + "description": "A small horse suitable for smaller riders and lighter loads.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_pot-iron", + "name": "Pot, Iron", + "category": "Adventuring Gear", + "cost": "2.00", + "weight": "10.000", + "description": "An Iron Pot holds up to 1 gallon.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_potion-of-giant-strength", + "name": "Potion of Giant Strength", + "category": "Potion", + "cost": "0.00", + "weight": "0.000", + "description": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\n\nThis potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.\n\n| Potion | Str. | Rarity |\n|-------------------------------------------|------|-----------|\n| Potion of Giant Strength (hill) | 21 | Uncommon |\n| Potion of Giant Strength (frost or stone) | 23 | Rare |\n| Potion of Giant Strength (fire) | 25 | Rare |\n| Potion of Giant Strength (cloud) | 27 | Very Rare |\n| Potion of Giant Strength (storm) | 29 | Legendary |", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_potion-of-healing", + "name": "Potion of Healing", + "category": "Potion", + "cost": "50.00", + "weight": "0.500", + "description": "This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_potions-of-healing", + "name": "Potions of Healing", + "category": "Potion", + "cost": "0.00", + "weight": "0.000", + "description": "You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below.\n\nWhatever its potency, the potion's red liquid glimmers when agitated.\n\n| Potion | HP Regained | Rarity |\n|------------------------------|-------------|-----------|\n| Potion of Healing | 2d4 + 2 | Common |\n| Potion of Healing (greater) | 4d4 + 4 | Uncommon |\n| Potion of Healing (superior) | 8d4 + 8 | Rare |\n| Potion of Healing (supreme) | 10d4 + 20 | Very Rare |", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_potters-tools", + "name": "Potter's Tools (10 GP)", + "category": "Tools", + "cost": "10.00", + "weight": "3.000", + "description": "Ability: Intelligence. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15). Craft: Jug, Lamp", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_pouch", + "name": "Pouch", + "category": "Adventuring Gear", + "cost": "0.50", + "weight": "1.000", + "description": "A Pouch holds up to 6 pounds within one-fifth of a cubic foot.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_priests-pack", + "name": "Priest's Pack", + "category": "Equipment Pack", + "cost": "33.00", + "weight": "29.000", + "description": "A Priest's Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_quarterstaff", + "name": "Quarterstaff", + "category": "Weapon", + "cost": "0.20", + "weight": "4.000", + "description": "A quarterstaff.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_quiver", + "name": "Quiver", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "1.000", + "description": "A Quiver holds up to 20 Arrows.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_ram-portable", + "name": "Ram, Portable", + "category": "Adventuring Gear", + "cost": "4.00", + "weight": "35.000", + "description": "You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_rapier", + "name": "Rapier", + "category": "Weapon", + "cost": "25.00", + "weight": "2.000", + "description": "A rapier.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_rations", + "name": "Rations", + "category": "Adventuring Gear", + "cost": "0.50", + "weight": "2.000", + "description": "Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See \"Malnutrition\" in \"Rules Glossary\" for the risks of not eating.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_ring-mail", + "name": "Ring Mail", + "category": "Armor", + "cost": "30.00", + "weight": "40.000", + "description": "A ring mail.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_robe", + "name": "Robe", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "4.000", + "description": "A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_rope", + "name": "Rope", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "5.000", + "description": "As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_rowboat", + "name": "Rowboat", + "category": "Waterborne Vehicle", + "cost": "50.00", + "weight": "100.000", + "description": "A small boat propelled by oars.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_sack", + "name": "Sack", + "category": "Adventuring Gear", + "cost": "0.01", + "weight": "0.500", + "description": "A Sack holds up to 30 pounds within 1 cubic foot.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_saddle-exotic", + "name": "Saddle (Exotic)", + "category": "Adventuring Gear", + "cost": "60.00", + "weight": "40.000", + "description": "A saddle designed for unusual mounts, such as aquatic or flying creatures.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_saddle-military", + "name": "Saddle (Military)", + "category": "Adventuring Gear", + "cost": "20.00", + "weight": "30.000", + "description": "A saddle designed for combat, providing advantage on checks to remain mounted.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_saddle-riding", + "name": "Saddle (Riding)", + "category": "Adventuring Gear", + "cost": "10.00", + "weight": "25.000", + "description": "A standard saddle for riding mounts.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_sailing-ship", + "name": "Sailing Ship", + "category": "Waterborne Vehicle", + "cost": "10000.00", + "weight": "0.000", + "description": "A large ship propelled by sails.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_scale-mail", + "name": "Scale Mail", + "category": "Armor", + "cost": "50.00", + "weight": "45.000", + "description": "A scale mail.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_scholars-pack", + "name": "Scholar's Pack", + "category": "Equipment Pack", + "cost": "40.00", + "weight": "22.000", + "description": "A Scholar's Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_scimitar", + "name": "Scimitar", + "category": "Weapon", + "cost": "25.00", + "weight": "3.000", + "description": "A scimitar.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_shield", + "name": "Shield", + "category": "Armor", + "cost": "10.00", + "weight": "6.000", + "description": "A shield.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_shortbow", + "name": "Shortbow", + "category": "Weapon", + "cost": "25.00", + "weight": "2.000", + "description": "A shortbow.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_shortsword", + "name": "Shortsword", + "category": "Weapon", + "cost": "10.00", + "weight": "2.000", + "description": "A shortsword.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_shovel", + "name": "Shovel", + "category": "Adventuring Gear", + "cost": "2.00", + "weight": "5.000", + "description": "Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_sickle", + "name": "Sickle", + "category": "Weapon", + "cost": "1.00", + "weight": "2.000", + "description": "A sickle.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_signal-whistle", + "name": "Signal Whistle", + "category": "Adventuring Gear", + "cost": "0.05", + "weight": "0.000", + "description": "When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_sled", + "name": "Sled", + "category": "Land Vehicle", + "cost": "20.00", + "weight": "300.000", + "description": "A vehicle designed for travel over snow and ice.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_sling", + "name": "Sling", + "category": "Weapon", + "cost": "0.10", + "weight": "0.000", + "description": "A sling.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_smiths-tools", + "name": "Smith's Tools (20 GP)", + "category": "Tools", + "cost": "20.00", + "weight": "8.000", + "description": "Ability: Strength. Utilize: Pry open a door or container (DC 20). Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_spear", + "name": "Spear", + "category": "Weapon", + "cost": "1.00", + "weight": "3.000", + "description": "A spear.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_spell-scroll", + "name": "Spell Scroll", + "category": "Scroll", + "cost": "30.00", + "weight": "0.000", + "description": "A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_spikes-iron", + "name": "Spikes, Iron", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "5.000", + "description": "Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_splint-armor", + "name": "Splint Armor", + "category": "Armor", + "cost": "200.00", + "weight": "60.000", + "description": "A splint armor.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_spyglass", + "name": "Spyglass", + "category": "Adventuring Gear", + "cost": "1000.00", + "weight": "1.000", + "description": "Objects viewed through a Spyglass are magnified to twice their size.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_string", + "name": "String", + "category": "Adventuring Gear", + "cost": "0.10", + "weight": "0.000", + "description": "String is 10 feet long. You can tie a knot in it as a Utilize action.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_studded-leather-armor", + "name": "Studded Leather Armor", + "category": "Armor", + "cost": "45.00", + "weight": "13.000", + "description": "A studded leather armor.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_tent", + "name": "Tent", + "category": "Adventuring Gear", + "cost": "2.00", + "weight": "20.000", + "description": "A Tent sleeps up to two Small or Medium creatures.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_thieves-tools", + "name": "Thieves' Tools", + "category": "Tools", + "cost": "25.00", + "weight": "1.000", + "description": "Ability: Dexterity. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_tinderbox", + "name": "Tinderbox", + "category": "Adventuring Gear", + "cost": "0.50", + "weight": "1.000", + "description": "A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch\u2014or anything else with exposed fuel\u2014takes a Bonus Action. Lighting any other fire takes 1 minute.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_tinkers-tools", + "name": "Tinker's Tools (50 GP)", + "category": "Tools", + "cost": "50.00", + "weight": "10.000", + "description": "Ability: Dexterity. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20). Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_torch", + "name": "Torch", + "category": "Weapon", + "cost": "0.01", + "weight": "1.000", + "description": "A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_trident", + "name": "Trident", + "category": "Weapon", + "cost": "5.00", + "weight": "4.000", + "description": "A trident.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_vial", + "name": "Vial", + "category": "Adventuring Gear", + "cost": "1.00", + "weight": "0.000", + "description": "A Vial holds up to 4 ounces.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_wagon", + "name": "Wagon", + "category": "Land Vehicle", + "cost": "35.00", + "weight": "400.000", + "description": "A four-wheeled vehicle pulled by horses, designed for heavy cargo transport.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_war-pick", + "name": "War Pick", + "category": "Weapon", + "cost": "5.00", + "weight": "2.000", + "description": "A war pick.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_warhammer", + "name": "Warhammer", + "category": "Weapon", + "cost": "15.00", + "weight": "5.000", + "description": "A warhammer.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_warhorse", + "name": "Warhorse", + "category": "Mount", + "cost": "400.00", + "weight": "0.000", + "description": "A horse trained for combat and carrying heavy loads.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_warship", + "name": "Warship", + "category": "Waterborne Vehicle", + "cost": "25000.00", + "weight": "0.000", + "description": "A heavily armed ship designed for naval combat.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_waterskin", + "name": "Waterskin", + "category": "Adventuring Gear", + "cost": "0.20", + "weight": "5.000", + "description": "A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see \"Rules Glossary\").", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_weavers-tools", + "name": "Weaver's Tools (1 GP)", + "category": "Tools", + "cost": "1.00", + "weight": "5.000", + "description": "Ability: Dexterity. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10). Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_whip", + "name": "Whip", + "category": "Weapon", + "cost": "2.00", + "weight": "3.000", + "description": "A whip.", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + }, + { + "key": "srd-2024_woodcarvers-tools", + "name": "Woodcarver's Tools (1 GP)", + "category": "Tools", + "cost": "1.00", + "weight": "5.000", + "description": "Ability: Dexterity. Utilize: Carve a pattern in wood (DC 10). Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles", + "armor_class": null, + "stealth_disadvantage": false, + "strength_requirement": null, + "damage": null, + "properties": [] + } + ], + "_index": { + "by_key": { + "srd-2024_acid": true, + "srd-2024_airship": true, + "srd-2024_alchemists-fire": true, + "srd-2024_alchemists-supplies": true, + "srd-2024_antitoxin": true, + "srd-2024_arrows-20": true, + "srd-2024_backpack": true, + "srd-2024_ball-bearings": true, + "srd-2024_barrel": true, + "srd-2024_basket": true, + "srd-2024_battleaxe": true, + "srd-2024_bedroll": true, + "srd-2024_bell": true, + "srd-2024_blanket": true, + "srd-2024_block-and-tackle": true, + "srd-2024_blowgun": true, + "srd-2024_bolts-20": true, + "srd-2024_book": true, + "srd-2024_bottle-glass": true, + "srd-2024_breastplate": true, + "srd-2024_brewers-supplies": true, + "srd-2024_bucket": true, + "srd-2024_bullets-firearm-10": true, + "srd-2024_bullets-sling-20": true, + "srd-2024_burglars-pack": true, + "srd-2024_calligraphers-supplies": true, + "srd-2024_caltrops": true, + "srd-2024_camel": true, + "srd-2024_candle": true, + "srd-2024_carpenters-tools": true, + "srd-2024_carriage": true, + "srd-2024_cart": true, + "srd-2024_cartographers-tools": true, + "srd-2024_case-crossbow-bolt": true, + "srd-2024_case-map-or-scroll": true, + "srd-2024_chain": true, + "srd-2024_chain-mail": true, + "srd-2024_chain-shirt": true, + "srd-2024_chariot": true, + "srd-2024_chest": true, + "srd-2024_climbers-kit": true, + "srd-2024_clothes-fine": true, + "srd-2024_clothes-travelers": true, + "srd-2024_club": true, + "srd-2024_cobblers-tools": true, + "srd-2024_component-pouch": true, + "srd-2024_cooks-utensils": true, + "srd-2024_costume": true, + "srd-2024_crowbar": true, + "srd-2024_dagger": true, + "srd-2024_dart": true, + "srd-2024_diplomats-pack": true, + "srd-2024_disguise-kit": true, + "srd-2024_druidic-focus-sprig-of-mistletoe": true, + "srd-2024_druidic-focus-wooden-staff": true, + "srd-2024_druidic-focus-yew-wand": true, + "srd-2024_dungeoneers-pack": true, + "srd-2024_elephant": true, + "srd-2024_entertainers-pack": true, + "srd-2024_explorers-pack": true, + "srd-2024_feed-per-day": true, + "srd-2024_flail": true, + "srd-2024_flask": true, + "srd-2024_forgery-kit": true, + "srd-2024_galley": true, + "srd-2024_gaming-set-dice": true, + "srd-2024_gaming-set-dragonchess": true, + "srd-2024_gaming-set-playing-cards": true, + "srd-2024_gaming-set-three-dragon-ante": true, + "srd-2024_glaive": true, + "srd-2024_glassblowers-tools": true, + "srd-2024_grappling-hook": true, + "srd-2024_greataxe": true, + "srd-2024_greatclub": true, + "srd-2024_greatsword": true, + "srd-2024_halberd": true, + "srd-2024_half-plate-armor": true, + "srd-2024_hand-crossbow": true, + "srd-2024_handaxe": true, + "srd-2024_healers-kit": true, + "srd-2024_heavy-crossbow": true, + "srd-2024_herbalism-kit": true, + "srd-2024_hide-armor": true, + "srd-2024_holy-symbol-amulet": true, + "srd-2024_holy-symbol-emblem": true, + "srd-2024_holy-symbol-reliquary": true, + "srd-2024_holy-water": true, + "srd-2024_horse-draft": true, + "srd-2024_horse-riding": true, + "srd-2024_hunting-trap": true, + "srd-2024_ink": true, + "srd-2024_ink-pen": true, + "srd-2024_ioun-stone": true, + "srd-2024_javelin": true, + "srd-2024_jewelers-tools": true, + "srd-2024_jug": true, + "srd-2024_keelboat": true, + "srd-2024_ladder": true, + "srd-2024_lamp": true, + "srd-2024_lance": true, + "srd-2024_lantern-bullseye": true, + "srd-2024_lantern-hooded": true, + "srd-2024_leather-armor": true, + "srd-2024_leatherworkers-tools": true, + "srd-2024_light-crossbow": true, + "srd-2024_light-hammer": true, + "srd-2024_lock": true, + "srd-2024_longbow": true, + "srd-2024_longship": true, + "srd-2024_longsword": true, + "srd-2024_mace": true, + "srd-2024_magnifying-glass": true, + "srd-2024_manacles": true, + "srd-2024_map": true, + "srd-2024_masons-tools": true, + "srd-2024_mastiff": true, + "srd-2024_maul": true, + "srd-2024_mirror": true, + "srd-2024_morningstar": true, + "srd-2024_mule": true, + "srd-2024_musical-instrument-bagpipes": true, + "srd-2024_musical-instrument-drum": true, + "srd-2024_musical-instrument-dulcimer": true, + "srd-2024_musical-instrument-flute": true, + "srd-2024_musical-instrument-horn": true, + "srd-2024_musical-instrument-lute": true, + "srd-2024_musical-instrument-lyre": true, + "srd-2024_musical-instrument-pan-flute": true, + "srd-2024_musical-instrument-shawm": true, + "srd-2024_musical-instrument-viol": true, + "srd-2024_musket": true, + "srd-2024_navigators-tools": true, + "srd-2024_needles-50": true, + "srd-2024_net": true, + "srd-2024_oil": true, + "srd-2024_padded-armor": true, + "srd-2024_painters-supplies": true, + "srd-2024_paper": true, + "srd-2024_parchment": true, + "srd-2024_perfume": true, + "srd-2024_pike": true, + "srd-2024_pistol": true, + "srd-2024_plate-armor": true, + "srd-2024_poison-basic": true, + "srd-2024_poisoners-kit": true, + "srd-2024_pole": true, + "srd-2024_pony": true, + "srd-2024_pot-iron": true, + "srd-2024_potion-of-giant-strength": true, + "srd-2024_potion-of-healing": true, + "srd-2024_potions-of-healing": true, + "srd-2024_potters-tools": true, + "srd-2024_pouch": true, + "srd-2024_priests-pack": true, + "srd-2024_quarterstaff": true, + "srd-2024_quiver": true, + "srd-2024_ram-portable": true, + "srd-2024_rapier": true, + "srd-2024_rations": true, + "srd-2024_ring-mail": true, + "srd-2024_robe": true, + "srd-2024_rope": true, + "srd-2024_rowboat": true, + "srd-2024_sack": true, + "srd-2024_saddle-exotic": true, + "srd-2024_saddle-military": true, + "srd-2024_saddle-riding": true, + "srd-2024_sailing-ship": true, + "srd-2024_scale-mail": true, + "srd-2024_scholars-pack": true, + "srd-2024_scimitar": true, + "srd-2024_shield": true, + "srd-2024_shortbow": true, + "srd-2024_shortsword": true, + "srd-2024_shovel": true, + "srd-2024_sickle": true, + "srd-2024_signal-whistle": true, + "srd-2024_sled": true, + "srd-2024_sling": true, + "srd-2024_smiths-tools": true, + "srd-2024_spear": true, + "srd-2024_spell-scroll": true, + "srd-2024_spikes-iron": true, + "srd-2024_splint-armor": true, + "srd-2024_spyglass": true, + "srd-2024_string": true, + "srd-2024_studded-leather-armor": true, + "srd-2024_tent": true, + "srd-2024_thieves-tools": true, + "srd-2024_tinderbox": true, + "srd-2024_tinkers-tools": true, + "srd-2024_torch": true, + "srd-2024_trident": true, + "srd-2024_vial": true, + "srd-2024_wagon": true, + "srd-2024_war-pick": true, + "srd-2024_warhammer": true, + "srd-2024_warhorse": true, + "srd-2024_warship": true, + "srd-2024_waterskin": true, + "srd-2024_weavers-tools": true, + "srd-2024_whip": true, + "srd-2024_woodcarvers-tools": true + }, + "by_name": { + "acid": "srd-2024_acid", + "airship": "srd-2024_airship", + "alchemist's fire": "srd-2024_alchemists-fire", + "alchemist's supplies (50 gp)": "srd-2024_alchemists-supplies", + "antitoxin": "srd-2024_antitoxin", + "arrows (20)": "srd-2024_arrows-20", + "backpack": "srd-2024_backpack", + "ball bearings": "srd-2024_ball-bearings", + "barrel": "srd-2024_barrel", + "basket": "srd-2024_basket", + "battleaxe": "srd-2024_battleaxe", + "bedroll": "srd-2024_bedroll", + "bell": "srd-2024_bell", + "blanket": "srd-2024_blanket", + "block and tackle": "srd-2024_block-and-tackle", + "blowgun": "srd-2024_blowgun", + "bolts (20)": "srd-2024_bolts-20", + "book": "srd-2024_book", + "bottle, glass": "srd-2024_bottle-glass", + "breastplate": "srd-2024_breastplate", + "brewer's supplies (20 gp)": "srd-2024_brewers-supplies", + "bucket": "srd-2024_bucket", + "bullets, firearm (10)": "srd-2024_bullets-firearm-10", + "bullets, sling (20)": "srd-2024_bullets-sling-20", + "burglar's pack": "srd-2024_burglars-pack", + "calligrapher's supplies (10 gp)": "srd-2024_calligraphers-supplies", + "caltrops": "srd-2024_caltrops", + "camel": "srd-2024_camel", + "candle": "srd-2024_candle", + "carpenter's tools (8 gp)": "srd-2024_carpenters-tools", + "carriage": "srd-2024_carriage", + "cart": "srd-2024_cart", + "cartographer's tools (15 gp)": "srd-2024_cartographers-tools", + "case, crossbow bolt": "srd-2024_case-crossbow-bolt", + "case, map or scroll": "srd-2024_case-map-or-scroll", + "chain": "srd-2024_chain", + "chain mail": "srd-2024_chain-mail", + "chain shirt": "srd-2024_chain-shirt", + "chariot": "srd-2024_chariot", + "chest": "srd-2024_chest", + "climber's kit": "srd-2024_climbers-kit", + "clothes, fine": "srd-2024_clothes-fine", + "clothes, traveler's": "srd-2024_clothes-travelers", + "club": "srd-2024_club", + "cobbler's tools (5 gp)": "srd-2024_cobblers-tools", + "component pouch": "srd-2024_component-pouch", + "cook's utensils (1 gp)": "srd-2024_cooks-utensils", + "costume": "srd-2024_costume", + "crowbar": "srd-2024_crowbar", + "dagger": "srd-2024_dagger", + "dart": "srd-2024_dart", + "diplomat's pack": "srd-2024_diplomats-pack", + "disguise kit": "srd-2024_disguise-kit", + "druidic focus, sprig of mistletoe": "srd-2024_druidic-focus-sprig-of-mistletoe", + "druidic focus, wooden staff": "srd-2024_druidic-focus-wooden-staff", + "druidic focus, yew wand": "srd-2024_druidic-focus-yew-wand", + "dungeoneer's pack": "srd-2024_dungeoneers-pack", + "elephant": "srd-2024_elephant", + "entertainer's pack": "srd-2024_entertainers-pack", + "explorer's pack": "srd-2024_explorers-pack", + "feed (per day)": "srd-2024_feed-per-day", + "flail": "srd-2024_flail", + "flask": "srd-2024_flask", + "forgery kit": "srd-2024_forgery-kit", + "galley": "srd-2024_galley", + "gaming set, dice": "srd-2024_gaming-set-dice", + "gaming set, dragonchess": "srd-2024_gaming-set-dragonchess", + "gaming set, playing cards": "srd-2024_gaming-set-playing-cards", + "gaming set, three-dragon ante": "srd-2024_gaming-set-three-dragon-ante", + "glaive": "srd-2024_glaive", + "glassblower's tools (30 gp)": "srd-2024_glassblowers-tools", + "grappling hook": "srd-2024_grappling-hook", + "greataxe": "srd-2024_greataxe", + "greatclub": "srd-2024_greatclub", + "greatsword": "srd-2024_greatsword", + "halberd": "srd-2024_halberd", + "half plate armor": "srd-2024_half-plate-armor", + "hand crossbow": "srd-2024_hand-crossbow", + "handaxe": "srd-2024_handaxe", + "healer's kit": "srd-2024_healers-kit", + "heavy crossbow": "srd-2024_heavy-crossbow", + "herbalism kit": "srd-2024_herbalism-kit", + "hide armor": "srd-2024_hide-armor", + "holy symbol, amulet)": "srd-2024_holy-symbol-amulet", + "holy symbol, emblem)": "srd-2024_holy-symbol-emblem", + "holy symbol, reliquary": "srd-2024_holy-symbol-reliquary", + "holy water": "srd-2024_holy-water", + "horse (draft)": "srd-2024_horse-draft", + "horse (riding)": "srd-2024_horse-riding", + "hunting trap": "srd-2024_hunting-trap", + "ink": "srd-2024_ink", + "ink pen": "srd-2024_ink-pen", + "ioun stone": "srd-2024_ioun-stone", + "javelin": "srd-2024_javelin", + "jeweler's tools (25 gp)": "srd-2024_jewelers-tools", + "jug": "srd-2024_jug", + "keelboat": "srd-2024_keelboat", + "ladder": "srd-2024_ladder", + "lamp": "srd-2024_lamp", + "lance": "srd-2024_lance", + "lantern, bullseye": "srd-2024_lantern-bullseye", + "lantern, hooded": "srd-2024_lantern-hooded", + "leather armor": "srd-2024_leather-armor", + "leatherworker's tools (5 gp)": "srd-2024_leatherworkers-tools", + "light crossbow": "srd-2024_light-crossbow", + "light hammer": "srd-2024_light-hammer", + "lock": "srd-2024_lock", + "longbow": "srd-2024_longbow", + "longship": "srd-2024_longship", + "longsword": "srd-2024_longsword", + "mace": "srd-2024_mace", + "magnifying glass": "srd-2024_magnifying-glass", + "manacles": "srd-2024_manacles", + "map": "srd-2024_map", + "mason's tools (10 gp)": "srd-2024_masons-tools", + "mastiff": "srd-2024_mastiff", + "maul": "srd-2024_maul", + "mirror": "srd-2024_mirror", + "morningstar": "srd-2024_morningstar", + "mule": "srd-2024_mule", + "musical instrument, bagpipes": "srd-2024_musical-instrument-bagpipes", + "musical instrument, drum": "srd-2024_musical-instrument-drum", + "musical instrument, dulcimer": "srd-2024_musical-instrument-dulcimer", + "musical instrument, flute": "srd-2024_musical-instrument-flute", + "musical instrument, horn": "srd-2024_musical-instrument-horn", + "musical instrument, lute": "srd-2024_musical-instrument-lute", + "musical instrument, lyre": "srd-2024_musical-instrument-lyre", + "musical instrument, pan flute": "srd-2024_musical-instrument-pan-flute", + "musical instrument, shawm": "srd-2024_musical-instrument-shawm", + "musical instrument, viol": "srd-2024_musical-instrument-viol", + "musket": "srd-2024_musket", + "navigator's tools": "srd-2024_navigators-tools", + "needles (50)": "srd-2024_needles-50", + "net": "srd-2024_net", + "oil": "srd-2024_oil", + "padded armor": "srd-2024_padded-armor", + "painter's supplies (10 gp)": "srd-2024_painters-supplies", + "paper": "srd-2024_paper", + "parchment": "srd-2024_parchment", + "perfume": "srd-2024_perfume", + "pike": "srd-2024_pike", + "pistol": "srd-2024_pistol", + "plate armor": "srd-2024_plate-armor", + "poison, basic": "srd-2024_poison-basic", + "poisoner's kit": "srd-2024_poisoners-kit", + "pole": "srd-2024_pole", + "pony": "srd-2024_pony", + "pot, iron": "srd-2024_pot-iron", + "potion of giant strength": "srd-2024_potion-of-giant-strength", + "potion of healing": "srd-2024_potion-of-healing", + "potions of healing": "srd-2024_potions-of-healing", + "potter's tools (10 gp)": "srd-2024_potters-tools", + "pouch": "srd-2024_pouch", + "priest's pack": "srd-2024_priests-pack", + "quarterstaff": "srd-2024_quarterstaff", + "quiver": "srd-2024_quiver", + "ram, portable": "srd-2024_ram-portable", + "rapier": "srd-2024_rapier", + "rations": "srd-2024_rations", + "ring mail": "srd-2024_ring-mail", + "robe": "srd-2024_robe", + "rope": "srd-2024_rope", + "rowboat": "srd-2024_rowboat", + "sack": "srd-2024_sack", + "saddle (exotic)": "srd-2024_saddle-exotic", + "saddle (military)": "srd-2024_saddle-military", + "saddle (riding)": "srd-2024_saddle-riding", + "sailing ship": "srd-2024_sailing-ship", + "scale mail": "srd-2024_scale-mail", + "scholar's pack": "srd-2024_scholars-pack", + "scimitar": "srd-2024_scimitar", + "shield": "srd-2024_shield", + "shortbow": "srd-2024_shortbow", + "shortsword": "srd-2024_shortsword", + "shovel": "srd-2024_shovel", + "sickle": "srd-2024_sickle", + "signal whistle": "srd-2024_signal-whistle", + "sled": "srd-2024_sled", + "sling": "srd-2024_sling", + "smith's tools (20 gp)": "srd-2024_smiths-tools", + "spear": "srd-2024_spear", + "spell scroll": "srd-2024_spell-scroll", + "spikes, iron": "srd-2024_spikes-iron", + "splint armor": "srd-2024_splint-armor", + "spyglass": "srd-2024_spyglass", + "string": "srd-2024_string", + "studded leather armor": "srd-2024_studded-leather-armor", + "tent": "srd-2024_tent", + "thieves' tools": "srd-2024_thieves-tools", + "tinderbox": "srd-2024_tinderbox", + "tinker's tools (50 gp)": "srd-2024_tinkers-tools", + "torch": "srd-2024_torch", + "trident": "srd-2024_trident", + "vial": "srd-2024_vial", + "wagon": "srd-2024_wagon", + "war pick": "srd-2024_war-pick", + "warhammer": "srd-2024_warhammer", + "warhorse": "srd-2024_warhorse", + "warship": "srd-2024_warship", + "waterskin": "srd-2024_waterskin", + "weaver's tools (1 gp)": "srd-2024_weavers-tools", + "whip": "srd-2024_whip", + "woodcarver's tools (1 gp)": "srd-2024_woodcarvers-tools" + } + } +} \ No newline at end of file diff --git a/data/magic-items.json b/data/magic-items.json new file mode 100644 index 0000000..2c06a5d --- /dev/null +++ b/data/magic-items.json @@ -0,0 +1,22858 @@ +{ + "count": 2319, + "results": [ + { + "key": "srd-2024_adamantine-armor-breastplate", + "name": "Adamantine Armor (Breastplate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_adamantine-armor-chain-mail", + "name": "Adamantine Armor (Chain Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_adamantine-armor-chain-shirt", + "name": "Adamantine Armor (Chain Shirt)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_adamantine-armor-half-plate-armor", + "name": "Adamantine Armor (Half Plate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_adamantine-armor-plate", + "name": "Adamantine Armor (Plate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_adamantine-armor-ring-mail", + "name": "Adamantine Armor (Ring Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_adamantine-armor-scale-mail", + "name": "Adamantine Armor (Scale Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_adamantine-armor-splint", + "name": "Adamantine Armor (Splint)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_ammunition-of-aberration-slaying", + "name": "Ammunition of Aberration Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-beast-slaying", + "name": "Ammunition of Beast Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-celestial-slaying", + "name": "Ammunition of Celestial Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-construct-slaying", + "name": "Ammunition of Construct Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-dragon-slaying", + "name": "Ammunition of Dragon Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-elemental-slaying", + "name": "Ammunition of Elemental Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-fey-slaying", + "name": "Ammunition of Fey Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-fiend-slaying", + "name": "Ammunition of Fiend Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-giant-slaying", + "name": "Ammunition of Giant Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-humanoid-slaying", + "name": "Ammunition of Humanoid Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-monstrosity-slaying", + "name": "Ammunition of Monstrosity Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-ooze-slaying", + "name": "Ammunition of Ooze Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-plant-slaying", + "name": "Ammunition of Plant Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-of-undead-slaying", + "name": "Ammunition of Undead Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n| 1d100 | Creature Type |\n|-------|---------------|\n| 01\u201310 | Aberrations |\n| 11\u201315 | Beasts |\n| 16\u201320 | Celestials |\n| 21\u201325 | Constructs |\n| 26\u201335 | Dragons |\n| 36\u201345 | Elementals |\n| 46\u201350 | Humanoids |\n| 51\u201360 | Fey |\n| 61\u201370 | Fiends |\n| 71\u201375 | Giants |\n| 76\u201380 | Monstrosities |\n| 81\u201385 | Oozes |\n| 86\u201390 | Plants |\n| 91\u201300 | Undead |" + }, + { + "key": "srd-2024_ammunition-plus-one", + "name": "Ammunition (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls 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. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity." + }, + { + "key": "srd-2024_ammunition-plus-three", + "name": "Ammunition (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls 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. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity." + }, + { + "key": "srd-2024_ammunition-plus-two", + "name": "Ammunition (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls 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. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity." + }, + { + "key": "srd-2024_amulet-of-health", + "name": "Amulet of Health", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it." + }, + { + "key": "srd-2024_amulet-of-proof-against-detection-and-location", + "name": "Amulet of Proof against Detection and Location", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it." + }, + { + "key": "srd-2024_amulet-of-the-planes", + "name": "Amulet of the Planes", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast *Plane Shift*. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table.\n\n| 1d100 | Destination\n|-------|-----------------------------------------|\n| 01\u201360 | Random location on the plane you named |\n| 61\u201370 | Random location on an Inner Plane determined by rolling 1d6: on a **1,** the Plane of Air; on a **2,** the Plane of Earth; on a **3,** the Plane of Fire; on a **4,** the Plane of Water; on a **5,** the Feywild; on a **6,** the Shadowfell |\n| 71\u201380 | Random location on an Outer Plane determined by rolling 1d8: on a **1,** Arborea; on a **2,** Arcadia; on a **3,** the Beastlands; on a **4,** Bytopia; on a **5,** Elysium; on a **6,** Mechanus; on a **7,** Mount Celestia; on an **8,** Ysgard |\n| 81\u201390 | Random location on an Outer Plane determined by rolling 1d8: on a **1,** the Abyss; on a **2,** Acheron; on a **3,** Carceri; on a **4,** Gehenna; on a **5,** Hades; on a **6,** Limbo; on a **7,** the Nine Hells; on an **8,** Pandemonium |\n| 91\u201300 | Random location on the Astral Plane |" + }, + { + "key": "srd-2024_animated-shield", + "name": "Animated Shield", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free." + }, + { + "key": "srd-2024_apparatus-of-the-crab", + "name": "Apparatus of the Crab", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\n\nThe *Apparatus of the Crab* is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage.\n\nTo be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\n\nThe apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.\n\nA creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.\n\nTable: Apparatus of the Crab Levers\n\n| Lever | Up | Down |\n|-------|--------------------------------------------------------|--------------------------------------------|\n| 1 | Legs extend, allowing the apparatus to walk and swim. | Legs retract, reducing the apparatus's Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed. |\n| 2 | Forward window shutter opens. | Forward window shutter closes. |\n| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |\n| 4 | Two claws extend from the front side of the apparatus. | The claws retract. |\n| 5 | Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. *Hit:* 7 (2d6) Bludgeoning damage. | Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. *Hit:* The target has the Grappled condition (escape DC 15). |\n| 6 | The apparatus walks or swims forward provided its legs are extended. | The apparatus walks or swims backward provided its legs are extended. |\n| 7 | The apparatus turns 90 degrees counterclockwise provided its legs are extended. | The apparatus turns 90 degrees clockwise provided its legs are extended. |\n| 8 | Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. | The light turns off. \n| 9 | The apparatus sinks up to 20 feet if it's in liquid. | The apparatus rises up to 20 feet if it's in liquid. |\n| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |" + }, + { + "key": "srd-2024_armor-of-invulnerability", + "name": "Armor of Invulnerability", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn." + }, + { + "key": "srd-2024_armor-of-resistance-breastplate", + "name": "Armor of Resistance (Breastplate)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-chain-mail", + "name": "Armor of Resistance (Chain Mail)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-chain-shirt", + "name": "Armor of Resistance (Chain Shirt)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-half-plate", + "name": "Armor of Resistance (Half Plate)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-hide-armor", + "name": "Armor of Resistance (Hide Armor)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-leather", + "name": "Armor of Resistance (Leather Armor)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-padded", + "name": "Armor of Resistance (Padded)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-plate", + "name": "Armor of Resistance (Plate)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-ring-mail", + "name": "Armor of Resistance (Ring Mail)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-scale-mail", + "name": "Armor of Resistance (Scale Mail)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-splint", + "name": "Armor of Resistance (Splint)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-resistance-studded-leather", + "name": "Armor of Resistance (Studded Leather)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|---|---|\n|1|Acid|\n|2|Cold|\n|3|Fire|\n|4|Force|\n|5|Lightning|\n|6|Necrotic|\n|7| Poison|\n|8|Psychic|\n|9|Radiant|\n|10|Thunder|" + }, + { + "key": "srd-2024_armor-of-vulnerability-breastplate", + "name": "Armor of Vulnerability (Breastplate)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-chain-mail", + "name": "Armor of Vulnerability (Chain Mail)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-chain-shirt", + "name": "Armor of Vulnerability (Chain Shirt)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-half-plate-armor", + "name": "Armor of Vulnerability (Half Plate Armor)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-hide-armor", + "name": "Armor of Vulnerability (Hide Armor)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-leather-armor", + "name": "Armor of Vulnerability (Leather Armor)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-padded-armor", + "name": "Armor of Vulnerability (Padded Armor)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-plate-armor", + "name": "Armor of Vulnerability (Plate Armor)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-ring-mail", + "name": "Armor of Vulnerability (Ring Mail)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-scale-mail", + "name": "Armor of Vulnerability (Scale Mail)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-splint-armor", + "name": "Armor of Vulnerability (Splint Armor)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_armor-of-vulnerability-studded-leather-armor", + "name": "Armor of Vulnerability (Studded Leather Armor)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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)." + }, + { + "key": "srd-2024_arrow-catching-shield", + "name": "Arrow-Catching Shield", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead." + }, + { + "key": "srd-2024_bag-of-beans", + "name": "Bag of Beans", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.\n\nIf you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.\n\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly.\n\n| 1d100 | Effect |\n|-------|--------------------------|\n| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour. |\n| 02\u201310 | A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d4 minutes. |\n| 11\u201320 | A **Treant** sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good. |\n| 21\u201330 | An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |\n| 31\u201340 | A campfire with green flames springs forth and burns for 24 hours or until it is extinguished. |\n| 41\u201350 | Three **Shrieker Fungi** sprout. |\n| 51\u201360 | 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke. |\n| 61\u201370 | A hungry **Bulette** burrows up and attacks. |\n| 71\u201380 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |\n| 81\u201390 | A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion. |\n| 91\u201395 | A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a **Mummy,** a **Mummy Lord,** or some other Undead of the GM's choice. Its sarcophagus contains treasure of the GM's choice. |\n| 96\u201300 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or another plane of existence. |" + }, + { + "key": "srd-2024_bag-of-devouring", + "name": "Bag of Devouring", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane." + }, + { + "key": "srd-2024_bag-of-holding", + "name": "Bag of Holding", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This bag has an interior space considerably larger than its outside dimensions\u2014roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened." + }, + { + "key": "srd-2024_bag-of-tricks", + "name": "Bag of Tricks", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\n\nYou can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See \"Monsters\" for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.\n\nThe creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\n\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\n\nTable: Gray Bag of Tricks\n\n| 1d8 | Creature |\n|-----|--------------|\n| 1 | Weasel |\n| 2 | Giant Rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant Badger |\n| 7 | Dire Wolf |\n| 8 | Giant Elk |\n\nTable: Rust Bag of Tricks\n\n| 1d8 | Creature |\n|-----|------------|\n| 1 | Rat |\n| 2 | Owl |\n| 3 | Mastiff |\n| 4 | Goat |\n| 5 | Giant Goat |\n| 6 | Giant Boar |\n| 7 | Lion |\n| 8 | Brown Bear |\n\nTable: Tan Bag of Tricks\n\n| 1d8 | Creature |\n|-----|--------------|\n| 1 | Jackal |\n| 2 | Ape |\n| 3 | Baboon |\n| 4 | Axe Beak |\n| 5 | Black Bear |\n| 6 | Giant Weasel |\n| 7 | Giant Hyena |\n| 8 | Tiger |" + }, + { + "key": "srd-2024_battleaxe-plus-1", + "name": "Battleaxe (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_battleaxe-plus-2", + "name": "Battleaxe (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_battleaxe-plus-3", + "name": "Battleaxe (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_bead-of-force", + "name": "Bead of Force", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside." + }, + { + "key": "srd-2024_belt-of-giant-strength-cloud", + "name": "Belt of Giant Strength (Cloud)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\n\n| Belt | Str. | Rarity |\n|-----------------------------------------|------|-----------|\n| Belt of Giant Strength (hill) | 21 | Rare |\n| Belt of Giant Strength (frost or stone) | 23 | Very Rare |\n| Belt of Giant Strength (fire) | 25 | Very Rare |\n| Belt of Giant Strength (cloud) | 27 | Legendary |\n| Belt of Giant Strength (storm) | 29 | Legendary |" + }, + { + "key": "srd-2024_belt-of-giant-strength-fire", + "name": "Belt of Giant Strength (Fire)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\n\n| Belt | Str. | Rarity |\n|-----------------------------------------|------|-----------|\n| Belt of Giant Strength (hill) | 21 | Rare |\n| Belt of Giant Strength (frost or stone) | 23 | Very Rare |\n| Belt of Giant Strength (fire) | 25 | Very Rare |\n| Belt of Giant Strength (cloud) | 27 | Legendary |\n| Belt of Giant Strength (storm) | 29 | Legendary |" + }, + { + "key": "srd-2024_belt-of-giant-strength-frost-or-stone", + "name": "Belt of Giant Strength (Frost or Stone)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\n\n| Belt | Str. | Rarity |\n|-----------------------------------------|------|-----------|\n| Belt of Giant Strength (hill) | 21 | Rare |\n| Belt of Giant Strength (frost or stone) | 23 | Very Rare |\n| Belt of Giant Strength (fire) | 25 | Very Rare |\n| Belt of Giant Strength (cloud) | 27 | Legendary |\n| Belt of Giant Strength (storm) | 29 | Legendary |" + }, + { + "key": "srd-2024_belt-of-giant-strength-hill", + "name": "Belt of Giant Strength (Hill)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\n\n| Belt | Str. | Rarity |\n|-----------------------------------------|------|-----------|\n| Belt of Giant Strength (hill) | 21 | Rare |\n| Belt of Giant Strength (frost or stone) | 23 | Very Rare |\n| Belt of Giant Strength (fire) | 25 | Very Rare |\n| Belt of Giant Strength (cloud) | 27 | Legendary |\n| Belt of Giant Strength (storm) | 29 | Legendary |" + }, + { + "key": "srd-2024_belt-of-giant-strength-storm", + "name": "Belt of Giant Strength (Storm)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.\n\n| Belt | Str. | Rarity |\n|-----------------------------------------|------|-----------|\n| Belt of Giant Strength (hill) | 21 | Rare |\n| Belt of Giant Strength (frost or stone) | 23 | Very Rare |\n| Belt of Giant Strength (fire) | 25 | Very Rare |\n| Belt of Giant Strength (cloud) | 27 | Legendary |\n| Belt of Giant Strength (storm) | 29 | Legendary |" + }, + { + "key": "srd-2024_berserker-battleaxe", + "name": "Berserker Battleaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target." + }, + { + "key": "srd-2024_berserker-greataxe", + "name": "Berserker Greataxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target." + }, + { + "key": "srd-2024_berserker-halberd", + "name": "Berserker Halberd", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target." + }, + { + "key": "srd-2024_blowgun-plus-1", + "name": "Blowgun (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_blowgun-plus-2", + "name": "Blowgun (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_blowgun-plus-3", + "name": "Blowgun (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_boots-of-elvenkind", + "name": "Boots of Elvenkind", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_boots-of-levitation", + "name": "Boots of Levitation", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While you wear these boots, you can cast Levitate on yourself." + }, + { + "key": "srd-2024_boots-of-speed", + "name": "Boots of Speed", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your 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. When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest." + }, + { + "key": "srd-2024_boots-of-striding-and-springing", + "name": "Boots of Striding and Springing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement." + }, + { + "key": "srd-2024_boots-of-the-winterlands", + "name": "Boots of the Winterlands", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow." + }, + { + "key": "srd-2024_bowl-of-commanding-water-elementals", + "name": "Bowl of Commanding Water Elementals", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons." + }, + { + "key": "srd-2024_bracers-of-archery", + "name": "Bracers of Archery", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons." + }, + { + "key": "srd-2024_bracers-of-defense", + "name": "Bracers of Defense", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield." + }, + { + "key": "srd-2024_brazier-of-commanding-fire-elementals", + "name": "Brazier of Commanding Fire Elementals", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn." + }, + { + "key": "srd-2024_breastplate-plus-1", + "name": "Breastplate (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_breastplate-plus-2", + "name": "Breastplate (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_breastplate-plus-3", + "name": "Breastplate (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_brooch-of-shielding", + "name": "Brooch of Shielding", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell." + }, + { + "key": "srd-2024_broom-of-flying", + "name": "Broom of Flying", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you." + }, + { + "key": "srd-2024_candle-of-invocation", + "name": "Candle of Invocation", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.\n\nWhile lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.\n\nAlternatively, when you light the candle for the first time, you can cast *Gate* with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table.\n\n| 1d100 | Outer Plane |\n|-------|----------------|\n| 01\u201305 | Abyss |\n| 06\u201310 | Acheron |\n| 11\u201317 | Arborea |\n| 18\u201325 | Arcadia |\n| 26\u201333 | Beastlands |\n| 34\u201341 | Bytopia |\n| 42\u201346 | Carceri |\n| 47\u201354 | Elysium |\n| 55\u201359 | Gehenna |\n| 60\u201364 | Hades |\n| 65\u201369 | Limbo |\n| 70\u201377 | Mechanus |\n| 78\u201385 | Mount Celestia |\n| 86\u201390 | Nine Hells |\n| 91\u201395 | Pandemonium |\n| 96\u201300 | Ysgard |" + }, + { + "key": "srd-2024_cape-of-the-mountebank", + "name": "Cape of the Mountebank", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn." + }, + { + "key": "srd-2024_carpet-of-flying", + "name": "Carpet of Flying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.\n\nFour sizes of *Carpet of Flying* exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.\n\n| 1d100 | Size | Capacity | Fly Speed |\n|-------|---------------|----------|-----------|\n| 01\u201320 | 3 ft. \u00d7 5 ft. | 200 lb. | 80 feet |\n| 21\u201355 | 4 ft. \u00d7 6 ft. | 400 lb. | 60 feet |\n| 56\u201380 | 5 ft. \u00d7 7 ft. | 600 lb. | 40 feet |\n| 81\u201300 | 6 ft. \u00d7 9 ft. | 800 lb. | 30 feet |" + }, + { + "key": "srd-2024_censer-of-controlling-air-elementals", + "name": "Censer of Controlling Air Elementals", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn." + }, + { + "key": "srd-2024_chain-mail-plus-1", + "name": "Chain Mail (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_chain-mail-plus-2", + "name": "Chain Mail (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_chain-mail-plus-3", + "name": "Chain Mail (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_chain-shirt-plus-1", + "name": "Chain Shirt (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_chain-shirt-plus-2", + "name": "Chain Shirt (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_chain-shirt-plus-3", + "name": "Chain Shirt (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_chime-of-opening", + "name": "Chime of Opening", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless." + }, + { + "key": "srd-2024_circlet-of-blasting", + "name": "Circlet of Blasting", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn." + }, + { + "key": "srd-2024_cloak-of-arachnida", + "name": "Cloak of Arachnida", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn." + }, + { + "key": "srd-2024_cloak-of-displacement", + "name": "Cloak of Displacement", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While you wear this cloak, it magically 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 your Speed is 0." + }, + { + "key": "srd-2024_cloak-of-elvenkind", + "name": "Cloak of Elvenkind", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks." + }, + { + "key": "srd-2024_cloak-of-protection", + "name": "Cloak of Protection", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You gain a +1 bonus to Armor Class and saving throws while you wear this cloak." + }, + { + "key": "srd-2024_cloak-of-the-bat", + "name": "Cloak of the Bat", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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 and use it to gain a Fly 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 Fly Speed. While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn." + }, + { + "key": "srd-2024_cloak-of-the-manta-ray", + "name": "Cloak of the Manta Ray", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet." + }, + { + "key": "srd-2024_club-plus-1", + "name": "Club (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_club-plus-2", + "name": "Club (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_club-plus-3", + "name": "Club (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_crystal-ball", + "name": "Crystal Ball", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While touching this crystal orb, you can cast Scrying (save DC 17) with it." + }, + { + "key": "srd-2024_crystal-ball-of-mind-reading", + "name": "Crystal Ball of Mind Reading", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends." + }, + { + "key": "srd-2024_crystal-ball-of-telepathy", + "name": "Crystal Ball of Telepathy", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn." + }, + { + "key": "srd-2024_crystal-ball-of-true-seeing", + "name": "Crystal Ball of True Seeing", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor." + }, + { + "key": "srd-2024_cube-of-force", + "name": "Cube of Force", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table.\n\nThe cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.\n\nTable: Cube of Force Faces\n\n| Spell | Charge Cost |\n|------------------|-------------|\n| Mage Armor | 1 |\n| Shield | 1 |\n| Tiny Hut | 3 |\n| Private Sanctum | 4 |\n| Resilient Sphere | 4 |\n| Wall of Force | 5 |" + }, + { + "key": "srd-2024_cubic-gate", + "name": "Cubic Gate", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "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. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side. Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side." + }, + { + "key": "srd-2024_dagger-of-venom", + "name": "Dagger of Venom", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. 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 have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn." + }, + { + "key": "srd-2024_dagger-plus-1", + "name": "Dagger (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_dagger-plus-2", + "name": "Dagger (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_dagger-plus-3", + "name": "Dagger (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_dancing-greatsword", + "name": "Dancing Greatsword", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it." + }, + { + "key": "srd-2024_dancing-longsword", + "name": "Dancing Longsword", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it." + }, + { + "key": "srd-2024_dancing-rapier", + "name": "Dancing Rapier", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it." + }, + { + "key": "srd-2024_dancing-scimitar", + "name": "Dancing Scimitar", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it." + }, + { + "key": "srd-2024_dancing-shortsword", + "name": "Dancing Shortsword", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it." + }, + { + "key": "srd-2024_dart-plus-1", + "name": "Dart (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_dart-plus-2", + "name": "Dart (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_dart-plus-3", + "name": "Dart (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_decanter-of-endless-water", + "name": "Decanter of Endless Water", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser." + }, + { + "key": "srd-2024_deck-of-illusions", + "name": "Deck of Illusions", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 \u2212 1 cards.\n\nThe magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.\n\nAny physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a *Dispel Magic* spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.\n\nTable: Deck of Illusions\n\n| 1d100 | Illusion* |\n|-------|-------------------|\n| 01\u201303 | Adult Red Dragon |\n| 04\u201306 | Archmage |\n| 07\u201309 | Assassin |\n| 10\u201312 | Bandit Captain |\n| 13\u201315 | Basilisk |\n| 16\u201318 | Berserker |\n| 19\u201321 | Bugbear Warrior |\n| 22\u201324 | Cloud Giant |\n| 25\u201327 | Druid |\n| 28\u201330 | Erinyes |\n| 31\u201333 | Ettin |\n| 34\u201336 | Fire Giant |\n| 37\u201339 | Frost Giant |\n| 40\u201342 | Gnoll Warrior |\n| 43\u201345 | Goblin Warrior |\n| 46\u201348 | Guardian Naga |\n| 49\u201351 | Hill Giant |\n| 52\u201354 | Hobgoblin Warrior |\n| 55\u201357 | Incubus |\n| 58\u201360 | Iron Golem |\n| 61\u201363 | Knight |\n| 64\u201366 | Kobold Warrior |\n| 67\u201369 | Lich |\n| 70\u201372 | Medusa |\n| 73\u201375 | Night Hag |\n| 76\u201378 | Ogre |\n| 79\u201381 | Oni |\n| 82\u201384 | Priest |\n| 85\u201387 | Succubus |\n| 88\u201390 | Troll |\n| 91\u201393 | Veteran Warrior |\n| 94\u201396 | Wyvern |\n| 97\u201300 | The card drawer |\n\n\\*Stat blocks for these creatures (except the card drawer) appear in \"Monsters.\"" + }, + { + "key": "srd-2024_defender", + "name": "Defender", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-battleaxe", + "name": "Defender (Battleaxe)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-blowgun", + "name": "Defender (Blowgun)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-club", + "name": "Defender (Club)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-dagger", + "name": "Defender (Dagger)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-dart", + "name": "Defender (Dart)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-flail", + "name": "Defender (Flail)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-glaive", + "name": "Defender (Glaive)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-greataxe", + "name": "Defender (Greataxe)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-greatclub", + "name": "Defender (Greatclub)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-greatsword", + "name": "Defender (Greatsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-halberd", + "name": "Defender (Halberd)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-hand-crossbow", + "name": "Defender (Hand Crossbow)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-handaxe", + "name": "Defender (Handaxe)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-heavy-crossbow", + "name": "Defender (Heavy Crossbow)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-javelin", + "name": "Defender (Javelin)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-lance", + "name": "Defender (Lance)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-light-crossbow", + "name": "Defender (Light Crossbow)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-light-hammer", + "name": "Defender (Light Hammer)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-longbow", + "name": "Defender (Longbow)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-longsword", + "name": "Defender (Longsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-mace", + "name": "Defender (Mace)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-maul", + "name": "Defender (Maul)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-morningstar", + "name": "Defender (Morningstar)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-musket", + "name": "Defender (Musket)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-pike", + "name": "Defender (Pike)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-pistol", + "name": "Defender (Pistol)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-quarterstaff", + "name": "Defender (Quarterstaff)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-rapier", + "name": "Defender (Rapier)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-scimitar", + "name": "Defender (Scimitar)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-shortbow", + "name": "Defender (Shortbow)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-shortsword", + "name": "Defender (Shortsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-sickle", + "name": "Defender (Sickle)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-sling", + "name": "Defender (Sling)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-spear", + "name": "Defender (Spear)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-trident", + "name": "Defender (Trident)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-war-pick", + "name": "Defender (War Pick)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-warhammer", + "name": "Defender (Warhammer)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_defender-whip", + "name": "Defender (Whip)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it." + }, + { + "key": "srd-2024_demon-breastplate", + "name": "Demon Breastplate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-chain-mail", + "name": "Demon Chain Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-chain-shirt", + "name": "Demon Chain Shirt", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-half-plate-armor", + "name": "Demon Half Plate Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-hide-armor", + "name": "Demon Hide Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-leather-armor", + "name": "Demon Leather Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-padded-armor", + "name": "Demon Padded Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-plate-armor", + "name": "Demon Plate Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-ring-mail", + "name": "Demon Ring Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-scale-mail", + "name": "Demon Scale Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-splint-armor", + "name": "Demon Splint Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_demon-studded-leather-armor", + "name": "Demon Studded Leather Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\n**Curse.** Once you don this cursed armor, you can't doff it unless you are targeted by a 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." + }, + { + "key": "srd-2024_dimensional-shackles", + "name": "Dimensional Shackles", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. 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. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles." + }, + { + "key": "srd-2024_dragon-orb", + "name": "Dragon Orb", + "type": null, + "rarity": "Artifact", + "requires_attunement": true, + "description": "An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\n\nWhile attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it.\n\nWhile you are Charmed by the orb, you can't voluntarily end your Attunement to it, and the orb casts *Suggestion* on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\n\n**_Spells._** The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.\n\n| Spell | Charge Cost |\n|-------------------------------|----------------|\n| Cure Wounds (level 9 version) | 4 |\n| Daylight | 1 |\n| Death Ward | 2 |\n| Detect Magic | 0 |\n| Scrying (save DC 18) | 3 |\n\n**_Call Dragons._** While you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\n\n**_Destroying an Orb._** A *Dragon Orb* has AC 20 and is destroyed if it takes damage from a *+3 Weapon* or a *Disintegrate* spell. Nothing else can harm it." + }, + { + "key": "srd-2024_dragon-scale-mail", + "name": "Dragon Scale Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "*Dragon Scale Mail* is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, *Dragon Scale Mail* is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table).\n\nAdditionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the next dawn.\n\n| Dragon | Resistance |\n|--------|------------|\n| Black | Acid |\n| Blue | Lightning |\n| Brass | Fire |\n| Bronze | Lightning |\n| Copper | Acid |\n| Gold | Fire |\n| Green | Poison |\n| Red | Fire |\n| Silver | Cold |\n| White | Cold |" + }, + { + "key": "srd-2024_dragon-slayer", + "name": "Dragon Slayer", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon." + }, + { + "key": "srd-2024_dust-of-disappearance", + "name": "Dust of Disappearance", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature." + }, + { + "key": "srd-2024_dust-of-dryness", + "name": "Dust of Dryness", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one." + }, + { + "key": "srd-2024_dust-of-sneezing-and-choking", + "name": "Dust of Sneezing and Choking", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell." + }, + { + "key": "srd-2024_dwarven-half-plate", + "name": "Dwarven Half Plate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet." + }, + { + "key": "srd-2024_dwarven-plate", + "name": "Dwarven Plate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet." + }, + { + "key": "srd-2024_dwarven-thrower", + "name": "Dwarven Thrower", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand." + }, + { + "key": "srd-2024_efficient-quiver", + "name": "Efficient Quiver", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard." + }, + { + "key": "srd-2024_efreeti-bottle", + "name": "Efreeti Bottle", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an **Efreeti** appears in an unoccupied space within 30 feet of you.\n\nThe first time the bottle is opened, the GM rolls on the following table to determine what happens.\n\n| 1d10 | Effect |\n|------|------------------------------|\n| 1 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |\n| 2\u20139 | The efreeti understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |\n| 10 | The efreeti understands your languages and can cast *Wish* once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic. |" + }, + { + "key": "srd-2024_elemental-gem", + "name": "Elemental Gem", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see \"Monsters\" for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table.\n\n| Gem | Summoned Elemental |\n|----------------|--------------------|\n| Blue sapphire | Air Elemental |\n| Emerald | Water Elemental |\n| Red corundum | Fire Elemental |\n| Yellow diamond | Earth Elemental |" + }, + { + "key": "srd-2024_elven-chain-mail", + "name": "Elven Chain Mail", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Heavy armor." + }, + { + "key": "srd-2024_elven-chain-shirt", + "name": "Elven Chain Shirt", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium armor." + }, + { + "key": "srd-2024_eversmoking-bottle", + "name": "Eversmoking Bottle", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute." + }, + { + "key": "srd-2024_eyes-of-charming", + "name": "Eyes of Charming", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn." + }, + { + "key": "srd-2024_eyes-of-minute-seeing", + "name": "Eyes of Minute Seeing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range." + }, + { + "key": "srd-2024_eyes-of-the-eagle", + "name": "Eyes of the Eagle", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_feather-token-anchor", + "name": "Feather Token (Anchor)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01\u201320|Anchor|Uncommon|\n|21\u201335|Bird|Rare|\n|36\u201350|Fan|Uncommon|\n|51\u201365|Swan boat|Rare|\n|66\u201390|Tree|Uncommon|\n|91\u201300|Whip|Rare|" + }, + { + "key": "srd-2024_feather-token-bird", + "name": "Feather Token (Bird)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01\u201320|Anchor|Uncommon|\n|21\u201335|Bird|Rare|\n|36\u201350|Fan|Uncommon|\n|51\u201365|Swan boat|Rare|\n|66\u201390|Tree|Uncommon|\n|91\u201300|Whip|Rare|" + }, + { + "key": "srd-2024_feather-token-fan", + "name": "Feather Token (Fan)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01\u201320|Anchor|Uncommon|\n|21\u201335|Bird|Rare|\n|36\u201350|Fan|Uncommon|\n|51\u201365|Swan boat|Rare|\n|66\u201390|Tree|Uncommon|\n|91\u201300|Whip|Rare|" + }, + { + "key": "srd-2024_feather-token-swan-boat", + "name": "Feather Token (Swan Boat)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01\u201320|Anchor|Uncommon|\n|21\u201335|Bird|Rare|\n|36\u201350|Fan|Uncommon|\n|51\u201365|Swan boat|Rare|\n|66\u201390|Tree|Uncommon|\n|91\u201300|Whip|Rare|" + }, + { + "key": "srd-2024_feather-token-tree", + "name": "Feather Token (Tree)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01\u201320|Anchor|Uncommon|\n|21\u201335|Bird|Rare|\n|36\u201350|Fan|Uncommon|\n|51\u201365|Swan boat|Rare|\n|66\u201390|Tree|Uncommon|\n|91\u201300|Whip|Rare|" + }, + { + "key": "srd-2024_feather-token-whip", + "name": "Feather Token (Whip)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01\u201320|Anchor|Uncommon|\n|21\u201335|Bird|Rare|\n|36\u201350|Fan|Uncommon|\n|51\u201365|Swan boat|Rare|\n|66\u201390|Tree|Uncommon|\n|91\u201300|Whip|Rare|" + }, + { + "key": "srd-2024_figurine-of-wondrous-power-bronze-griffon", + "name": "Figurine of Wondrous Power (Bronze Griffon)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Bronze Griffon (Rare)._** This bronze statuette is of a griffon rampant. It can become a **Griffon** for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed." + }, + { + "key": "srd-2024_figurine-of-wondrous-power-ebony-fly", + "name": "Figurine of Wondrous Power (Ebony Fly)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Ebony Fly (Rare)._** This ebony statuette, carved in the likeness of a horsefly, can become a **Giant Fly** (see the accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.\n\n> #### **Giant Fly**\n> *Large Beast, Unaligned*\n> **AC** 11\n> **Initiative** +1 (11)\n> **HP** 15 (3d10 + 3)\n> **Speed** Speed 30 ft., Fly 60 ft.\n> |Attribute|Score|Mod|Save|\n> |---|---|---|---|\n> |Str|14|+2|+2|\n> |Dex|13|+1|+1|\n> |Con|13|+1|+1|\n> |Int|2|-4|-4|\n> |Wis|10|+0|+0|\n> |Cha|3|-4|-4|\n\n> **Senses** Darkvision 60 ft., Passive Perception 10\n> **Languages** None\n> **CR** 0 (XP 0; PB +2)" + }, + { + "key": "srd-2024_figurine-of-wondrous-power-golden-lions", + "name": "Figurine of Wondrous Power (Golden Lions)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Golden Lions (Rare)._** These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a **Lion** for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed." + }, + { + "key": "srd-2024_figurine-of-wondrous-power-ivory-goats", + "name": "Figurine of Wondrous Power (Ivory Goats)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Golden Lions (Rare)._** These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a **Lion** for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.\n\n**Goat of Terror.** This figurine can become a **Giant Goat** for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a *+1 Lance*, and the other becomes a *+2 Longsword*. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.\n\n**_Goat of Traveling._** This figurine can become a Large goat with the same statistics as a **Riding Horse**. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all expended charges.\n\n**_Goat of Travail._** This figurine can become a **Giant Goat** for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed." + }, + { + "key": "srd-2024_figurine-of-wondrous-power-marble-elephant", + "name": "Figurine of Wondrous Power (Marble Elephant)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Marble Elephant (Rare)._** This marble statuette resembles a trumpeting elephant. It can become an **Elephant** for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed." + }, + { + "key": "srd-2024_figurine-of-wondrous-power-obsidian-stead", + "name": "Figurine of Wondrous Power (Obsidian Stead)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Obsidian Steed (Very Rare)._** This polished obsidian horse can become a **Nightmare** for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\n\nThe figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form." + }, + { + "key": "srd-2024_figurine-of-wondrous-power-onyx-dog", + "name": "Figurine of Wondrous Power (Onyx Dog)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Onyx Dog (Rare)._** This onyx statuette of a dog can become a **Mastiff** for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can't be used again until 7 days have passed." + }, + { + "key": "srd-2024_figurine-of-wondrous-power-serpentine-owl", + "name": "Figurine of Wondrous Power (Serpentine Owl)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Serpentine Owl (Rare)._** This serpentine statuette of an owl can become a **Giant Owl** for up to 8 hours. The owl can communicate telepathically with you at any range if you and it are on the same plane of existence. Once it has been used, it can't be used again until 2 days have passed." + }, + { + "key": "srd-2024_figurine-of-wondrous-power-silver-raven", + "name": "Figurine of Wondrous Power (Silver Raven)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Silver Raven (Uncommon)._** This silver statuette of a raven can become a **Raven** for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast *Animal Messenger* on it." + }, + { + "key": "srd-2024_flail-plus-1", + "name": "Flail (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_flail-plus-2", + "name": "Flail (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_flail-plus-3", + "name": "Flail (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_flame-tongue-battleaxe", + "name": "Flame Tongue Battleaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-club", + "name": "Flame Tongue Club", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-dagger", + "name": "Flame Tongue Dagger", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-dart", + "name": "Flame Tongue Dart", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-flail", + "name": "Flame Tongue Flail", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-glaive", + "name": "Flame Tongue Glaive", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-greataxe", + "name": "Flame Tongue Greataxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-greatclub", + "name": "Flame Tongue Greatclub", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-greatsword", + "name": "Flame Tongue Greatsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-halberd", + "name": "Flame Tongue Halberd", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-handaxe", + "name": "Flame Tongue Handaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-javelin", + "name": "Flame Tongue Javelin", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-lance", + "name": "Flame Tongue Lance", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-light-hammer", + "name": "Flame Tongue Light Hammer", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-longsword", + "name": "Flame Tongue Longsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-mace", + "name": "Flame Tongue Mace", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-maul", + "name": "Flame Tongue Maul", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-morningstar", + "name": "Flame Tongue Morningstar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-pike", + "name": "Flame Tongue Pike", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-quarterstaff", + "name": "Flame Tongue Quarterstaff", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-rapier", + "name": "Flame Tongue Rapier", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-scimitar", + "name": "Flame Tongue Scimitar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-shortsword", + "name": "Flame Tongue Shortsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-sickle", + "name": "Flame Tongue Sickle", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-spear", + "name": "Flame Tongue Spear", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-trident", + "name": "Flame Tongue Trident", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-war-pick", + "name": "Flame Tongue War Pick", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-warhammer", + "name": "Flame Tongue Warhammer", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_flame-tongue-whip", + "name": "Flame Tongue Whip", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon." + }, + { + "key": "srd-2024_folding-boat", + "name": "Folding Boat", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in \"Equipment.\" If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed." + }, + { + "key": "srd-2024_frost-brand-glaive", + "name": "Frost Brand (Glaive)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour." + }, + { + "key": "srd-2024_frost-brand-greatsword", + "name": "Frost Brand (Greatsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour." + }, + { + "key": "srd-2024_frost-brand-longsword", + "name": "Frost Brand (Longsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour." + }, + { + "key": "srd-2024_frost-brand-rapier", + "name": "Frost Brand (Rapier)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour." + }, + { + "key": "srd-2024_frost-brand-scimitar", + "name": "Frost Brand (Scimitar)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour." + }, + { + "key": "srd-2024_frost-brand-shortsword", + "name": "Frost Brand (Shortsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour." + }, + { + "key": "srd-2024_gauntlets-of-ogre-power", + "name": "Gauntlets of Ogre Power", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them." + }, + { + "key": "srd-2024_gem-of-brightness", + "name": "Gem of Brightness", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30 foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP." + }, + { + "key": "srd-2024_gem-of-seeing", + "name": "Gem of Seeing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn." + }, + { + "key": "srd-2024_giant-slayer-battleaxe", + "name": "Giant Slayer (Battleaxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-blowgun", + "name": "Giant Slayer (Blowgun)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-club", + "name": "Giant Slayer (Club)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-dagger", + "name": "Giant Slayer (Dagger)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-dart", + "name": "Giant Slayer (Dart)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-flail", + "name": "Giant Slayer (Flail)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-glaive", + "name": "Giant Slayer (Glaive)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-greataxe", + "name": "Giant Slayer (Greataxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-greatclub", + "name": "Giant Slayer (Greatclub)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-greatsword", + "name": "Giant Slayer (Greatsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-halberd", + "name": "Giant Slayer (Halberd)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-hand-crossbow", + "name": "Giant Slayer (Hand Crossbow)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-handaxe", + "name": "Giant Slayer (Handaxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-heavy-crossbow", + "name": "Giant Slayer (Heavy Crossbow)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-javelin", + "name": "Giant Slayer (Javelin)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-lance", + "name": "Giant Slayer (Lance)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-light-crossbow", + "name": "Giant Slayer (Light Crossbow)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-light-hammer", + "name": "Giant Slayer (Light Hammer)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-longbow", + "name": "Giant Slayer (Longbow)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-longsword", + "name": "Giant Slayer (Longsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-mace", + "name": "Giant Slayer (Mace)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-maul", + "name": "Giant Slayer (Maul)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-morningstar", + "name": "Giant Slayer (Morningstar)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-musket", + "name": "Giant Slayer (Musket)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-pike", + "name": "Giant Slayer (Pike)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-pistol", + "name": "Giant Slayer (Pistol)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-quarterstaff", + "name": "Giant Slayer (Quarterstaff)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-rapier", + "name": "Giant Slayer (Rapier)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-scimitar", + "name": "Giant Slayer (Scimitar)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-shortbow", + "name": "Giant Slayer (Shortbow)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-shortsword", + "name": "Giant Slayer (Shortsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-sickle", + "name": "Giant Slayer (Sickle)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-sling", + "name": "Giant Slayer (Sling)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-spear", + "name": "Giant Slayer (Spear)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-trident", + "name": "Giant Slayer (Trident)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-war-pick", + "name": "Giant Slayer (War Pick)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-warhammer", + "name": "Giant Slayer (Warhammer)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_giant-slayer-whip", + "name": "Giant Slayer (Whip)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition." + }, + { + "key": "srd-2024_glaive-of-life-stealing", + "name": "Glaive of Life Stealing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken." + }, + { + "key": "srd-2024_glaive-of-sharpness", + "name": "Glaive of Sharpness", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level." + }, + { + "key": "srd-2024_glaive-of-wounding", + "name": "Glaive of Wounding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "srd-2024_glaive-plus-1", + "name": "Glaive (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_glaive-plus-2", + "name": "Glaive (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_glaive-plus-3", + "name": "Glaive (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_glamoured-studded-leather", + "name": "Glamoured Studded Leather", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to 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\u2014including color, style, and accessories\u2014but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor." + }, + { + "key": "srd-2024_gloves-of-missile-snaring", + "name": "Gloves of Missile Snaring", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand." + }, + { + "key": "srd-2024_gloves-of-swimming-and-climbing", + "name": "Gloves of Swimming and Climbing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim." + }, + { + "key": "srd-2024_goggles-of-night", + "name": "Goggles of Night", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet." + }, + { + "key": "srd-2024_greataxe-plus-1", + "name": "Greataxe (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_greataxe-plus-2", + "name": "Greataxe (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_greataxe-plus-3", + "name": "Greataxe (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_greatclub-plus-1", + "name": "Greatclub (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_greatclub-plus-2", + "name": "Greatclub (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_greatclub-plus-3", + "name": "Greatclub (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_greatsword-of-life-stealing", + "name": "Greatsword of Life Stealing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken." + }, + { + "key": "srd-2024_greatsword-of-sharpness", + "name": "Greatsword of Sharpness", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level." + }, + { + "key": "srd-2024_greatsword-of-wounding", + "name": "Greatsword of Wounding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "srd-2024_greatsword-plus-1", + "name": "Greatsword (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_greatsword-plus-2", + "name": "Greatsword (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_greatsword-plus-3", + "name": "Greatsword (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_halberd-plus-1", + "name": "Halberd (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_halberd-plus-2", + "name": "Halberd (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_halberd-plus-3", + "name": "Halberd (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_half-plate-armor-of-etherealness", + "name": "Half Plate Armor of Etherealness", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn." + }, + { + "key": "srd-2024_half-plate-armor-plus-1", + "name": "Half Plate Armor (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_half-plate-armor-plus-2", + "name": "Half Plate Armor (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_half-plate-armor-plus-3", + "name": "Half Plate Armor (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_hammer-of-thunderbolts-maul", + "name": "Hammer of Thunderbolts (Maul)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30." + }, + { + "key": "srd-2024_hammer-of-thunderbolts-warhammer", + "name": "Hammer of Thunderbolts (Warhammer)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30." + }, + { + "key": "srd-2024_hand-crossbow-plus-1", + "name": "Hand Crossbow (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_hand-crossbow-plus-2", + "name": "Hand Crossbow (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_hand-crossbow-plus-3", + "name": "Hand Crossbow (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_handaxe-plus-1", + "name": "Handaxe (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_handaxe-plus-2", + "name": "Handaxe (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_handaxe-plus-3", + "name": "Handaxe (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_handy-haversack", + "name": "Handy Haversack", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + }, + { + "key": "srd-2024_hat-of-disguise", + "name": "Hat of Disguise", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed." + }, + { + "key": "srd-2024_headband-of-intellect", + "name": "Headband of Intellect", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it." + }, + { + "key": "srd-2024_heavy-crossbow-plus-1", + "name": "Heavy Crossbow (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_heavy-crossbow-plus-2", + "name": "Heavy Crossbow (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_heavy-crossbow-plus-3", + "name": "Heavy Crossbow (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_helm-of-brilliance", + "name": "Helm of Brilliance", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60 foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm." + }, + { + "key": "srd-2024_helm-of-comprehending-languages", + "name": "Helm of Comprehending Languages", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this helm, you can cast Comprehend Languages from it." + }, + { + "key": "srd-2024_helm-of-telepathy", + "name": "Helm of Telepathy", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn." + }, + { + "key": "srd-2024_helm-of-teleportation", + "name": "Helm of Teleportation", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn." + }, + { + "key": "srd-2024_hide-armor-plus-1", + "name": "Hide Armor (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_hide-armor-plus-2", + "name": "Hide Armor (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_hide-armor-plus-3", + "name": "Hide Armor (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_holy-avenger", + "name": "Holy Avenger", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-battleaxe", + "name": "Holy Avenger (Battleaxe)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-blowgun", + "name": "Holy Avenger (Blowgun)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-club", + "name": "Holy Avenger (Club)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-dagger", + "name": "Holy Avenger (Dagger)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-dart", + "name": "Holy Avenger (Dart)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-flail", + "name": "Holy Avenger (Flail)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-glaive", + "name": "Holy Avenger (Glaive)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-greataxe", + "name": "Holy Avenger (Greataxe)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-greatclub", + "name": "Holy Avenger (Greatclub)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-greatsword", + "name": "Holy Avenger (Greatsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-halberd", + "name": "Holy Avenger (Halberd)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-hand-crossbow", + "name": "Holy Avenger (Hand Crossbow)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-handaxe", + "name": "Holy Avenger (Handaxe)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-heavy-crossbow", + "name": "Holy Avenger (Heavy Crossbow)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-javelin", + "name": "Holy Avenger (Javelin)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-lance", + "name": "Holy Avenger (Lance)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-light-crossbow", + "name": "Holy Avenger (Light Crossbow)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-light-hammer", + "name": "Holy Avenger (Light Hammer)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-longbow", + "name": "Holy Avenger (Longbow)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-longsword", + "name": "Holy Avenger (Longsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-mace", + "name": "Holy Avenger (Mace)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-maul", + "name": "Holy Avenger (Maul)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-morningstar", + "name": "Holy Avenger (Morningstar)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-musket", + "name": "Holy Avenger (Musket)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-pike", + "name": "Holy Avenger (Pike)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-pistol", + "name": "Holy Avenger (Pistol)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-quarterstaff", + "name": "Holy Avenger (Quarterstaff)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-rapier", + "name": "Holy Avenger (Rapier)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-scimitar", + "name": "Holy Avenger (Scimitar)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-shortbow", + "name": "Holy Avenger (Shortbow)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-shortsword", + "name": "Holy Avenger (Shortsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-sickle", + "name": "Holy Avenger (Sickle)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-sling", + "name": "Holy Avenger (Sling)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-spear", + "name": "Holy Avenger (Spear)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-trident", + "name": "Holy Avenger (Trident)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-war-pick", + "name": "Holy Avenger (War Pick)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-warhammer", + "name": "Holy Avenger (Warhammer)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_holy-avenger-whip", + "name": "Holy Avenger (Whip)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls 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.\n\nWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet." + }, + { + "key": "srd-2024_horn-of-blasting", + "name": "Horn of Blasting", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn." + }, + { + "key": "srd-2024_horn-of-valhalla", + "name": "Horn of Valhalla", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the **Berserker** stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.\n\nFour types of *Horn of Valhalla* are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly by rolling on the following table.\n\nIf you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands.\n\n| 1d100 | Horn Type | Spirits | Requirement |\n|-------|-----------|---------|--------------------------------------|\n| 01\u201340 | Silver | 2 | None |\n| 41\u201375 | Brass | 3 | Proficiency with all Simple weapons |\n| 76\u201390 | Bronze | 4 | Training with all Medium armor |\n| 91\u201300 | Iron | 5 | Proficiency with all Martial weapons |" + }, + { + "key": "srd-2024_horseshoes-of-a-zephyr", + "name": "Horseshoes of a Zephyr", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. 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 a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel." + }, + { + "key": "srd-2024_horseshoes-of-speed", + "name": "Horseshoes of Speed", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet." + }, + { + "key": "srd-2024_immovable-rod", + "name": "Immovable Rod", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check." + }, + { + "key": "srd-2024_instant-fortress", + "name": "Instant Fortress", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points." + }, + { + "key": "srd-2024_iron-bands", + "name": "Iron Bands", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn." + }, + { + "key": "srd-2024_iron-flask", + "name": "Iron Flask", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM." + }, + { + "key": "srd-2024_javelin-of-lightning", + "name": "Javelin of Lightning", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn." + }, + { + "key": "srd-2024_javelin-plus-1", + "name": "Javelin (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_javelin-plus-2", + "name": "Javelin (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_javelin-plus-3", + "name": "Javelin (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_lance-plus-1", + "name": "Lance (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_lance-plus-2", + "name": "Lance (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_lance-plus-3", + "name": "Lance (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_lantern-of-revealing", + "name": "Lantern of Revealing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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 take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius." + }, + { + "key": "srd-2024_leather-armor-plus-1", + "name": "Leather Armor (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_leather-armor-plus-2", + "name": "Leather Armor (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_leather-armor-plus-3", + "name": "Leather Armor (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_light-crossbow-plus-1", + "name": "Light Crossbow (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_light-crossbow-plus-2", + "name": "Light Crossbow (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_light-crossbow-plus-3", + "name": "Light Crossbow (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_light-hammer-plus-1", + "name": "Light Hammer (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_light-hammer-plus-2", + "name": "Light Hammer (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_light-hammer-plus-3", + "name": "Light Hammer (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_longbow-plus-1", + "name": "Longbow (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_longbow-plus-2", + "name": "Longbow (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_longbow-plus-3", + "name": "Longbow (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_longsword-of-life-stealing", + "name": "Longsword of Life Stealing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken." + }, + { + "key": "srd-2024_longsword-of-sharpness", + "name": "Longsword of Sharpness", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level." + }, + { + "key": "srd-2024_longsword-of-wounding", + "name": "Longsword of Wounding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "srd-2024_longsword-plus-1", + "name": "Longsword (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_longsword-plus-2", + "name": "Longsword (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_longsword-plus-3", + "name": "Longsword (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_luck-blade-glaive", + "name": "Luck Blade (Glaive)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges." + }, + { + "key": "srd-2024_luck-blade-greatsword", + "name": "Luck Blade (Greatsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges." + }, + { + "key": "srd-2024_luck-blade-longsword", + "name": "Luck Blade (Longsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges." + }, + { + "key": "srd-2024_luck-blade-rapier", + "name": "Luck Blade (Rapier)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges." + }, + { + "key": "srd-2024_luck-blade-scimitar", + "name": "Luck Blade (Scimitar)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges." + }, + { + "key": "srd-2024_luck-blade-shortsword", + "name": "Luck Blade (Shortsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges." + }, + { + "key": "srd-2024_luck-blade-sickle", + "name": "Luck Blade (Sickle)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges." + }, + { + "key": "srd-2024_mace-of-disruption", + "name": "Mace of Disruption", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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 has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet." + }, + { + "key": "srd-2024_mace-of-smiting", + "name": "Mace of Smiting", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed." + }, + { + "key": "srd-2024_mace-of-terror", + "name": "Mace of Terror", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success." + }, + { + "key": "srd-2024_mace-plus-1", + "name": "Mace (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_mace-plus-2", + "name": "Mace (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_mace-plus-3", + "name": "Mace (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_mantle-of-spell-resistance", + "name": "Mantle of Spell Resistance", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You have Advantage on saving throws against spells while you wear this cloak." + }, + { + "key": "srd-2024_manual-of-bodily-health", + "name": "Manual of Bodily Health", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This book contains health and nutrition 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 increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century." + }, + { + "key": "srd-2024_manual-of-gainful-exercise", + "name": "Manual of Gainful Exercise", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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 increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century." + }, + { + "key": "srd-2024_manual-of-golems", + "name": "Manual of Golems", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a *Manual of Golems* and attempts to read it takes 6d6 Psychic damage.\n\nTo create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\n\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See \"Monsters\" for the golem's stat block. The golem is under your control, and it understands and obeys your commands.\n\n| 1d20 | Golem | Time | Cost |\n|-------|-------------|----------|------------|\n| 1\u20135 | Clay Golem | 30 days | 65,000 GP |\n| 6\u201317 | Flesh Golem | 60 days | 50,000 GP |\n| 18 | Iron Golem | 120 days | 100,000 GP |\n| 19\u201320 | Stone Golem | 90 days | 80,000 GP |" + }, + { + "key": "srd-2024_manual-of-quickness-of-action", + "name": "Manual of Quickness of Action", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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 increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century." + }, + { + "key": "srd-2024_marvelous-pigments", + "name": "Marvelous Pigments", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm." + }, + { + "key": "srd-2024_maul-plus-1", + "name": "Maul (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_maul-plus-2", + "name": "Maul (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_maul-plus-3", + "name": "Maul (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_medallion-of-thoughts", + "name": "Medallion of Thoughts", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn." + }, + { + "key": "srd-2024_mirror-of-life-trapping", + "name": "Mirror of Life Trapping", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate. In a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. Placing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + }, + { + "key": "srd-2024_mithral-armor-breastplate", + "name": "Mithral Armor (Breastplate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Mithral is a light, flexible metal. Armor made of this substance 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." + }, + { + "key": "srd-2024_mithral-armor-chain-mail", + "name": "Mithral Armor (Chain Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Mithral is a light, flexible metal. Armor made of this substance 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." + }, + { + "key": "srd-2024_mithral-armor-chain-shirt", + "name": "Mithral Armor (Chain Shirt)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Mithral is a light, flexible metal. Armor made of this substance 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." + }, + { + "key": "srd-2024_mithral-armor-half-plate", + "name": "Mithral Armor (Half Plate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Mithral is a light, flexible metal. Armor made of this substance 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." + }, + { + "key": "srd-2024_mithral-armor-plate", + "name": "Mithral Armor (Plate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Mithral is a light, flexible metal. Armor made of this substance 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." + }, + { + "key": "srd-2024_mithral-armor-ring-mail", + "name": "Mithral Armor (Ring Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Mithral is a light, flexible metal. Armor made of this substance 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." + }, + { + "key": "srd-2024_mithral-armor-scale-mail", + "name": "Mithral Armor (Scale Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Mithral is a light, flexible metal. Armor made of this substance 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." + }, + { + "key": "srd-2024_mithral-armor-splint", + "name": "Mithral Armor (Splint)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Mithral is a light, flexible metal. Armor made of this substance 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." + }, + { + "key": "srd-2024_morningstar-plus-1", + "name": "Morningstar (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_morningstar-plus-2", + "name": "Morningstar (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_morningstar-plus-3", + "name": "Morningstar (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_musket-plus-1", + "name": "Musket (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_musket-plus-2", + "name": "Musket (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_musket-plus-3", + "name": "Musket (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_mysterious-deck", + "name": "Mysterious Deck", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck.\n\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\n\nOnce a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)\n\nTable: Mysterious Deck\n\n| 1d100 (13-Card Deck) | 1d100 (22-Card Deck) | Card |\n|----------------------|----------------------|---------|\n| \u2014 | 01\u201305 | Balance |\n| \u2014 | 06\u201310 | Comet |\n| \u2014 | 11\u201314 | Donjon |\n| 01\u201308 | 15\u201318 | Euryale |\n| \u2014 | 19\u201323 | Fates |\n| 09\u201316 | 24\u201327 | Flames |\n| \u2014 | 28\u201331 | Fool |\n| \u2014 | 32\u201336 | Gem |\n| 17\u201324 | 37\u201341 | Jester |\n| 25\u201332 | 42\u201346 | Key |\n| 33\u201340 | 47\u201351 | Knight |\n| 41\u201348 | 52\u201356 | Moon |\n| \u2014 | 57\u201360 | Puzzle |\n| 49\u201356 | 61\u201364 | Rogue |\n| 57\u201364 | 65\u201368 | Ruin |\n| \u2014 | 69\u201373 | Sage |\n| 65\u201372 | 74\u201377 | Skull |\n| 73\u201380 | 78\u201382 | Star |\n| 81\u201388 | 83\u201387 | Sun |\n| \u2014 | 88\u201391 | Talons |\n| 89\u201396 | 92\u201396 | Throne |\n| 97\u201300 | 97\u201300 | Void |\n\nEach card's effect is described below.\n\n**_Balance._** You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect.\n\n**_Comet._** The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect.\n\n**_Euryale._** The card's medusa-like visage curses you. You take a \u22122 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.\n\n**_Fates._** Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\n\n**_Flames._** A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\n\n**_Fool._** You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws.\n\n**_Gem._** Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet.\n\n**_Jester._** You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.\n\n**_Key._** A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon.\n\n**_Knight._** You gain the service of a **Knight**, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired.\n\n**_Moon._** You gain the ability to cast *Wish* 1d3 times.\n\n**_Puzzle._** Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.\n\n**_Rogue._** An NPC of the GM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a *Wish* spell or divine intervention can end the NPC's hostility toward you.\n\n**_Ruin._** All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.\n\n**_Sage._** At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.\n\n**_Skull._** An **Avatar of Death** (see the accompanying stat block) appears in an unoccupied space as close\n\nto you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another **Avatar of Death**. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.\n\n**_Star._** Increase one of your ability scores by 2, to a maximum of 24.\n\n**_Sun._** A magic item (chosen by the GM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.\n\n**_Talons._** Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.\n\n**_Throne._** You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.\n\n**_Void._** Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A *Wish* spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.\n\n> #### Avatar of Death\n> \n> *Medium Undead, Neutral evil*\n> \n> **AC** 20 \n>\n> **Initiative** +3 (13) \n>\n> **HP** Half the HP maximum of its summoner \n>\n> **Speed** 60 ft., Fly 60 ft. (hover)\n>\n> | Attribute | Score | Mod | Save |\n> |-----------|-------|-----|------|\n> | Str | 16 | +3 | +3 |\n> | Dex | 16 | +3 | +3 |\n> | Con | 16 | +3 | +3 |\n> | Int | 16 | +3 | +3 |\n> | Wis | 16 | +3 | +3 |\n> | Cha | 16 | +3 | +3 |\n> \n>\n> **Immunities** Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious \n>\n> **Senses** Truesight 60 ft., Passive Perception 13 \n>\n> **Languages** All languages known to its summoner \n>\n> **CR** None (XP 0; PB equals its summoner's)\n>\n> ##### Traits\n>\n> **_Incorporeal Movement._** The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.\n>\n> ##### Actions\n>\n> **_Multiattack._** The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up).\n>\n> **_Reaping Scythe. Melee Attack Roll:_** Automatic hit, reach 5 ft. *Hit:* 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage." + }, + { + "key": "srd-2024_necklace-of-adaptation", + "name": "Necklace of Adaptation", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition." + }, + { + "key": "srd-2024_necklace-of-fireballs", + "name": "Necklace of Fireballs", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This necklace has 1d6 + 3 beads hanging from it. You can take a Magic 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 level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6)." + }, + { + "key": "srd-2024_necklace-of-prayer-beads", + "name": "Necklace of Prayer Beads", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\n\nSix types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\n\n| 1d20 | Bead | Spell |\n|-------|----------------------|-------------------------------|\n| 1\u20136 | Bead of Blessing | Bless |\n| 7\u201312 | Bead of Curing | Cure Wounds (level 2 version) |\n| 13\u201316 | Bead of Favor | Greater Restoration |\n| 17\u201318 | Bead of Smiting | Shining Smite |\n| 19 | Bead of Summons | Guardian of Faith |\n| 20 | Bead of Wind Walking | Wind Walk |" + }, + { + "key": "srd-2024_nine-lives-stealer-battleaxe", + "name": "Nine Lives Stealer (Battleaxe)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-blowgun", + "name": "Nine Lives Stealer (Blowgun)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-club", + "name": "Nine Lives Stealer (Club)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-dagger", + "name": "Nine Lives Stealer (Dagger)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-dart", + "name": "Nine Lives Stealer (Dart)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-flail", + "name": "Nine Lives Stealer (Flail)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-glaive", + "name": "Nine Lives Stealer (Glaive)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-greataxe", + "name": "Nine Lives Stealer (Greataxe)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-greatclub", + "name": "Nine Lives Stealer (Greatclub)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-greatsword", + "name": "Nine Lives Stealer (Greatsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-halberd", + "name": "Nine Lives Stealer (Halberd)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-hand-crossbow", + "name": "Nine Lives Stealer (Hand Crossbow)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-handaxe", + "name": "Nine Lives Stealer (Handaxe)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-heavy-crossbow", + "name": "Nine Lives Stealer (Heavy Crossbow)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-javelin", + "name": "Nine Lives Stealer (Javelin)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-lance", + "name": "Nine Lives Stealer (Lance)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-light-crossbow", + "name": "Nine Lives Stealer (Light Crossbow)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-light-hammer", + "name": "Nine Lives Stealer (Light Hammer)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-longbow", + "name": "Nine Lives Stealer (Longbow)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-longsword", + "name": "Nine Lives Stealer (Longsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-mace", + "name": "Nine Lives Stealer (Mace)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-maul", + "name": "Nine Lives Stealer (Maul)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-morningstar", + "name": "Nine Lives Stealer (Morningstar)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-musket", + "name": "Nine Lives Stealer (Musket)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-pike", + "name": "Nine Lives Stealer (Pike)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-pistol", + "name": "Nine Lives Stealer (Pistol)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-quarterstaff", + "name": "Nine Lives Stealer (Quarterstaff)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-rapier", + "name": "Nine Lives Stealer (Rapier)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-scimitar", + "name": "Nine Lives Stealer (Scimitar)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-shortbow", + "name": "Nine Lives Stealer (Shortbow)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-shortsword", + "name": "Nine Lives Stealer (Shortsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-sickle", + "name": "Nine Lives Stealer (Sickle)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-sling", + "name": "Nine Lives Stealer (Sling)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-spear", + "name": "Nine Lives Stealer (Spear)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-trident", + "name": "Nine Lives Stealer (Trident)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-war-pick", + "name": "Nine Lives Stealer (War Pick)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-warhammer", + "name": "Nine Lives Stealer (Warhammer)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_nine-lives-stealer-whip", + "name": "Nine Lives Stealer (Whip)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\n**Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property." + }, + { + "key": "srd-2024_oathbow-longbow", + "name": "Oathbow (Longbow)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can utter or sign the following command words: \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons." + }, + { + "key": "srd-2024_oathbow-shortbow", + "name": "Oathbow (Shortbow)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can utter or sign the following command words: \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons." + }, + { + "key": "srd-2024_oil-of-etherealness", + "name": "Oil of Etherealness", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "One vial of this oil can cover one 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. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate." + }, + { + "key": "srd-2024_oil-of-sharpness", + "name": "Oil of Sharpness", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards." + }, + { + "key": "srd-2024_oil-of-slipperiness", + "name": "Oil of Slipperiness", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "One vial of this oil can cover one 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 Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured." + }, + { + "key": "srd-2024_padded-armor-plus-1", + "name": "Padded Armor (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_padded-armor-plus-2", + "name": "Padded Armor (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_padded-armor-plus-3", + "name": "Padded Armor (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_pearl-of-power", + "name": "Pearl of Power", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn." + }, + { + "key": "srd-2024_periapt-of-health", + "name": "Periapt of Health", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant." + }, + { + "key": "srd-2024_periapt-of-proof-against-poison", + "name": "Periapt of Proof against Poison", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage." + }, + { + "key": "srd-2024_periapt-of-wound-closure", + "name": "Periapt of Wound Closure", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores." + }, + { + "key": "srd-2024_philter-of-love", + "name": "Philter of Love", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart." + }, + { + "key": "srd-2024_pike-plus-1", + "name": "Pike (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_pike-plus-2", + "name": "Pike (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_pike-plus-3", + "name": "Pike (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_pipes-of-haunting", + "name": "Pipes of Haunting", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours." + }, + { + "key": "srd-2024_pipes-of-the-sewers", + "name": "Pipes of the Sewers", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours." + }, + { + "key": "srd-2024_pistol-plus-1", + "name": "Pistol (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_pistol-plus-2", + "name": "Pistol (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_pistol-plus-3", + "name": "Pistol (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_plate-armor-of-etherealness", + "name": "Plate Armor of Etherealness", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn." + }, + { + "key": "srd-2024_plate-armor-plus-1", + "name": "Plate Armor (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_plate-armor-plus-2", + "name": "Plate Armor (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_plate-armor-plus-3", + "name": "Plate Armor (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_portable-hole", + "name": "Portable Hole", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + }, + { + "key": "srd-2024_potion-of-animal-friendship", + "name": "Potion of Animal Friendship", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair." + }, + { + "key": "srd-2024_potion-of-clairvoyance", + "name": "Potion of Clairvoyance", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened." + }, + { + "key": "srd-2024_potion-of-climbing", + "name": "Potion of Climbing", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors." + }, + { + "key": "srd-2024_potion-of-diminution", + "name": "Potion of Diminution", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_potion-of-flying", + "name": "Potion of Flying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "When you drink this potion, you gain a Fly Speed equal to your 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." + }, + { + "key": "srd-2024_potion-of-gaseous-form", + "name": "Potion of Gaseous Form", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd-2024_potion-of-growth", + "name": "Potion of Growth", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When you drink this potion, you gain the \"enlarge\" effect of the Enlarge/Reduce spell for 10 minutes (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." + }, + { + "key": "srd-2024_potion-of-heroism", + "name": "Potion of Heroism", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "When you drink this potion, 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 potion's blue liquid bubbles and steams as if boiling." + }, + { + "key": "srd-2024_potion-of-invisibility", + "name": "Potion of Invisibility", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell." + }, + { + "key": "srd-2024_potion-of-mind-reading", + "name": "Potion of Mind Reading", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it." + }, + { + "key": "srd-2024_potion-of-poison", + "name": "Potion of Poison", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour." + }, + { + "key": "srd-2024_potion-of-resistance", + "name": "Potion of Resistance", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When you drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table.\n\n| 1d10 | Damage Type |\n|------|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd-2024_potion-of-speed", + "name": "Potion of Speed", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own." + }, + { + "key": "srd-2024_potion-of-water-breathing", + "name": "Potion of Water Breathing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You can breathe underwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it." + }, + { + "key": "srd-2024_quarterstaff-plus-1", + "name": "Quarterstaff (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_quarterstaff-plus-2", + "name": "Quarterstaff (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_quarterstaff-plus-3", + "name": "Quarterstaff (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_rapier-of-life-stealing", + "name": "Rapier of Life Stealing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken." + }, + { + "key": "srd-2024_rapier-of-wounding", + "name": "Rapier of Wounding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "srd-2024_rapier-plus-1", + "name": "Rapier (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_rapier-plus-2", + "name": "Rapier (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_rapier-plus-3", + "name": "Rapier (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_ring-mail-plus-1", + "name": "Ring Mail (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_ring-mail-plus-2", + "name": "Ring Mail (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_ring-mail-plus-3", + "name": "Ring Mail (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_ring-of-animal-influence", + "name": "Ring of Animal Influence", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals" + }, + { + "key": "srd-2024_ring-of-djinni-summoning", + "name": "Ring of Djinni Summoning", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem." + }, + { + "key": "srd-2024_ring-of-elemental-command", + "name": "Ring of Elemental Command", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "Each *Ring of Elemental Command* is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example, a *Ring of Elemental Command* (air) is linked to the Elemental Plane of Air.\n\nEvery *Ring of Elemental Command* has the following two properties:\n\n**_Elemental Bane._** While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you.\n\n**_Elemental Compulsion._** While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn.\n\n**_Elemental Focus._** While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane:\n\n**Air.** You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover.\n\n**Earth.** You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.\n\n**Fire.** You know Ignan, and you have Immunity to Fire damage.\n\n**Water.** You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.\n\n**_Spellcasting._** The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18.\n\n| Plane | Spells (Charges) |\n|-------|---------------------------------------------------------------------------------------------------------------------------------|\n| Air | Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge) |\n| Earth | Earthquake (5 charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges) |\n| Fire | Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges) |\n| Water | Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges) |" + }, + { + "key": "srd-2024_ring-of-evasion", + "name": "Ring of Evasion", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead." + }, + { + "key": "srd-2024_ring-of-feather-falling", + "name": "Ring of Feather Falling", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling." + }, + { + "key": "srd-2024_ring-of-free-action", + "name": "Ring of Free Action", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition." + }, + { + "key": "srd-2024_ring-of-invisibility", + "name": "Ring of Invisibility", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again." + }, + { + "key": "srd-2024_ring-of-jumping", + "name": "Ring of Jumping", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this ring, you can cast Jump from it, but can target only yourself when you do so." + }, + { + "key": "srd-2024_ring-of-mind-shielding", + "name": "Ring of Mind Shielding", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication." + }, + { + "key": "srd-2024_ring-of-protection", + "name": "Ring of Protection", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to Armor Class and saving throws while wearing this ring." + }, + { + "key": "srd-2024_ring-of-regeneration", + "name": "Ring of Regeneration", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this ring, you regain 1d6 Hit Points every 10 minutes if 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." + }, + { + "key": "srd-2024_ring-of-resistance", + "name": "Ring of Resistance", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines randomly by rolling on the following table.\n\n| 1d10 | Damage Type | Gemstone |\n|------|-------------|------------|\n| 1 | Acid | Pearl |\n| 2 | Cold | Tourmaline |\n| 3 | Fire | Garnet |\n| 4 | Force | Sapphire |\n| 5 | Lightning | Citrine |\n| 6 | Necrotic | Jet |\n| 7 | Poison | Amethyst |\n| 8 | Psychic | Jade |\n| 9 | Radiant | Topaz |\n| 10 | Thunder | Spinel |" + }, + { + "key": "srd-2024_ring-of-shooting-stars", + "name": "Ring of Shooting Stars", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can cast *Dancing Lights* or *Light* from the ring.\n\nThe ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.\n\n**_Faerie Fire._** You can expend 1 charge to cast *Faerie Fire* from the ring.\n\n**_Lightning Spheres._** You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.\n\nEach sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.\n\nAs a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.\n\n| Number of Spheres | Lightning Damage | Number of Spheres | Lightning Damage |\n|-------------------|------------------|-------------------|------------------|\n| 1 | 4d12 | 3 | 2d6 |\n| 2 | 5d4 | 4 | 2d4 |\n\n**_Shooting Stars._** You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one." + }, + { + "key": "srd-2024_ring-of-spell-storing", + "name": "Ring of Spell Storing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 \u2212 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space." + }, + { + "key": "srd-2024_ring-of-spell-turning", + "name": "Ring of Spell Turning", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC." + }, + { + "key": "srd-2024_ring-of-swimming", + "name": "Ring of Swimming", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a Swim Speed of 40 feet while wearing this ring." + }, + { + "key": "srd-2024_ring-of-the-ram", + "name": "Ring of the Ram", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. 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. Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend." + }, + { + "key": "srd-2024_ring-of-three-wishes", + "name": "Ring of Three Wishes", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge." + }, + { + "key": "srd-2024_ring-of-warmth", + "name": "Ring of Warmth", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower." + }, + { + "key": "srd-2024_ring-of-water-walking", + "name": "Ring of Water Walking", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this ring, you cast Water Walk from it, targeting only yourself." + }, + { + "key": "srd-2024_ring-of-x-ray-vision", + "name": "Ring of X-ray Vision", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. 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 or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level." + }, + { + "key": "srd-2024_robe-of-eyes", + "name": "Robe of Eyes", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success." + }, + { + "key": "srd-2024_robe-of-scintillating-colors", + "name": "Robe of Scintillating Colors", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic 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, and creatures that can see you have Disadvantage on attack rolls against you. 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 have the Stunned condition until the effect ends." + }, + { + "key": "srd-2024_robe-of-stars", + "name": "Robe of Stars", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space." + }, + { + "key": "srd-2024_robe-of-the-archmagi", + "name": "Robe of the Archmagi", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2." + }, + { + "key": "srd-2024_robe-of-useful-items", + "name": "Robe of Useful Items", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\n\nThe robe has two of each of the following patches:\n\n- Bullseye Lantern (filled and lit)\n- Dagger\n- Mirror\n- Pole\n- Rope (coiled)\n- Sack\n\nIn addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table.\n\n| 1d100 | Patch |\n|-------|---------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01\u201308 | Bag of 100 GP |\n| 09\u201315 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP |\n| 16\u201322 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it con forms to fit the opening, attaching and hinging itself |\n| 23\u201330 | 10 gems worth 100 GP each |\n| 31\u201344 | Wooden ladder (24 feet long) |\n| 45\u201351 | Riding Horse with a Riding Saddle |\n| 52\u201359 | Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself |\n| 60\u201368 | 4 Potions of Healing |\n| 69\u201375 | Rowboat (12 feet long) |\n| 76\u201383 | Spell Scroll containing one spell of level 1, 2, or 3 (your choice) |\n| 84\u201390 | 2 Mastiffs |\n| 91\u201396 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |\n| 97\u201300 | Portable Ram |" + }, + { + "key": "srd-2024_rod-of-absorption", + "name": "Rod of Absorption", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy\u2014not the spell itself\u2014is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical." + }, + { + "key": "srd-2024_rod-of-alertness", + "name": "Rod of Alertness", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: - Detect Evil and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn." + }, + { + "key": "srd-2024_rod-of-lordly-might", + "name": "Rod of Lordly Might", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can't be used again until the next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn." + }, + { + "key": "srd-2024_rod-of-rulership", + "name": "Rod of Rulership", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can't be used again until the next dawn." + }, + { + "key": "srd-2024_rod-of-security", + "name": "Rod of Security", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed." + }, + { + "key": "srd-2024_rope-of-climbing", + "name": "Rope of Climbing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed." + }, + { + "key": "srd-2024_rope-of-entanglement", + "name": "Rope of Entanglement", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed." + }, + { + "key": "srd-2024_scale-mail-plus-1", + "name": "Scale Mail (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_scale-mail-plus-2", + "name": "Scale Mail (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_scale-mail-plus-3", + "name": "Scale Mail (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_scarab-of-protection", + "name": "Scarab of Protection", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a 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. Spell Resistance. You have Advantage on saving throws against spells." + }, + { + "key": "srd-2024_scimitar-of-life-stealing", + "name": "Scimitar of Life Stealing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken." + }, + { + "key": "srd-2024_scimitar-of-sharpness", + "name": "Scimitar of Sharpness", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level." + }, + { + "key": "srd-2024_scimitar-of-speed", + "name": "Scimitar of Speed", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack rolls 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." + }, + { + "key": "srd-2024_scimitar-of-wounding", + "name": "Scimitar of Wounding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "srd-2024_scimitar-plus-1", + "name": "Scimitar (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_scimitar-plus-2", + "name": "Scimitar (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_scimitar-plus-3", + "name": "Scimitar (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_shield-of-missile-attraction", + "name": "Shield of Missile Attraction", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead." + }, + { + "key": "srd-2024_shield-plus-1", + "name": "Shield (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC." + }, + { + "key": "srd-2024_shield-plus-2", + "name": "Shield (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC." + }, + { + "key": "srd-2024_shield-plus-3", + "name": "Shield (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC." + }, + { + "key": "srd-2024_shortbow-plus-1", + "name": "Shortbow (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_shortbow-plus-2", + "name": "Shortbow (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_shortbow-plus-3", + "name": "Shortbow (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_shortsword-of-life-stealing", + "name": "Shortsword of Life Stealing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken." + }, + { + "key": "srd-2024_shortsword-of-wounding", + "name": "Shortsword of Wounding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "srd-2024_shortsword-plus-1", + "name": "Shortsword (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_shortsword-plus-2", + "name": "Shortsword (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_shortsword-plus-3", + "name": "Shortsword (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_sickle-plus-1", + "name": "Sickle (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_sickle-plus-2", + "name": "Sickle (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_sickle-plus-3", + "name": "Sickle (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_sling-plus-1", + "name": "Sling (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_sling-plus-2", + "name": "Sling (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_sling-plus-3", + "name": "Sling (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_slippers-of-spider-climbing", + "name": "Slippers of Spider Climbing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil." + }, + { + "key": "srd-2024_sovereign-glue", + "name": "Sovereign Glue", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "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. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied 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." + }, + { + "key": "srd-2024_spear-plus-1", + "name": "Spear (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_spear-plus-2", + "name": "Spear (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_spear-plus-3", + "name": "Spear (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_spellguard-shield", + "name": "Spellguard Shield", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you." + }, + { + "key": "srd-2024_sphere-of-annihilation", + "name": "Sphere of Annihilation", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\n\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a *Sphere of Annihilation*, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage.\n\n**_Controlling the Sphere._** A *Sphere of Annihilation* is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.\n\nWhile in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains.\n\n**_Sphere Interactions._** If the sphere comes into contact with a planar portal (such as that created by the *Gate* spell) or an extradimensional space (such as that within a *Portable Hole*), the GM determines randomly what happens using the following table.\n\n| 1d100 | Result |\n|-------|----------------------------------------------------------------------------------------------------------------------------|\n| 01\u201350 | The sphere is destroyed. |\n| 51\u201385 | The sphere moves through the portal or into the extradimensional space. |\n| 86\u201300 | A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence. |" + }, + { + "key": "srd-2024_splint-armor-plus-1", + "name": "Splint Armor (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_splint-armor-plus-2", + "name": "Splint Armor (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_splint-armor-plus-3", + "name": "Splint Armor (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_staff-of-charming", + "name": "Staff of Charming", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This staff has 10 charges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment.* If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed." + }, + { + "key": "srd-2024_staff-of-fire", + "name": "Staff of Fire", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You have Resistance to Fire damage while you hold this staff.\n\n**_Spells._** The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\n\n| Spell | Charge Cost |\n|---------------|-------------|\n| Burning Hands | 1 |\n| Fireball | 3 |\n| Wall of Fire | 4 |\n\n**_Regaining Charges._** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed." + }, + { + "key": "srd-2024_staff-of-frost", + "name": "Staff of Frost", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You have Resistance to Cold damage while you hold this staff.\n\n**_Spells._** The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\n\n| Spell | Charge Cost |\n|--------------|-------------|\n| Cone of Cold | 5 |\n| Fog Cloud | 1 |\n| Ice Storm | 4 |\n| Wall of Ice | 4 |\n\n**_Regaining Charges._** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed." + }, + { + "key": "srd-2024_staff-of-healing", + "name": "Staff of Healing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.\n\n| Spell | Charge Cost |\n|--------------------|----------------------------------------------------------|\n| Cure Wounds | 1 charge per spell level (maximum 4 for a level 4 spell) |\n| Lesser Restoration | 2 |\n| Mass Cure Wounds | 5 |\n\n**_Regaining Charges._** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever." + }, + { + "key": "srd-2024_staff-of-power", + "name": "Staff of Power", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\n\n**_Spells._** While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\n\n| Spell | Charge Cost |\n|----------------------------------|-------------|\n| Cone of Cold | 5 |\n| Fireball (level 5 version) | 5 |\n| Globe of Invulnerability | 6 |\n| Hold Monster | 5 |\n| Levitate | 2 |\n| Lightning Bolt (level 5 version) | 5 |\n| Magic Missile | 1 |\n| Ray of Enfeeblement | 1 |\n| Wall of Force | 5 |\n\n**_Regaining Charges._** The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.\n\n**_Retributive Strike._** You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage." + }, + { + "key": "srd-2024_staff-of-striking", + "name": "Staff of Striking", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff." + }, + { + "key": "srd-2024_staff-of-swarming-insects", + "name": "Staff of Swarming Insects", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This staff has 10 charges.\n\n**_Insect Cloud._** While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by *Gust of Wind*) disperses the swarm and ends the effect.\n\n**_Spells._** While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell.\n\n| Spell | Charge Cost |\n|---------------|-------------|\n| Giant Insect | 4 |\n| Insect Plague | 5 |\n\n**_Regaining Charges._** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses." + }, + { + "key": "srd-2024_staff-of-the-magi", + "name": "Staff of the Magi", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\n\n**_Spell Absorption._** While holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).\n\n**_Spells._** While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\n\n| Spell | Charge Cost |\n|----------------------------------|-------------|\n| Arcane Lock | 0 |\n| Conjure Elemental | 7 |\n| Detect Magic | 0 |\n| Dispel Magic | 3 |\n| Enlarge/Reduce | 0 |\n| Fireball (level 7 version) | 7 |\n| Flaming Sphere | 2 |\n| Ice Storm | 4 |\n| Invisibility | 2 |\n| Knock | 2 |\n| Light | 0 |\n| Lightning Bolt (level 7 version) | 7 |\n| Mage Hand | 0 |\n| Passwall | 5 |\n| Plane Shift | 7 |\n| Protection from Evil and Good | 0 |\n| Telekinesis | 5 |\n| Wall of Fire | 4 |\n| Web | 2 |\n\n**_Regaining Charges._** The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.\n\n**_Retributive Strike._** You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful save, a creature takes half as much damage." + }, + { + "key": "srd-2024_staff-of-the-python", + "name": "Staff of the Python", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them." + }, + { + "key": "srd-2024_staff-of-the-woodlands", + "name": "Staff of the Woodlands", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\n\n**_Spells._** While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\n\n| Spell | Charge Cost |\n|--------------------------|-------------|\n| Animal Friendship | 1 |\n| Awaken | 5 |\n| Barkskin | 2 |\n| Locate Animals or Plants | 2 |\n| Pass without Trace | 2 |\n| Speak with Animals | 1 |\n| Speak with Plants | 3 |\n| Wall of Thorns | 6 |\n\n**_Tree Form._** You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the *Detect Magic* spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.\n\n**_Regaining Charges._** The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff." + }, + { + "key": "srd-2024_staff-of-thunder-and-lightning", + "name": "Staff of Thunder and Lightning", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only." + }, + { + "key": "srd-2024_staff-of-withering", + "name": "Staff of Withering", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This staff has 3 charges and regains 1d3 expended charges daily at dawn. 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 and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution." + }, + { + "key": "srd-2024_stone-of-controlling-earth-elementals", + "name": "Stone of Controlling Earth Elementals", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can't be used this way again until the next dawn." + }, + { + "key": "srd-2024_stone-of-good-luck-luckstone", + "name": "Stone of Good Luck (Luckstone)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws." + }, + { + "key": "srd-2024_studded-leather-armor-plus-1", + "name": "Studded Leather Armor (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_studded-leather-armor-plus-2", + "name": "Studded Leather Armor (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_studded-leather-armor-plus-3", + "name": "Studded Leather Armor (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity." + }, + { + "key": "srd-2024_sun-blade", + "name": "Sun Blade", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each." + }, + { + "key": "srd-2024_talisman-of-pure-good", + "name": "Talisman of Pure Good", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed." + }, + { + "key": "srd-2024_talisman-of-the-sphere", + "name": "Talisman of the Sphere", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line." + }, + { + "key": "srd-2024_talisman-of-ultimate-evil", + "name": "Talisman of Ultimate Evil", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed." + }, + { + "key": "srd-2024_tome-of-clear-thought", + "name": "Tome of Clear Thought", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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 increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century." + }, + { + "key": "srd-2024_tome-of-leadership-and-influence", + "name": "Tome of Leadership and Influence", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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 increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century." + }, + { + "key": "srd-2024_tome-of-understanding", + "name": "Tome of Understanding", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century." + }, + { + "key": "srd-2024_trident-of-fish-command", + "name": "Trident of Fish Command", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed." + }, + { + "key": "srd-2024_trident-plus-1", + "name": "Trident (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_trident-plus-2", + "name": "Trident (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_trident-plus-3", + "name": "Trident (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_universal-solvent", + "name": "Universal Solvent", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue." + }, + { + "key": "srd-2024_vicious-battleaxe", + "name": "Vicious Battleaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-blowgun", + "name": "Vicious Blowgun", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-club", + "name": "Vicious Club", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-dagger", + "name": "Vicious Dagger", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-dart", + "name": "Vicious Dart", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-flail", + "name": "Vicious Flail", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-glaive", + "name": "Vicious Glaive", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-greataxe", + "name": "Vicious Greataxe", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-greatclub", + "name": "Vicious Greatclub", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-greatsword", + "name": "Vicious Greatsword", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-halberd", + "name": "Vicious Halberd", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-hand-crossbow", + "name": "Vicious Hand Crossbow", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-handaxe", + "name": "Vicious Handaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-heavy-crossbow", + "name": "Vicious Heavy Crossbow", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-javelin", + "name": "Vicious Javelin", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-lance", + "name": "Vicious Lance", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-light-crossbow", + "name": "Vicious Light Crossbow", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-light-hammer", + "name": "Vicious Light Hammer", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-longbow", + "name": "Vicious Longbow", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-longsword", + "name": "Vicious Longsword", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-mace", + "name": "Vicious Mace", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-maul", + "name": "Vicious Maul", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-morningstar", + "name": "Vicious Morningstar", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-musket", + "name": "Vicious Musket", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-pike", + "name": "Vicious Pike", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-pistol", + "name": "Vicious Pistol", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-quarterstaff", + "name": "Vicious Quarterstaff", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-rapier", + "name": "Vicious Rapier", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-scimitar", + "name": "Vicious Scimitar", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-shortbow", + "name": "Vicious Shortbow", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-shortsword", + "name": "Vicious Shortsword", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-sickle", + "name": "Vicious Sickle", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-sling", + "name": "Vicious Sling", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-spear", + "name": "Vicious Spear", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-trident", + "name": "Vicious Trident", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-war-pick", + "name": "Vicious War Pick", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-warhammer", + "name": "Vicious Warhammer", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vicious-whip", + "name": "Vicious Whip", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage." + }, + { + "key": "srd-2024_vorpal-glaive", + "name": "Vorpal Glaive", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.\n\nWhen you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for 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 has Immunity to Slashing damage, if it doesn't have or need a head, or if 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 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead." + }, + { + "key": "srd-2024_vorpal-greatsword", + "name": "Vorpal Greatsword", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.\n\nWhen you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for 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 has Immunity to Slashing damage, if it doesn't have or need a head, or if 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 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead." + }, + { + "key": "srd-2024_vorpal-longsword", + "name": "Vorpal Longsword", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.\n\nWhen you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for 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 has Immunity to Slashing damage, if it doesn't have or need a head, or if 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 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead." + }, + { + "key": "srd-2024_vorpal-scimitar", + "name": "Vorpal Scimitar", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.\n\nWhen you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for 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 has Immunity to Slashing damage, if it doesn't have or need a head, or if 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 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead." + }, + { + "key": "srd-2024_wand-of-binding", + "name": "Wand of Binding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand has 7 charges.\n\n**_Spells._** While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell.\n\n| Spell | Charge Cost |\n|--------------|-------------|\n| Hold Monster | 5 |\n| Hold Person | 2 |\n\n**_Regaining Charges._** The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed." + }, + { + "key": "srd-2024_wand-of-enemy-detection", + "name": "Wand of Enemy Detection", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 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 Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed." + }, + { + "key": "srd-2024_wand-of-fireballs", + "name": "Wand of Fireballs", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed." + }, + { + "key": "srd-2024_wand-of-lightning-bolts", + "name": "Wand of Lightning Bolts", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed." + }, + { + "key": "srd-2024_wand-of-magic-detection", + "name": "Wand of Magic Detection", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn." + }, + { + "key": "srd-2024_wand-of-magic-missiles", + "name": "Wand of Magic Missiles", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed." + }, + { + "key": "srd-2024_wand-of-paralysis", + "name": "Wand of Paralysis", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed." + }, + { + "key": "srd-2024_wand-of-polymorph", + "name": "Wand of Polymorph", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed." + }, + { + "key": "srd-2024_wand-of-secrets", + "name": "Wand of Secrets", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you." + }, + { + "key": "srd-2024_wand-of-the-war-mage-plus-1", + "name": "Wand of the War Mage +1", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity (Uncommon +1, Rare +2, Very Rare +3). In addition, you ignore Half Cover when making a spell attack roll." + }, + { + "key": "srd-2024_wand-of-the-war-mage-plus-2", + "name": "Wand of the War Mage +2", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity (Uncommon +1, Rare +2, Very Rare +3). In addition, you ignore Half Cover when making a spell attack roll." + }, + { + "key": "srd-2024_wand-of-the-war-mage-plus-3", + "name": "Wand of the War Mage +3", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity (Uncommon +1, Rare +2, Very Rare +3). In addition, you ignore Half Cover when making a spell attack roll." + }, + { + "key": "srd-2024_wand-of-web", + "name": "Wand of Web", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "**_Spells._** While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell.\n\n| Spell | Charge Cost |\n|-----------------------------------|-------------|\n| Command (\"flee\" or \"grovel\" only) | 1 |\n| Fear (60-foot Cone) | 3 |\n\n**_Regaining Charges._** The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed." + }, + { + "key": "srd-2024_wand-of-wonder", + "name": "Wand of Wonder", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the GM determines randomly which among them are affected.\n\n**_Regaining Charges._** The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.\n\nTable: Wand of Wonder Effects\n| 1d100 | Effect |\n|-------|--------|\n| 01\u201320 | You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a **1\u20132,** *Darkness*; on a **3\u20134,** *Faerie Fire*; on a **5\u20136,** *Fireball*; on a **7\u20138,** *Slow*; on a **9\u201310,** *Stinking Cloud*. |\n| 21\u201325 | Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. |\n| 26\u201330 | You cast *Gust of Wind*. The Line created by the spell extends from you to the chosen point of origin. |\n| 31\u201335 | Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage. |\n| 36\u201340 | Heavy rain falls for 1 minute in a 120-foothigh, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured. |\n| 41\u201345 | A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured. |\n| 46\u201350 | You cast *Lightning Bolt*. The Line created by the spell extends from you to the chosen point of origin. |\n| 51\u201355 | The creature closest to the chosen point of origin is enlarged as if you had cast *Enlarge/ Reduce* on it. If the target isn't you and can't be affected by that spell, you become the target instead. |\n| 56\u201360 | A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn't under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a **1,** a **Rhinoceros** appears; on a **2,** an **Elephant** appears; and on a **3\u20134,** a **Rat** appears. |\n| 61\u201364 | Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that's already there grows to ten times its normal size and remains overgrown for 1 minute. |\n| 65\u201368 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens. |\n| 69\u201372 | Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast *Enlarge/ Reduce* on yourself and remain in that state for 1 minute. |\n| 73\u201377 | Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |\n| 78\u201382 | Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. |\n| 83\u201387 | Nothing happens at the chosen point of origin. Instead, you cast *Invisibility* on yourself. |\n| 88\u201392 | Nothing happens at the chosen point of origin. Instead, a stream of 1d4 \u00d7 10 gems, each worth 1 GP, shoots from the wand's tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line. |\n| 93\u201397 | You cast *Polymorph*, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target's new form. On a **1,** the new form is a **Black Bear;** on a **2,** the new form is a **Giant Wasp;** on a **3\u20134,** the new form is a **Frog.** |\n| 98\u201300 | The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the *Greater Restoration* spell or similar magic. |" + }, + { + "key": "srd-2024_war-pick-plus-1", + "name": "War Pick (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_war-pick-plus-2", + "name": "War Pick (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_war-pick-plus-3", + "name": "War Pick (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_warhammer-plus-1", + "name": "Warhammer (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_warhammer-plus-2", + "name": "Warhammer (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_warhammer-plus-3", + "name": "Warhammer (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_weapon-of-warning-battleaxe", + "name": "Weapon of Warning (Battleaxe)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-blowgun", + "name": "Weapon of Warning (Blowgun)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-club", + "name": "Weapon of Warning (Club)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-dagger", + "name": "Weapon of Warning (Dagger)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-dart", + "name": "Weapon of Warning (Dart)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-flail", + "name": "Weapon of Warning (Flail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-glaive", + "name": "Weapon of Warning (Glaive)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-greataxe", + "name": "Weapon of Warning (Greataxe)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-greatclub", + "name": "Weapon of Warning (Greatclub)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-greatsword", + "name": "Weapon of Warning (Greatsword)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-halberd", + "name": "Weapon of Warning (Halberd)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-hand-crossbow", + "name": "Weapon of Warning (Hand Crossbow)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-handaxe", + "name": "Weapon of Warning (Handaxe)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-heavy-crossbow", + "name": "Weapon of Warning (Heavy Crossbow)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-javelin", + "name": "Weapon of Warning (Javelin)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-lance", + "name": "Weapon of Warning (Lance)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-light-crossbow", + "name": "Weapon of Warning (Light Crossbow)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-light-hammer", + "name": "Weapon of Warning (Light Hammer)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-longbow", + "name": "Weapon of Warning (Longbow)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-longsword", + "name": "Weapon of Warning (Longsword)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-mace", + "name": "Weapon of Warning (Mace)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-maul", + "name": "Weapon of Warning (Maul)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-morningstar", + "name": "Weapon of Warning (Morningstar)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-musket", + "name": "Weapon of Warning (Musket)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-pike", + "name": "Weapon of Warning (Pike)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-pistol", + "name": "Weapon of Warning (Pistol)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-quarterstaff", + "name": "Weapon of Warning (Quarterstaff)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-rapier", + "name": "Weapon of Warning (Rapier)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-scimitar", + "name": "Weapon of Warning (Scimitar)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-shortbow", + "name": "Weapon of Warning (Shortbow)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-shortsword", + "name": "Weapon of Warning (Shortsword)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-sickle", + "name": "Weapon of Warning (Sickle)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-sling", + "name": "Weapon of Warning (Sling)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-spear", + "name": "Weapon of Warning (Spear)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-trident", + "name": "Weapon of Warning (Trident)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-war-pick", + "name": "Weapon of Warning (War Pick)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-warhammer", + "name": "Weapon of Warning (Warhammer)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_weapon-of-warning-whip", + "name": "Weapon of Warning (Whip)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\n**Alarm.** The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\n**Supernatural Readiness.** Each subject has Advantage on its Initiative rolls." + }, + { + "key": "srd-2024_well-of-many-worlds", + "name": "Well of Many Worlds", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "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. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours." + }, + { + "key": "srd-2024_whip-plus-1", + "name": "Whip (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_whip-plus-2", + "name": "Whip (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_whip-plus-3", + "name": "Whip (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd-2024_wind-fan", + "name": "Wind Fan", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters." + }, + { + "key": "srd-2024_winged-boots", + "name": "Winged Boots", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land." + }, + { + "key": "srd-2024_wings-of-flying", + "name": "Wings of Flying", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours." + }, + { + "key": "srd_adamantine-armor-breastplate", + "name": "Adamantine Armor (Breastplate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_adamantine-armor-chain-mail", + "name": "Adamantine Armor (Chain-Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_adamantine-armor-chain-shirt", + "name": "Adamantine Armor (Chain-Shirt)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_adamantine-armor-half-plate", + "name": "Adamantine Armor (Half-Plate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_adamantine-armor-plate", + "name": "Adamantine Armor (Plate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_adamantine-armor-ring-mail", + "name": "Adamantine Armor (Ring-Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_adamantine-armor-scale-mail", + "name": "Adamantine Armor (Scale-Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_adamantine-armor-splint", + "name": "Adamantine Armor (Splint)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_amulet-of-health", + "name": "Amulet of Health", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher." + }, + { + "key": "srd_amulet-of-proof-against-detection-and-location", + "name": "Amulet of Proof against Detection and Location", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors." + }, + { + "key": "srd_amulet-of-the-planes", + "name": "Amulet of the Planes", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_animated-shield", + "name": "Animated Shield", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_apparatus-of-the-crab", + "name": "Apparatus of the Crab", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\r\n\r\nThe apparatus of the Crab is a Large object with the following statistics:\r\n\r\n**Armor Class:** 20\r\n\r\n**Hit Points:** 200\r\n\r\n**Speed:** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)\r\n\r\n**Damage Immunities:** poison, psychic\r\n\r\nTo be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\r\n\r\nThe apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\r\n\r\nA creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.\r\n\r\n**Apparatus of the Crab Levers (table)**\r\n\r\n| Lever | Up | Down |\r\n|-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. |\r\n| 2 | Forward window shutter opens. | Forward window shutter closes. |\r\n| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |\r\n| 4 | Two claws extend from the front sides of the apparatus. | The claws retract. |\r\n| 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). |\r\n| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. |\r\n| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. |\r\n| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. |\r\n| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. |\r\n| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |" + }, + { + "key": "srd_armor-of-invulnerability", + "name": "Armor of Invulnerability", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_armor-of-resistance-breastplate", + "name": "Armor of Resistance (Breastplate)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-chain-mail", + "name": "Armor of Resistance (Chain Mail)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-chain-shirt", + "name": "Armor of Resistance (Chain Shirt)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-half-plate", + "name": "Armor of Resistance (Half Plate)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-hide", + "name": "Armor of Resistance (Hide)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-leather", + "name": "Armor of Resistance (Leather)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-padded", + "name": "Armor of Resistance (Padded)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-plate", + "name": "Armor of Resistance (Plate)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-ring-mail", + "name": "Armor of Resistance (Ring Mail)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-scale-mail", + "name": "Armor of Resistance (Scale Mail)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-splint", + "name": "Armor of Resistance (Splint)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-resistance-studded-leather", + "name": "Armor of Resistance (Studded-Leather)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_armor-of-vulnerability", + "name": "Armor of Vulnerability", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n**_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)." + }, + { + "key": "srd_arrow-catching-shield", + "name": "Arrow-Catching Shield", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_arrow-of-slaying", + "name": "Arrow of Slaying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "An _arrow of slaying_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _arrows of dragon slaying_ and _arrows of blue dragon slaying_. If a creature belonging to the type, race, or group associated with an _arrow of slaying_ takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\\n\\nOnce an _arrow of slaying_ deals its extra damage to a creature, it becomes a nonmagical arrow.\\n\\nOther types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common." + }, + { + "key": "srd_bag-of-beans", + "name": "Bag of Beans", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.\r\n\r\nIf you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.\r\n\r\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.\r\n\r\n| d100 | Effect |\r\n|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |\r\n| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |\r\n| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |\r\n| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |\r\n| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |\r\n| 41-50 | 1d6 + 6 shriekers sprout |\r\n| 51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |\r\n| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |\r\n| 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |\r\n| 91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |\r\n| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |" + }, + { + "key": "srd_bag-of-devouring", + "name": "Bag of Devouring", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This bag superficially resembles a _bag of holding_ but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\r\n\r\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.\r\n\r\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.\r\n\r\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane." + }, + { + "key": "srd_bag-of-holding", + "name": "Bag of Holding", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.\r\n\r\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\r\n\r\nPlacing a _bag of holding_ inside an extradimensional space created by a _handy haversack_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + }, + { + "key": "srd_bag-of-tricks", + "name": "Bag of Tricks", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.\r\n\r\nYou can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color.\r\n\r\nThe creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\r\n\r\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\r\n\r\n**Gray Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|--------------|\r\n| 1 | Weasel |\r\n| 2 | Giant rat |\r\n| 3 | Badger |\r\n| 4 | Boar |\r\n| 5 | Panther |\r\n| 6 | Giant badger |\r\n| 7 | Dire wolf |\r\n| 8 | Giant elk |\r\n\r\n**Rust Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|------------|\r\n| 1 | Rat |\r\n| 2 | Owl |\r\n| 3 | Mastiff |\r\n| 4 | Goat |\r\n| 5 | Giant goat |\r\n| 6 | Giant boar |\r\n| 7 | Lion |\r\n| 8 | Brown bear |\r\n\r\n**Tan Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|--------------|\r\n| 1 | Jackal |\r\n| 2 | Ape |\r\n| 3 | Baboon |\r\n| 4 | Axe beak |\r\n| 5 | Black bear |\r\n| 6 | Giant weasel |\r\n| 7 | Giant hyena |\r\n| 8 | Tiger |" + }, + { + "key": "srd_battleaxe-1", + "name": "Battleaxe (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_battleaxe-2", + "name": "Battleaxe (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_battleaxe-3", + "name": "Battleaxe (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_bead-of-force", + "name": "Bead of Force", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 _beads of force_ are found together.\r\n\r\nYou can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.\r\n\r\nAn enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside." + }, + { + "key": "srd_belt-of-cloud-giant-strength", + "name": "Belt of Cloud Giant Strength", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"" + }, + { + "key": "srd_belt-of-dwarvenkind", + "name": "Belt of Dwarvenkind", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing this belt, you gain the following benefits:\r\n\r\n* Your Constitution score increases by 2, to a maximum of 20.\r\n* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.\r\n\r\nIn addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.\r\n\r\nIf you aren't a dwarf, you gain the following additional benefits while wearing the belt:\r\n\r\n* You have advantage on saving throws against poison, and you have resistance against poison damage.\r\n* You have darkvision out to a range of 60 feet.\r\n* You can speak, read, and write Dwarvish." + }, + { + "key": "srd_belt-of-fire-giant-strength", + "name": "Belt of Fire Giant Strength", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"" + }, + { + "key": "srd_belt-of-frost-giant-strength", + "name": "Belt of Frost Giant Strength", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"" + }, + { + "key": "srd_belt-of-hill-giant-strength", + "name": "Belt of Hill Giant Strength", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"" + }, + { + "key": "srd_belt-of-stone-giant-strength", + "name": "Belt of Stone Giant Strength", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"" + }, + { + "key": "srd_belt-of-storm-giant-strength", + "name": "Belt of Storm Giant Strength", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"" + }, + { + "key": "srd_blowgun-1", + "name": "Blowgun (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_blowgun-2", + "name": "Blowgun (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_blowgun-3", + "name": "Blowgun (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_boots-of-elvenkind", + "name": "Boots of Elvenkind", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_boots-of-levitation", + "name": "Boots of Levitation", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While you wear these boots, you can use an action to cast the _levitate_ spell on yourself at will." + }, + { + "key": "srd_boots-of-speed", + "name": "Boots of Speed", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\r\n\r\nWhen the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest." + }, + { + "key": "srd_boots-of-striding-and-springing", + "name": "Boots of Striding and Springing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_boots-of-the-winterlands", + "name": "Boots of the Winterlands", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:\r\n\r\n* You have resistance to cold damage.\r\n* You ignore difficult terrain created by ice or snow.\r\n* 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." + }, + { + "key": "srd_bowl-of-commanding-water-elementals", + "name": "Bowl of Commanding Water Elementals", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\r\n\r\nThe bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons." + }, + { + "key": "srd_bracers-of-archery", + "name": "Bracers of Archery", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_bracers-of-defense", + "name": "Bracers of Defense", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield." + }, + { + "key": "srd_brazier-of-commanding-fire-elementals", + "name": "Brazier of Commanding Fire Elementals", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\r\n\r\nThe brazier weighs 5 pounds." + }, + { + "key": "srd_brooch-of-shielding", + "name": "Brooch of Shielding", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the _magic missile_ spell." + }, + { + "key": "srd_broom-of-flying", + "name": "Broom of Flying", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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.\r\n\r\nYou 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." + }, + { + "key": "srd_candle-of-invocation", + "name": "Candle of Invocation", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the _detect evil and good_ spell. The GM chooses the god and associated alignment or determines the alignment randomly.\r\n\r\n| d20 | Alignment |\r\n|-------|-----------------|\r\n| 1-2 | Chaotic evil |\r\n| 3-4 | Chaotic neutral |\r\n| 5-7 | Chaotic good |\r\n| 8-9 | Neutral evil |\r\n| 10-11 | Neutral |\r\n| 12-13 | Neutral good |\r\n| 14-15 | Lawful evil |\r\n| 16-17 | Lawful neutral |\r\n| 18-20 | Lawful good |\r\n\r\nThe candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.\r\n\r\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st* level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.\r\n\r\nAlternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle." + }, + { + "key": "srd_cape-of-the-mountebank", + "name": "Cape of the Mountebank", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\r\n\r\nWhen 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." + }, + { + "key": "srd_carpet-of-flying", + "name": "Carpet of Flying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.\r\n\r\nFour sizes of _carpet of flying_ exist. The GM chooses the size of a given carpet or determines it randomly.\r\n\r\n| d100 | Size | Capacity | Flying Speed |\r\n|--------|---------------|----------|--------------|\r\n| 01-20 | 3 ft. \u00d7 5 ft. | 200 lb. | 80 feet |\r\n| 21-55 | 4 ft. \u00d7 6 ft. | 400 lb. | 60 feet |\r\n| 56-80 | 5 ft. \u00d7 7 ft. | 600 lb. | 40 feet |\r\n| 81-100 | 6 ft. \u00d7 9 ft. | 800 lb. | 30 feet |\r\n\r\nA carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity." + }, + { + "key": "srd_censer-of-controlling-air-elementals", + "name": "Censer of Controlling Air Elementals", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\r\n\r\nThis 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound." + }, + { + "key": "srd_chime-of-opening", + "name": "Chime of Opening", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\r\n\r\nThe chime can be used ten times. After the tenth time, it cracks and becomes useless." + }, + { + "key": "srd_circlet-of-blasting", + "name": "Circlet of Blasting", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_cloak-of-arachnida", + "name": "Cloak of Arachnida", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:\r\n\r\n* You have resistance to poison damage.\r\n* You have a climbing speed equal to your walking speed.\r\n* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.\r\n* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.\r\n* 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." + }, + { + "key": "srd_cloak-of-displacement", + "name": "Cloak of Displacement", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_cloak-of-elvenkind", + "name": "Cloak of Elvenkind", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_cloak-of-protection", + "name": "Cloak of Protection", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You gain a +1 bonus to AC and saving throws while you wear this cloak." + }, + { + "key": "srd_cloak-of-the-bat", + "name": "Cloak of the Bat", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\r\n\r\nWhile 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." + }, + { + "key": "srd_cloak-of-the-manta-ray", + "name": "Cloak of the Manta Ray", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_club-1", + "name": "Club (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_club-2", + "name": "Club (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_club-3", + "name": "Club (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_crossbow-hand-1", + "name": "Crossbow-Hand (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_crossbow-hand-2", + "name": "Crossbow-Hand (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_crossbow-hand-3", + "name": "Crossbow-Hand (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_crossbow-heavy-1", + "name": "Crossbow-Heavy (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_crossbow-heavy-2", + "name": "Crossbow-Heavy (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_crossbow-heavy-3", + "name": "Crossbow-Heavy (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_crossbow-light-1", + "name": "Crossbow-Light (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_crossbow-light-2", + "name": "Crossbow-Light (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_crossbow-light-3", + "name": "Crossbow-Light (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_crystal-ball", + "name": "Crystal Ball", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it." + }, + { + "key": "srd_crystal-ball-of-mind-reading", + "name": "Crystal Ball of Mind Reading", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nYou can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends." + }, + { + "key": "srd_crystal-ball-of-telepathy", + "name": "Crystal Ball of Telepathy", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nThe following crystal ball variants are legendary items and have additional properties.\r\n\r\nWhile scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn." + }, + { + "key": "srd_crystal-ball-of-true-seeing", + "name": "Crystal Ball of True Seeing", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nWhile scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor." + }, + { + "key": "srd_cube-of-force", + "name": "Cube of Force", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.\r\n\r\nYou can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.\r\n\r\nIf your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.\r\n\r\n**Cube of Force Faces (table)**\r\n\r\n| Face | Charges | Effect |\r\n|------|---------|-------------------------------------------------------------------------------------------------------------------|\r\n| 1 | 1 | Gases, wind, and fog can't pass through the barrier. |\r\n| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\r\n| 3 | 3 | Living matter can't pass through the barrier. |\r\n| 4 | 4 | Spell effects can't pass through the barrier. |\r\n| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\r\n| 6 | 0 | The barrier deactivates. |\r\n\r\nThe cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.\r\n\r\n| Spell or Item | Charges Lost |\r\n|------------------|--------------|\r\n| Disintegrate | 1d12 |\r\n| Horn of blasting | 1d10 |\r\n| Passwall | 1d6 |\r\n| Prismatic spray | 1d20 |\r\n| Wall of fire | 1d4 |" + }, + { + "key": "srd_cubic-gate", + "name": "Cubic Gate", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "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.\r\n\r\nYou 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.\r\n\r\nThe cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn." + }, + { + "key": "srd_dagger-1", + "name": "Dagger (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_dagger-2", + "name": "Dagger (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_dagger-3", + "name": "Dagger (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_dagger-of-venom", + "name": "Dagger of Venom", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nYou 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." + }, + { + "key": "srd_dancing-sword-greatsword", + "name": "Dancing Sword (Greatsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it." + }, + { + "key": "srd_dancing-sword-longsword", + "name": "Dancing Sword (Longsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it." + }, + { + "key": "srd_dancing-sword-rapier", + "name": "Dancing Sword (Rapier)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it." + }, + { + "key": "srd_dancing-sword-shortsword", + "name": "Dancing Sword (Shortsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it." + }, + { + "key": "srd_dart-1", + "name": "Dart (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_dart-2", + "name": "Dart (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_dart-3", + "name": "Dart (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_decanter-of-endless-water", + "name": "Decanter of Endless Water", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.\r\n\r\nYou can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:\r\n\r\n* \"Stream\" produces 1 gallon of water.\r\n* \"Fountain\" produces 5 gallons of water.\r\n* \"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you." + }, + { + "key": "srd_deck-of-illusions", + "name": "Deck of Illusions", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.\r\n\r\nThe magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.\r\n\r\nAn illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.\r\n\r\nThe illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.\r\n\r\n| Playing Card | Illusion |\r\n|-------------------|----------------------------------|\r\n| Ace of hearts | Red dragon |\r\n| King of hearts | Knight and four guards |\r\n| Queen of hearts | Succubus or incubus |\r\n| Jack of hearts | Druid |\r\n| Ten of hearts | Cloud giant |\r\n| Nine of hearts | Ettin |\r\n| Eight of hearts | Bugbear |\r\n| Two of hearts | Goblin |\r\n| Ace of diamonds | Beholder |\r\n| King of diamonds | Archmage and mage apprentice |\r\n| Queen of diamonds | Night hag |\r\n| Jack of diamonds | Assassin |\r\n| Ten of diamonds | Fire giant |\r\n| Nine of diamonds | Ogre mage |\r\n| Eight of diamonds | Gnoll |\r\n| Two of diamonds | Kobold |\r\n| Ace of spades | Lich |\r\n| King of spades | Priest and two acolytes |\r\n| Queen of spades | Medusa |\r\n| Jack of spades | Veteran |\r\n| Ten of spades | Frost giant |\r\n| Nine of spades | Troll |\r\n| Eight of spades | Hobgoblin |\r\n| Two of spades | Goblin |\r\n| Ace of clubs | Iron golem |\r\n| King of clubs | Bandit captain and three bandits |\r\n| Queen of clubs | Erinyes |\r\n| Jack of clubs | Berserker |\r\n| Ten of clubs | Hill giant |\r\n| Nine of clubs | Ogre |\r\n| Eight of clubs | Orc |\r\n| Two of clubs | Kobold |\r\n| Jokers (2) | You (the deck's owner) |" + }, + { + "key": "srd_deck-of-many-things", + "name": "Deck of Many Things", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.\r\n\r\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\r\n\r\nOnce a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.\r\n\r\n| Playing Card | Card |\r\n|--------------------|-------------|\r\n| Ace of diamonds | Vizier\\* |\r\n| King of diamonds | Sun |\r\n| Queen of diamonds | Moon |\r\n| Jack of diamonds | Star |\r\n| Two of diamonds | Comet\\* |\r\n| Ace of hearts | The Fates\\* |\r\n| King of hearts | Throne |\r\n| Queen of hearts | Key |\r\n| Jack of hearts | Knight |\r\n| Two of hearts | Gem\\* |\r\n| Ace of clubs | Talons\\* |\r\n| King of clubs | The Void |\r\n| Queen of clubs | Flames |\r\n| Jack of clubs | Skull |\r\n| Two of clubs | Idiot\\* |\r\n| Ace of spades | Donjon\\* |\r\n| King of spades | Ruin |\r\n| Queen of spades | Euryale |\r\n| Jack of spades | Rogue |\r\n| Two of spades | Balance\\* |\r\n| Joker (with TM) | Fool\\* |\r\n| Joker (without TM) | Jester |\r\n\r\n\\*Found only in a deck with twenty-two cards\r\n\r\n**_Balance_**. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.\r\n\r\n**_Comet_**. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.\r\n\r\n**_Donjon_**. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a _wish_ spell can reveal the location of your prison. You draw no more cards.\r\n\r\n**_Euryale_**. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.\r\n\r\n**_The Fates_**. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\r\n\r\n**_Flames_**. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\r\n\r\n**_Fool_**. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.\r\n\r\n**_Gem_**. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.\r\n\r\n**_Idiot_**. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.\r\n\r\n**_Jester_**. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.\r\n\r\n**_Key_**. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.\r\n\r\n**_Knight_**. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.\r\n\r\n**_Moon_**. You are granted the ability to cast the _wish_ spell 1d3 times.\r\n\r\n**_Rogue_**. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a _wish_ spell or divine intervention can end the NPC's hostility toward you.\r\n\r\n**_Ruin_**. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.\r\n\r\n**_Skull_**. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.\r\n\r\n#" + }, + { + "key": "srd_defender-greatsword", + "name": "Defender (Greatsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe 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." + }, + { + "key": "srd_defender-longsword", + "name": "Defender (Longsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe 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." + }, + { + "key": "srd_defender-rapier", + "name": "Defender (Rapier)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe 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." + }, + { + "key": "srd_defender-shortsword", + "name": "Defender (Shortsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe 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." + }, + { + "key": "srd_demon-armor", + "name": "Demon Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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.\n\n**_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." + }, + { + "key": "srd_dimensional-shackles", + "name": "Dimensional Shackles", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\r\n\r\nYou 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." + }, + { + "key": "srd_dragon-scale-mail", + "name": "Dragon Scale Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.\r\n\r\nWhile wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).\r\n\r\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.\r\n\r\n| Dragon | Resistance |\r\n|--------|------------|\r\n| Black | Acid |\r\n| Blue | Lightning |\r\n| Brass | Fire |\r\n| Bronze | Lightning |\r\n| Copper | Acid |\r\n| Gold | Fire |\r\n| Green | Poison |\r\n| Red | Fire |\r\n| Silver | Cold |\r\n| White | Cold |" + }, + { + "key": "srd_dragon-slayer-greatsword", + "name": "Dragon Slayer (Greatsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_dragon-slayer-longsword", + "name": "Dragon Slayer (Longsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_dragon-slayer-rapier", + "name": "Dragon Slayer (Rapier)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_dragon-slayer-shortsword", + "name": "Dragon Slayer (Shortsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_dust-of-disappearance", + "name": "Dust of Disappearance", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_dust-of-dryness", + "name": "Dust of Dryness", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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.\r\n\r\nSomeone 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.\r\n\r\nAn 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." + }, + { + "key": "srd_dust-of-sneezing-and-choking", + "name": "Dust of Sneezing and Choking", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Found in a small container, this powder resembles very fine sand. It appears to be _dust of disappearance_, and an _identify_ spell reveals it to be such. There is enough of it for one use.\r\n\r\nWhen you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The _lesser restoration_ spell can also end the effect on a creature." + }, + { + "key": "srd_dwarven-plate", + "name": "Dwarven Plate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_dwarven-thrower", + "name": "Dwarven Thrower", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_efficient-quiver", + "name": "Efficient Quiver", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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.\r\n\r\nYou can draw any item the quiver contains as if doing so from a regular quiver or scabbard." + }, + { + "key": "srd_efreeti-bottle", + "name": "Efreeti Bottle", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.\r\n\r\nThe first time the bottle is opened, the GM rolls to determine what happens.\r\n\r\n| d100 | Effect |\r\n|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |\r\n| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |\r\n| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |" + }, + { + "key": "srd_elemental-gem", + "name": "Elemental Gem", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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.\r\n\r\n| Gem | Summoned Elemental |\r\n|----------------|--------------------|\r\n| Blue sapphire | Air elemental |\r\n| Yellow diamond | Earth elemental |\r\n| Red corundum | Fire elemental |\r\n| Emerald | Water elemental |" + }, + { + "key": "srd_elven-chain", + "name": "Elven Chain", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_eversmoking-bottle", + "name": "Eversmoking Bottle", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.\r\n\r\nThe cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round." + }, + { + "key": "srd_eyes-of-charming", + "name": "Eyes of Charming", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_eyes-of-minute-seeing", + "name": "Eyes of Minute Seeing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_eyes-of-the-eagle", + "name": "Eyes of the Eagle", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_feather-token", + "name": "Feather Token", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single* use effect. The GM chooses the kind of token or determines it randomly.\r\n\r\n| d100 | Feather Token |\r\n|--------|---------------|\r\n| 01-20 | Anchor |\r\n| 21-35 | Bird |\r\n| 36-50 | Fan |\r\n| 51-65 | Swan boat |\r\n| 66-90 | Tree |\r\n| 91-100 | Whip |\r\n\r\n**_Anchor_**. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.\r\n\r\n**_Bird_**. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.\r\n\r\n**_Fan_**. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.\r\n\r\n**_Swan Boat_**. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot* wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.\r\n\r\n**_Tree_**. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\r\n\r\n**_Whip_**. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.\r\n\r\nAs a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die." + }, + { + "key": "srd_figurine-of-wondrous-power-bronze-griffon", + "name": "Figurine of Wondrous Power (Bronze Griffon)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Bronze Griffon (Rare)_**. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed." + }, + { + "key": "srd_figurine-of-wondrous-power-ebony-fly", + "name": "Figurine of Wondrous Power (Ebony Fly)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Ebony Fly (Rare)_**. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can\u2019t be used again until 2 days have passed." + }, + { + "key": "srd_figurine-of-wondrous-power-golden-lions", + "name": "Figurine of Wondrous Power (Golden Lions)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Golden Lions (Rare)_**. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can\u2019t be used again until 7 days have passed." + }, + { + "key": "srd_figurine-of-wondrous-power-ivory-goats", + "name": "Figurine of Wondrous Power (Ivory Goats)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Ivory Goats (Rare_**.These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\\n\\n* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.\\n* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\\n* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed." + }, + { + "key": "srd_figurine-of-wondrous-power-marble-elephant", + "name": "Figurine of Wondrous Power (Marble Elephant)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can\u2019t be used again until 7 days have passed." + }, + { + "key": "srd_figurine-of-wondrous-power-obsidian-steed", + "name": "Figurine of Wondrous Power (Obsidian Steed)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Obsidian Steed (Very Rare)_**. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\\n\\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form." + }, + { + "key": "srd_figurine-of-wondrous-power-onyx-dog", + "name": "Figurine of Wondrous Power (Onyx Dog)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Onyx Dog (Rare)_**. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can\u2019t be used again until 7 days have passed." + }, + { + "key": "srd_figurine-of-wondrous-power-serpentine-owl", + "name": "Figurine of Wondrous Power (Serpentine Owl)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Serpentine Owl (Rare)_**. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence." + }, + { + "key": "srd_figurine-of-wondrous-power-silver-raven", + "name": "Figurine of Wondrous Power (Silver Raven)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Silver Raven (Uncommon)_**. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will." + }, + { + "key": "srd_flail-1", + "name": "Flail (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_flail-2", + "name": "Flail (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_flail-3", + "name": "Flail (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_flame-tongue-greatsword", + "name": "Flame Tongue (Greatsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_flame-tongue-longsword", + "name": "Flame Tongue (Longsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_flame-tongue-rapier", + "name": "Flame Tongue (Rapier)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_flame-tongue-shortsword", + "name": "Flame Tongue (Shortsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_folding-boat", + "name": "Folding Boat", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.\r\n\r\nOne command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.\r\n\r\nThe second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.\r\n\r\nWhen the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.\r\n\r\nThe third command word causes the _folding boat_ to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so." + }, + { + "key": "srd_frost-brand-greatsword", + "name": "Frost Brand (Greatsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen 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." + }, + { + "key": "srd_frost-brand-longsword", + "name": "Frost Brand (Longsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen 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." + }, + { + "key": "srd_frost-brand-rapier", + "name": "Frost Brand (Rapier)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen 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." + }, + { + "key": "srd_frost-brand-shortsword", + "name": "Frost Brand (Shortsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen 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." + }, + { + "key": "srd_gauntlets-of-ogre-power", + "name": "Gauntlets of Ogre Power", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher." + }, + { + "key": "srd_gem-of-brightness", + "name": "Gem of Brightness", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:\r\n\r\n* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.\r\n* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\r\n* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30* foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.\r\n\r\nWhen all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp." + }, + { + "key": "srd_gem-of-seeing", + "name": "Gem of Seeing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\r\n\r\nThe gem regains 1d3 expended charges daily at dawn." + }, + { + "key": "srd_giant-slayer-battleaxe", + "name": "Giant Slayer (Battleaxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_giant-slayer-greataxe", + "name": "Giant Slayer (Greataxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_giant-slayer-greatsword", + "name": "Giant Slayer (Greatsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_giant-slayer-handaxe", + "name": "Giant Slayer (Handaxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_giant-slayer-longsword", + "name": "Giant Slayer (Longsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_giant-slayer-rapier", + "name": "Giant Slayer (Rapier)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_giant-slayer-shortsword", + "name": "Giant Slayer (Shortsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen 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." + }, + { + "key": "srd_glaive-1", + "name": "Glaive (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_glaive-2", + "name": "Glaive (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_glaive-3", + "name": "Glaive (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_glamoured-studded-leather", + "name": "Glamoured Studded Leather", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_gloves-of-missile-snaring", + "name": "Gloves of Missile Snaring", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_gloves-of-swimming-and-climbing", + "name": "Gloves of Swimming and Climbing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_goggles-of-night", + "name": "Goggles of Night", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_greataxe-1", + "name": "Greataxe (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_greataxe-2", + "name": "Greataxe (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_greataxe-3", + "name": "Greataxe (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_greatclub-1", + "name": "Greatclub (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_greatclub-2", + "name": "Greatclub (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_greatclub-3", + "name": "Greatclub (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_greatsword-1", + "name": "Greatsword (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_greatsword-2", + "name": "Greatsword (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_greatsword-3", + "name": "Greatsword (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_halberd-1", + "name": "Halberd (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_halberd-2", + "name": "Halberd (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_halberd-3", + "name": "Halberd (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_hammer-of-thunderbolts", + "name": "Hammer of Thunderbolts", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\n**_Giant's Bane (Requires Attunement)_**. You must be wearing a _belt of giant strength_ (any variety) and _gauntlets of ogre power_ to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.\n\nThe hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn." + }, + { + "key": "srd_handaxe-1", + "name": "Handaxe (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_handaxe-2", + "name": "Handaxe (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_handaxe-3", + "name": "Handaxe (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_handy-haversack", + "name": "Handy Haversack", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.\r\n\r\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.\r\n\r\nThe haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.\r\n\r\nPlacing the haversack inside an extradimensional space created by a _bag of holding_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + }, + { + "key": "srd_hat-of-disguise", + "name": "Hat of Disguise", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_headband-of-intellect", + "name": "Headband of Intellect", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher." + }, + { + "key": "srd_helm-of-brilliance", + "name": "Helm of Brilliance", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.\r\n\r\nYou gain the following benefits while wearing it:\r\n\r\n* You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: _daylight_ (opal), _fireball_ (fire opal), _prismatic spray_ (diamond), or _wall of fire_ (ruby). The gem is destroyed when the spell is cast and disappears from the helm.\r\n* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.\r\n* As long as the helm has at least one ruby, you have resistance to fire damage.\r\n* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.\r\n\r\nRoll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed." + }, + { + "key": "srd_helm-of-comprehending-languages", + "name": "Helm of Comprehending Languages", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this helm, you can use an action to cast the _comprehend languages_ spell from it at will." + }, + { + "key": "srd_helm-of-telepathy", + "name": "Helm of Telepathy", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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.\r\n\r\nWhile 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." + }, + { + "key": "srd_helm-of-teleportation", + "name": "Helm of Teleportation", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_holy-avenger-greatsword", + "name": "Holy Avenger (Greatsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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.\n\nWhile 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." + }, + { + "key": "srd_holy-avenger-longsword", + "name": "Holy Avenger (Longsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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.\n\nWhile 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." + }, + { + "key": "srd_holy-avenger-rapier", + "name": "Holy Avenger (Rapier)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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.\n\nWhile 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." + }, + { + "key": "srd_holy-avenger-shortsword", + "name": "Holy Avenger (Shortsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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.\n\nWhile 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." + }, + { + "key": "srd_horn-of-blasting", + "name": "Horn of Blasting", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\r\n\r\nEach 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." + }, + { + "key": "srd_horn-of-valhalla-brass", + "name": "Horn of Valhalla (Brass)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands." + }, + { + "key": "srd_horn-of-valhalla-bronze", + "name": "Horn of Valhalla (Bronze)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands." + }, + { + "key": "srd_horn-of-valhalla-iron", + "name": "Horn of Valhalla (Iron)", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands." + }, + { + "key": "srd_horn-of-valhalla-silver", + "name": "Horn of Valhalla (silver)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands." + }, + { + "key": "srd_horseshoes-of-a-zephyr", + "name": "Horseshoes of a Zephyr", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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 nonsolid 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." + }, + { + "key": "srd_horseshoes-of-speed", + "name": "Horseshoes of Speed", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_immovable-rod", + "name": "Immovable Rod", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_instant-fortress", + "name": "Instant Fortress", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.\r\n\r\nThe fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the _knock_ spell and similar magic, such as that of a _chime of opening_.\r\n\r\nEach creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\r\n\r\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a _wish_ spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of _wish_ causes the roof, the door, or one wall to regain 50 hit points." + }, + { + "key": "srd_ioun-stone-absorption", + "name": "Ioun Stone (Absorption)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Fortitude (Very Rare)_**. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head." + }, + { + "key": "srd_ioun-stone-agility", + "name": "Ioun Stone (Agility)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Agility (Very Rare)._** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head." + }, + { + "key": "srd_ioun-stone-awareness", + "name": "Ioun Stone (Awareness)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Awareness (Rare)._** You can't be surprised while this dark blue rhomboid orbits your head." + }, + { + "key": "srd_ioun-stone-greater-absorption", + "name": "Ioun Stone (Greater Absorption)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Greater Absorption (Legendary)._** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.\\n\\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it." + }, + { + "key": "srd_ioun-stone-insight", + "name": "Ioun Stone (Insight)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Insight (Very Rare)._** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head." + }, + { + "key": "srd_ioun-stone-intellect", + "name": "Ioun Stone (Intellect)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Intellect (Very Rare)._** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head." + }, + { + "key": "srd_ioun-stone-leadership", + "name": "Ioun Stone (Leadership)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Leadership (Very Rare)._** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head." + }, + { + "key": "srd_ioun-stone-mastery", + "name": "Ioun Stone (Mastery)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Mastery (Legendary)._** Your proficiency bonus increases by 1 while this pale green prism orbits your head." + }, + { + "key": "srd_ioun-stone-protection", + "name": "Ioun Stone (Protection)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Protection (Rare)_**. You gain a +1 bonus to AC while this dusty rose prism orbits your head." + }, + { + "key": "srd_ioun-stone-regeneration", + "name": "Ioun Stone (Regeneration)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Regeneration (Legendary)_**. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point." + }, + { + "key": "srd_ioun-stone-reserve", + "name": "Ioun Stone (Reserve)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Reserve (Rare)._** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.\\n\\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\\n\\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space." + }, + { + "key": "srd_ioun-stone-strength", + "name": "Ioun Stone (Strength)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Strength (Very Rare)._** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head." + }, + { + "key": "srd_ioun-stone-sustenance", + "name": "Ioun Stone (Sustenance)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Sustenance (Rare)._** You don't need to eat or drink while this clear spindle orbits your head." + }, + { + "key": "srd_iron-bands-of-binding", + "name": "Iron Bands of Binding", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.\r\n\r\nMake a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.\r\n\r\nA creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.\r\n\r\nOnce the bands are used, they can't be used again until the next dawn." + }, + { + "key": "srd_iron-flask", + "name": "Iron Flask", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.\r\n\r\nYou can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.\r\n\r\nAn _identify_ spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.\r\n\r\n| d100 | Contents |\r\n|-------|-------------------|\r\n| 1-50 | Empty |\r\n| 51-54 | Demon (type 1) |\r\n| 55-58 | Demon (type 2) |\r\n| 59-62 | Demon (type 3) |\r\n| 63-64 | Demon (type 4) |\r\n| 65 | Demon (type 5) |\r\n| 66 | Demon (type 6) |\r\n| 67 | Deva |\r\n| 68-69 | Devil (greater) |\r\n| 70-73 | Devil (lesser) |\r\n| 74-75 | Djinni |\r\n| 76-77 | Efreeti |\r\n| 78-83 | Elemental (any) |\r\n| 84-86 | Invisible stalker |\r\n| 87-90 | Night hag |\r\n| 91 | Planetar |\r\n| 92-95 | Salamander |\r\n| 96 | Solar |\r\n| 97-99 | Succubus/incubus |\r\n| 100 | Xorn |" + }, + { + "key": "srd_javelin-1", + "name": "Javelin (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_javelin-2", + "name": "Javelin (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_javelin-3", + "name": "Javelin (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_javelin-of-lightning", + "name": "Javelin of Lightning", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.\n\nThe javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon." + }, + { + "key": "srd_lance-1", + "name": "Lance (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_lance-2", + "name": "Lance (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_lance-3", + "name": "Lance (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_lantern-of-revealing", + "name": "Lantern of Revealing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_light-hammer-1", + "name": "Light-Hammer (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_light-hammer-2", + "name": "Light-Hammer (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_light-hammer-3", + "name": "Light-Hammer (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_longbow-1", + "name": "Longbow (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_longbow-2", + "name": "Longbow (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_longbow-3", + "name": "Longbow (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_longsword-1", + "name": "Longsword (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_longsword-2", + "name": "Longsword (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_longsword-3", + "name": "Longsword (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_luck-blade-greatsword", + "name": "Luck Blade (Greatsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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.\n\n**_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.\n\n**_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." + }, + { + "key": "srd_luck-blade-longsword", + "name": "Luck Blade (Longsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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.\n\n**_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.\n\n**_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." + }, + { + "key": "srd_luck-blade-rapier", + "name": "Luck Blade (Rapier)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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.\n\n**_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.\n\n**_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." + }, + { + "key": "srd_luck-blade-shortsword", + "name": "Luck Blade (Shortsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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.\n\n**_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.\n\n**_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." + }, + { + "key": "srd_mace-1", + "name": "Mace (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_mace-2", + "name": "Mace (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_mace-3", + "name": "Mace (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_mace-of-disruption", + "name": "Mace of Disruption", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nWhile you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet." + }, + { + "key": "srd_mace-of-smiting", + "name": "Mace of Smiting", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\n\nWhen 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." + }, + { + "key": "srd_mace-of-terror", + "name": "Mace of Terror", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.\n\nThe mace regains 1d3 expended charges daily at dawn." + }, + { + "key": "srd_mantle-of-spell-resistance", + "name": "Mantle of Spell Resistance", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You have advantage on saving throws against spells while you wear this cloak." + }, + { + "key": "srd_manual-of-bodily-health", + "name": "Manual of Bodily Health", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_manual-of-gainful-exercise", + "name": "Manual of Gainful Exercise", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_manual-of-golems", + "name": "Manual of Golems", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a _manual of golems_ and attempts to read it takes 6d6 psychic damage.\r\n\r\n| d20 | Golem | Time | Cost |\r\n|-------|-------|----------|------------|\r\n| 1-5 | Clay | 30 days | 65,000 gp |\r\n| 6-17 | Flesh | 60 days | 50,000 gp |\r\n| 18 | Iron | 120 days | 100,000 gp |\r\n| 19-20 | Stone | 90 days | 80,000 gp |\r\n\r\nTo create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\r\n\r\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands." + }, + { + "key": "srd_manual-of-quickness-of-action", + "name": "Manual of Quickness of Action", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_marvelous-pigments", + "name": "Marvelous Pigments", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.\r\n\r\nEach pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.\r\n\r\nWhen you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.\r\n\r\nNothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.\r\n\r\nIf you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything." + }, + { + "key": "srd_maul-1", + "name": "Maul (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_maul-2", + "name": "Maul (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_maul-3", + "name": "Maul (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_medallion-of-thoughts", + "name": "Medallion of Thoughts", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_mirror-of-life-trapping", + "name": "Mirror of Life Trapping", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.\r\n\r\nIf the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.\r\n\r\nAny creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.\r\n\r\nAn extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.\r\n\r\nIf the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.\r\n\r\nWhile within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.\r\n\r\nIn a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it." + }, + { + "key": "srd_mithral-armor-breastplate", + "name": "Mithral Armor (Breastplate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_mithral-armor-chain-mail", + "name": "Mithral Armor (Chain-Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_mithral-armor-chain-shirt", + "name": "Mithral Armor (Chain-Shirt)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_mithral-armor-half-plate", + "name": "Mithral Armor (Half-Plate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_mithral-armor-plate", + "name": "Mithral Armor (Plate)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_mithral-armor-ring-mail", + "name": "Mithral Armor (Ring-Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_mithral-armor-scale-mail", + "name": "Mithral Armor (Scale-Mail)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_mithral-armor-splint", + "name": "Mithral Armor (Splint)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_morningstar-1", + "name": "Morningstar (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_morningstar-2", + "name": "Morningstar (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_morningstar-3", + "name": "Morningstar (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_necklace-of-adaptation", + "name": "Necklace of Adaptation", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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)." + }, + { + "key": "srd_necklace-of-fireballs", + "name": "Necklace of Fireballs", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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).\r\n\r\nYou 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." + }, + { + "key": "srd_necklace-of-prayer-beads", + "name": "Necklace of Prayer Beads", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\r\n\r\nSix types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\r\n\r\n| d20 | Bead of... | Spell |\r\n|-------|--------------|-----------------------------------------------|\r\n| 1-6 | Blessing | Bless |\r\n| 7-12 | Curing | Cure wounds (2nd level) or lesser restoration |\r\n| 13-16 | Favor | Greater restoration |\r\n| 17-18 | Smiting | Branding smite |\r\n| 19 | Summons | Planar ally |\r\n| 20 | Wind walking | Wind walk |" + }, + { + "key": "srd_net-1", + "name": "Net (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_net-2", + "name": "Net (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_net-3", + "name": "Net (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_nine-lives-stealer-greatsword", + "name": "Nine Lives Stealer (Greatsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe 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." + }, + { + "key": "srd_nine-lives-stealer-longsword", + "name": "Nine Lives Stealer (Longsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe 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." + }, + { + "key": "srd_nine-lives-stealer-rapier", + "name": "Nine Lives Stealer (Rapier)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe 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." + }, + { + "key": "srd_nine-lives-stealer-shortsword", + "name": "Nine Lives Stealer (Shortsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe 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." + }, + { + "key": "srd_oathbow", + "name": "Oathbow", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\n\nWhen you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.\n\nWhile your sworn enemy lives, you have disadvantage on attack rolls with all other weapons." + }, + { + "key": "srd_oil-of-etherealness", + "name": "Oil of Etherealness", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_oil-of-sharpness", + "name": "Oil of Sharpness", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_oil-of-slipperiness", + "name": "Oil of Slipperiness", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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.\n\nAlternatively, 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." + }, + { + "key": "srd_orb-of-dragonkind", + "name": "Orb of Dragonkind", + "type": null, + "rarity": "Artifact", + "requires_attunement": true, + "description": "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\\n\\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\\n\\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\\n\\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\\n\\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\\n\\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\\n\\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\\n\\n* 2 minor beneficial properties\\n* 1 minor detrimental property\\n* 1 major detrimental property\\n\\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\\n\\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\\n\\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\\n\\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however." + }, + { + "key": "srd_pearl-of-power", + "name": "Pearl of Power", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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 can't be used again until the next dawn." + }, + { + "key": "srd_periapt-of-health", + "name": "Periapt of Health", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_periapt-of-proof-against-poison", + "name": "Periapt of Proof against Poison", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_periapt-of-wound-closure", + "name": "Periapt of Wound Closure", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_philter-of-love", + "name": "Philter of Love", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_pike-1", + "name": "Pike (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_pike-2", + "name": "Pike (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_pike-3", + "name": "Pike (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_pipes-of-haunting", + "name": "Pipes of Haunting", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_pipes-of-the-sewers", + "name": "Pipes of the Sewers", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.\r\n\r\nThe pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.\r\n\r\nWhenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours." + }, + { + "key": "srd_plate-armor-of-etherealness", + "name": "Plate Armor of Etherealness", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_portable-hole", + "name": "Portable Hole", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\r\n\r\nYou can use an action to unfold a _portable hole_ and place it on or against a solid surface, whereupon the _portable hole_ creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open _portable hole_ can exit the hole by climbing out of it.\r\n\r\nYou can use an action to close a _portable hole_ by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.\r\n\r\nIf the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the _portable hole_ or the creature carrying it. A breathing creature within a closed _portable hole_ can survive for up to 10 minutes, after which time it begins to suffocate.\r\n\r\nPlacing a _portable hole_ inside an extradimensional space created by a _bag of holding_, _handy haversack_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + }, + { + "key": "srd_potion-of-animal-friendship", + "name": "Potion of Animal Friendship", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-clairvoyance", + "name": "Potion of Clairvoyance", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-climbing", + "name": "Potion of Climbing", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-cloud-giant-strength", + "name": "Potion of Cloud Giant Strength", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |" + }, + { + "key": "srd_potion-of-diminution", + "name": "Potion of Diminution", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-fire-giant-strength", + "name": "Potion of Fire Giant Strength", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |" + }, + { + "key": "srd_potion-of-flying", + "name": "Potion of Flying", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-frost-giant-strength", + "name": "Potion of Frost Giant Strength", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |" + }, + { + "key": "srd_potion-of-gaseous-form", + "name": "Potion of Gaseous Form", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-greater-healing", + "name": "Potion of Greater Healing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |" + }, + { + "key": "srd_potion-of-growth", + "name": "Potion of Growth", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-healing", + "name": "Potion of Healing", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "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.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |" + }, + { + "key": "srd_potion-of-heroism", + "name": "Potion of Heroism", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-hill-giant-strength", + "name": "Potion of Hill Giant Strength", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |" + }, + { + "key": "srd_potion-of-invisibility", + "name": "Potion of Invisibility", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-mind-reading", + "name": "Potion of Mind Reading", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-poison", + "name": "Potion of Poison", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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.\n\nIf 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." + }, + { + "key": "srd_potion-of-resistance", + "name": "Potion of Resistance", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |" + }, + { + "key": "srd_potion-of-speed", + "name": "Potion of Speed", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_potion-of-stone-giant-strength", + "name": "Potion of Stone Giant Strength", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |" + }, + { + "key": "srd_potion-of-storm-giant-strength", + "name": "Potion of Storm Giant Strength", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |" + }, + { + "key": "srd_potion-of-superior-healing", + "name": "Potion of Superior Healing", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |" + }, + { + "key": "srd_potion-of-supreme-healing", + "name": "Potion of Supreme Healing", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |" + }, + { + "key": "srd_potion-of-water-breathing", + "name": "Potion of Water Breathing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_quarterstaff-1", + "name": "Quarterstaff (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_quarterstaff-2", + "name": "Quarterstaff (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_quarterstaff-3", + "name": "Quarterstaff (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_rapier-1", + "name": "Rapier (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_rapier-2", + "name": "Rapier (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_rapier-3", + "name": "Rapier (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_restorative-ointment", + "name": "Restorative Ointment", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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.\r\n\r\nAs 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." + }, + { + "key": "srd_ring-of-animal-influence", + "name": "Ring of Animal Influence", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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:\n\n* _Animal friendship_ (save DC 13)\n* _Fear_ (save DC 13), targeting only beasts that have an Intelligence of 3 or lower\n* _Speak with animals_" + }, + { + "key": "srd_ring-of-djinni-summoning", + "name": "Ring of Djinni Summoning", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.\n\nWhile summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.\n\nAfter the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies." + }, + { + "key": "srd_ring-of-elemental-command", + "name": "Ring of Elemental Command", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.\n\nWhile wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.\n\nThe ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\n\n**_Ring of Air Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.\n\nIf you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to lightning damage.\n* You have a flying speed equal to your walking speed and can hover.\n* You can cast the following spells from the ring, expending the necessary number of charges: _chain lightning_ (3 charges), _gust of wind_ (2 charges), or _wind wall_ (1 charge).\n\n**_Ring of Earth Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.\n\nIf you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to acid damage.\n* You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.\n* You can cast the following spells from the ring, expending the necessary number of charges: _stone shape_ (2 charges), _stoneskin_ (3 charges), or _wall of stone_ (3 charges).\n\n**_Ring of Fire Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.\n\nIf you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You are immune to fire damage.\n* You can cast the following spells from the ring, expending the necessary number of charges: _burning hands_ (1 charge), _fireball_ (2 charges), and _wall of fire_ (3 charges).\n\n**_Ring of Water Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.\n\nIf you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You can breathe underwater and have a swimming speed equal to your walking speed.\n* You can cast the following spells from the ring, expending the necessary number of charges: _create or destroy water_ (1 charge), _control water_ (3 charges), _ice storm_ (2 charges), or _wall of ice_ (3 charges)." + }, + { + "key": "srd_ring-of-evasion", + "name": "Ring of Evasion", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_ring-of-feather-falling", + "name": "Ring of Feather Falling", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling." + }, + { + "key": "srd_ring-of-free-action", + "name": "Ring of Free Action", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_ring-of-invisibility", + "name": "Ring of Invisibility", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_ring-of-jumping", + "name": "Ring of Jumping", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_ring-of-mind-shielding", + "name": "Ring of Mind Shielding", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.\n\nYou can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.\n\nIf you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication." + }, + { + "key": "srd_ring-of-protection", + "name": "Ring of Protection", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to AC and saving throws while wearing this ring." + }, + { + "key": "srd_ring-of-regeneration", + "name": "Ring of Regeneration", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_ring-of-resistance", + "name": "Ring of Resistance", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\n| d10 | Damage Type | Gem |\n|-----|-------------|------------|\n| 1 | Acid | Pearl |\n| 2 | Cold | Tourmaline |\n| 3 | Fire | Garnet |\n| 4 | Force | Sapphire |\n| 5 | Lightning | Citrine |\n| 6 | Necrotic | Jet |\n| 7 | Poison | Amethyst |\n| 8 | Psychic | Jade |\n| 9 | Radiant | Topaz |\n| 10 | Thunder | Spinel |" + }, + { + "key": "srd_ring-of-shooting-stars", + "name": "Ring of Shooting Stars", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this ring in dim light or darkness, you can cast _dancing lights_ and _light_ from the ring at will. Casting either spell from the ring requires an action.\n\nThe ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.\n\n**_Faerie Fire_**. You can expend 1 charge as an action to cast _faerie fire_ from the ring.\n\n**_Ball Lightning_**. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.\n\nEach sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.\n\nAs a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.\n\n| Spheres | Lightning Damage |\n|---------|------------------|\n| 4 | 2d4 |\n| 3 | 2d6 |\n| 2 | 5d4 |\n| 1 | 4d12 |\n\n**_Shooting Stars_**. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one." + }, + { + "key": "srd_ring-of-spell-storing", + "name": "Ring of Spell Storing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space." + }, + { + "key": "srd_ring-of-spell-turning", + "name": "Ring of Spell Turning", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_ring-of-swimming", + "name": "Ring of Swimming", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a swimming speed of 40 feet while wearing this ring." + }, + { + "key": "srd_ring-of-telekinesis", + "name": "Ring of Telekinesis", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_ring-of-the-ram", + "name": "Ring of the Ram", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nAlternatively, 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." + }, + { + "key": "srd_ring-of-three-wishes", + "name": "Ring of Three Wishes", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_ring-of-warmth", + "name": "Ring of Warmth", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_ring-of-water-walking", + "name": "Ring of Water Walking", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground." + }, + { + "key": "srd_ring-of-x-ray-vision", + "name": "Ring of X-ray Vision", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nWhenever 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." + }, + { + "key": "srd_robe-of-eyes", + "name": "Robe of Eyes", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\r\n\r\n* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.\r\n* You have darkvision out to a range of 120 feet.\r\n* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.\r\n\r\nThe eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.\r\n\r\nA _light_ spell cast on the robe or a _daylight_ spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for _light_ or DC 15 for _daylight_), ending the blindness on a success." + }, + { + "key": "srd_robe-of-scintillating-colors", + "name": "Robe of Scintillating Colors", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_robe-of-stars", + "name": "Robe of Stars", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\r\n\r\nSix stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast _magic missile_ as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.\r\n\r\nWhile you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space." + }, + { + "key": "srd_robe-of-the-archmagi", + "name": "Robe of the Archmagi", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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.\r\n\r\nYou gain these benefits while wearing the robe:\r\n\r\n* If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\r\n* You have advantage on saving throws against spells and other magical effects.\r\n* Your spell save DC and spell attack bonus each increase by 2." + }, + { + "key": "srd_robe-of-useful-items", + "name": "Robe of Useful Items", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\r\n\r\nThe robe has two of each of the following patches:\r\n\r\n* Dagger\r\n* Bullseye lantern (filled and lit)\r\n* Steel mirror\r\n* 10-foot pole\r\n* Hempen rope (50 feet, coiled)\r\n* Sack\r\n\r\nIn addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.\r\n\r\n| d100 | Patch |\r\n|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-08 | Bag of 100 gp |\r\n| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |\r\n| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |\r\n| 23-30 | 10 gems worth 100 gp each |\r\n| 31-44 | Wooden ladder (24 feet long) |\r\n| 45-51 | A riding horse with saddle bags |\r\n| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |\r\n| 60-68 | 4 potions of healing |\r\n| 69-75 | Rowboat (12 feet long) |\r\n| 76-83 | Spell scroll containing one spell of 1st to 3rd level |\r\n| 84-90 | 2 mastiffs |\r\n| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |\r\n| 97-100 | Portable ram |" + }, + { + "key": "srd_rod-of-absorption", + "name": "Rod of Absorption", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\n\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.\n\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.\n\nA newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical." + }, + { + "key": "srd_rod-of-alertness", + "name": "Rod of Alertness", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This rod has a flanged head and the following properties.\n\n**_Alertness_**. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.\n\n**_Spells_**. While holding the rod, you can use an action to cast one of the following spells from it: _detect evil and good_, _detect magic_, _detect poison and disease_, or _see invisibility._\n\n**_Protective Aura_**. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.\n\nThe rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn." + }, + { + "key": "srd_rod-of-lordly-might", + "name": "Rod of Lordly Might", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.\n\n**_Six Buttons_**. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.\n\nIf you press **button 1**, the rod becomes a _flame tongue_, as a fiery blade sprouts from the end opposite the rod's flanged head.\n\nIf you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.\n\nIf you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n\nIf you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.\n\n**_Drain Life_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.\n\n**_Paralyze_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.\n\n**_Terrify_**. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn." + }, + { + "key": "srd_rod-of-rulership", + "name": "Rod of Rulership", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_rod-of-security", + "name": "Rod of Security", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.\n\nFor each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).\n\nWhen the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed." + }, + { + "key": "srd_rope-of-climbing", + "name": "Rope of Climbing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\r\n\r\nIf you tell the rope to knot, large knots appear at 1* foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.\r\n\r\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed." + }, + { + "key": "srd_rope-of-entanglement", + "name": "Rope of Entanglement", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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.\r\n\r\nYou can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.\r\n\r\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed." + }, + { + "key": "srd_scarab-of-protection", + "name": "Scarab of Protection", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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:\r\n\r\n* You have advantage on saving throws against spells.\r\n* 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." + }, + { + "key": "srd_scimitar-1", + "name": "Scimitar (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_scimitar-2", + "name": "Scimitar (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_scimitar-3", + "name": "Scimitar (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_scimitar-of-speed", + "name": "Scimitar of Speed", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_shield-of-missile-attraction", + "name": "Shield of Missile Attraction", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this shield, you have resistance to damage from ranged weapon attacks.\n\n**_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." + }, + { + "key": "srd_shortbow-1", + "name": "Shortbow (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_shortbow-2", + "name": "Shortbow (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_shortbow-3", + "name": "Shortbow (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_shortsword-1", + "name": "Shortsword (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_shortsword-2", + "name": "Shortsword (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_shortsword-3", + "name": "Shortsword (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_sickle-1", + "name": "Sickle (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_sickle-2", + "name": "Sickle (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_sickle-3", + "name": "Sickle (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_sling-1", + "name": "Sling (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_sling-2", + "name": "Sling (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_sling-3", + "name": "Sling (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_slippers-of-spider-climbing", + "name": "Slippers of Spider Climbing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_sovereign-glue", + "name": "Sovereign Glue", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "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.\r\n\r\nOne 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." + }, + { + "key": "srd_spear-1", + "name": "Spear (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_spear-2", + "name": "Spear (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_spear-3", + "name": "Spear (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_spell-scroll-1st-level", + "name": "Spell Scroll (1st Level)", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed." + }, + { + "key": "srd_spell-scroll-2nd-level", + "name": "Spell Scroll (2nd Level)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed." + }, + { + "key": "srd_spell-scroll-3rd-level", + "name": "Spell Scroll (3rd Level)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed." + }, + { + "key": "srd_spell-scroll-4th-level", + "name": "Spell Scroll (4th Level)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed." + }, + { + "key": "srd_spell-scroll-5th-level", + "name": "Spell Scroll (5th Level)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed." + }, + { + "key": "srd_spell-scroll-6th-level", + "name": "Spell Scroll (6th Level)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed." + }, + { + "key": "srd_spell-scroll-7th-level", + "name": "Spell Scroll (7th Level)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed." + }, + { + "key": "srd_spell-scroll-8th-level", + "name": "Spell Scroll (8th Level)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed." + }, + { + "key": "srd_spell-scroll-9th-level", + "name": "Spell Scroll (9th Level)", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed." + }, + { + "key": "srd_spell-scroll-cantrip", + "name": "Spell Scroll (Cantrip)", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed." + }, + { + "key": "srd_spellguard-shield", + "name": "Spellguard Shield", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you." + }, + { + "key": "srd_sphere-of-annihilation", + "name": "Sphere of Annihilation", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\r\n\r\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\r\n\r\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 \u00d7 your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\r\n\r\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\r\n\r\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\r\n\r\n| d100 | Result |\r\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-50 | The sphere is destroyed. |\r\n| 51-85 | The sphere moves through the portal or into the extradimensional space. |\r\n| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |" + }, + { + "key": "srd_staff-of-charming", + "name": "Staff of Charming", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this staff, you can use an action to expend 1 of its 10 charges to cast _charm person_, _command_, _or comprehend languages_ from it using your spell save DC. The staff can also be used as a magic quarterstaff.\n\nIf you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\n\nThe staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff." + }, + { + "key": "srd_staff-of-fire", + "name": "Staff of Fire", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You have resistance to fire damage while you hold this staff.\n\nThe 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).\n\nThe 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." + }, + { + "key": "srd_staff-of-frost", + "name": "Staff of Frost", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You have resistance to cold damage while you hold this staff.\n\nThe 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).\n\nThe 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." + }, + { + "key": "srd_staff-of-healing", + "name": "Staff of Healing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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).\n\nThe 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." + }, + { + "key": "srd_staff-of-power", + "name": "Staff of Power", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\n\nThe staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.\n\n**_Power Strike_**. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.\n\n**_Spells_**. While holding this staff, 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 spell attack bonus: _cone of cold_ (5 charges), _fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges), _hold monster_ (5 charges), _levitate_ (2 charges), _lightning bolt_ (5th-level version, 5 charges), _magic missile_ (1 charge), _ray of enfeeblement_ (1 charge), or _wall of force_ (5 charges).\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 \u00d7 the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 \u00d7 the number of charges in the staff |\n| 11 to 20 ft. away | 6 \u00d7 the number of charges in the staff |\n| 21 to 30 ft. away | 4 \u00d7 the number of charges in the staff |" + }, + { + "key": "srd_staff-of-striking", + "name": "Staff of Striking", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\n\nThe 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." + }, + { + "key": "srd_staff-of-swarming-insects", + "name": "Staff of Swarming Insects", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: _giant insect_ (4 charges) or _insect plague_ (5 charges).\n\n**_Insect Cloud_**. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect." + }, + { + "key": "srd_staff-of-the-magi", + "name": "Staff of the Magi", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\n\nThe staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.\n\n**_Spell Absorption_**. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: _conjure elemental_ (7 charges), _dispel magic_ (3 charges), _fireball_ (7th-level version, 7 charges), _flaming sphere_ (2 charges), _ice storm_ (4 charges), _invisibility_ (2 charges), _knock_ (2 charges), _lightning bolt_ (7th-level version, 7 charges), _passwall_ (5 charges), _plane shift_ (7 charges), _telekinesis_ (5 charges), _wall of fire_ (4 charges), or _web_ (2 charges).\n\nYou can also use an action to cast one of the following spells from the staff without using any charges: _arcane lock_, _detect magic_, _enlarge/reduce_, _light_, _mage hand_, or _protection from evil and good._\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 \u00d7 the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 \u00d7 the number of charges in the staff |\n| 11 to 20 ft. away | 6 \u00d7 the number of charges in the staff |\n| 21 to 30 ft. away | 4 \u00d7 the number of charges in the staff |" + }, + { + "key": "srd_staff-of-the-python", + "name": "Staff of the Python", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.\n\nOn your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\n\nIf the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them." + }, + { + "key": "srd_staff-of-the-woodlands", + "name": "Staff of the Woodlands", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\n\nThe staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.\n\n**_Spells_**. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: _animal friendship_ (1 charge), _awaken_ (5 charges), _barkskin_ (2 charges), _locate animals or plants_ (2 charges), _speak with animals_ (1 charge), _speak with plants_ (3 charges), or _wall of thorns_ (6 charges).\n\nYou can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\nThe tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff." + }, + { + "key": "srd_staff-of-thunder-and-lightning", + "name": "Staff of Thunder and Lightning", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.\n\n**_Lightning_**. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.\n\n**_Thunder_**. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.\n\n**_Lightning Strike_**. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**_Thunderclap_**. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.\n\n**_Thunder and Lightning_**. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one." + }, + { + "key": "srd_staff-of-withering", + "name": "Staff of Withering", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This staff has 3 charges and regains 1d3 expended charges daily at dawn.\n\nThe 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." + }, + { + "key": "srd_stone-of-controlling-earth-elementals", + "name": "Stone of Controlling Earth Elementals", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_stone-of-good-luck-luckstone", + "name": "Stone of Good Luck (Luckstone)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws." + }, + { + "key": "srd_sun-blade", + "name": "Sun Blade", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the _sun blade_.\n\nYou gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\n\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each." + }, + { + "key": "srd_sword-of-life-stealing-greatsword", + "name": "Sword of Life Stealing (Greatsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_sword-of-life-stealing-longsword", + "name": "Sword of Life Stealing (Longsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_sword-of-life-stealing-rapier", + "name": "Sword of Life Stealing (Rapier)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_sword-of-life-stealing-shortsword", + "name": "Sword of Life Stealing (Shortsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_sword-of-sharpness-greatsword", + "name": "Sword of Sharpness (Greatsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light." + }, + { + "key": "srd_sword-of-sharpness-longsword", + "name": "Sword of Sharpness (Longsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light." + }, + { + "key": "srd_sword-of-sharpness-scimitar", + "name": "Sword of Sharpness (Scimitar)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light." + }, + { + "key": "srd_sword-of-sharpness-shortsword", + "name": "Sword of Sharpness (Shortsword)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light." + }, + { + "key": "srd_sword-of-wounding-greatsword", + "name": "Sword of Wounding (Greatsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nOnce 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." + }, + { + "key": "srd_sword-of-wounding-longsword", + "name": "Sword of Wounding (Longsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nOnce 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." + }, + { + "key": "srd_sword-of-wounding-rapier", + "name": "Sword of Wounding (Rapier)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nOnce 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." + }, + { + "key": "srd_sword-of-wounding-shortsword", + "name": "Sword of Wounding (Shortsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nOnce 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." + }, + { + "key": "srd_talisman-of-pure-good", + "name": "Talisman of Pure Good", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\r\n\r\nIf you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\r\n\r\nThe talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed." + }, + { + "key": "srd_talisman-of-the-sphere", + "name": "Talisman of the Sphere", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "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 \u00d7 your Intelligence modifier." + }, + { + "key": "srd_talisman-of-ultimate-evil", + "name": "Talisman of Ultimate Evil", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\r\n\r\nIf you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\r\n\r\nThe talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed." + }, + { + "key": "srd_tome-of-clear-thought", + "name": "Tome of Clear Thought", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_tome-of-leadership-and-influence", + "name": "Tome of Leadership and Influence", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_tome-of-understanding", + "name": "Tome of Understanding", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_trident-1", + "name": "Trident (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_trident-2", + "name": "Trident (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_trident-3", + "name": "Trident (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_trident-of-fish-command", + "name": "Trident of Fish Command", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_universal-solvent", + "name": "Universal Solvent", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "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._" + }, + { + "key": "srd_vicious-weapon-battleaxe", + "name": "Vicious Weapon (Battleaxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-blowgun", + "name": "Vicious Weapon (Blowgun)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-club", + "name": "Vicious Weapon (Club)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-crossbow-hand", + "name": "Vicious Weapon (Crossbow-Hand)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-crossbow-heavy", + "name": "Vicious Weapon (Crossbow-Heavy)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-crossbow-light", + "name": "Vicious Weapon (Crossbow-Light)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-dagger", + "name": "Vicious Weapon (Dagger)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-dart", + "name": "Vicious Weapon (Dart)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-flail", + "name": "Vicious Weapon (Flail)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-glaive", + "name": "Vicious Weapon (Glaive)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-greataxe", + "name": "Vicious Weapon (Greataxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-greatclub", + "name": "Vicious Weapon (Greatclub)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-greatsword", + "name": "Vicious Weapon (Greatsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-halberd", + "name": "Vicious Weapon (Halberd)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-handaxe", + "name": "Vicious Weapon (Handaxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-javelin", + "name": "Vicious Weapon (Javelin)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-lance", + "name": "Vicious Weapon (Lance)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-light-hammer", + "name": "Vicious Weapon (Light-Hammer)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-longbow", + "name": "Vicious Weapon (Longbow)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-longsword", + "name": "Vicious Weapon (Longsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-mace", + "name": "Vicious Weapon (Mace)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-maul", + "name": "Vicious Weapon (Maul)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-morningstar", + "name": "Vicious Weapon (Morningstar)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-net", + "name": "Vicious Weapon (Net)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-pike", + "name": "Vicious Weapon (Pike)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-quarterstaff", + "name": "Vicious Weapon (Quarterstaff)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-rapier", + "name": "Vicious Weapon (Rapier)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-scimitar", + "name": "Vicious Weapon (Scimitar)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-shortbow", + "name": "Vicious Weapon (Shortbow)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-shortsword", + "name": "Vicious Weapon (Shortsword)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-sickle", + "name": "Vicious Weapon (Sickle)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-sling", + "name": "Vicious Weapon (Sling)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-spear", + "name": "Vicious Weapon (Spear)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-trident", + "name": "Vicious Weapon (Trident)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-war-pick", + "name": "Vicious Weapon (War-Pick)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-warhammer", + "name": "Vicious Weapon (Warhammer)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vicious-weapon-whip", + "name": "Vicious Weapon (Whip)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_vorpal-sword-greatsword", + "name": "Vorpal Sword (Greatsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen 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." + }, + { + "key": "srd_vorpal-sword-longsword", + "name": "Vorpal Sword (Longsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen 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." + }, + { + "key": "srd_vorpal-sword-scimitar", + "name": "Vorpal Sword (Scimitar)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen 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." + }, + { + "key": "srd_vorpal-sword-shortsword", + "name": "Vorpal Sword (Shortsword)", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen 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." + }, + { + "key": "srd_wand-of-binding", + "name": "Wand of Binding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand has 7 charges for the following properties. It 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.\n\n**_Spells_**. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): _hold monster_ (5 charges) or _hold person_ (2 charges).\n\n**_Assisted Escape_**. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple." + }, + { + "key": "srd_wand-of-enemy-detection", + "name": "Wand of Enemy Detection", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nThe 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." + }, + { + "key": "srd_wand-of-fear", + "name": "Wand of Fear", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand has 7 charges for the following properties. It 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.\n\n**_Command_**. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the _command_ spell (save DC 15).\n\n**_Cone of Fear_**. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success." + }, + { + "key": "srd_wand-of-fireballs", + "name": "Wand of Fireballs", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nThe 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." + }, + { + "key": "srd_wand-of-lightning-bolts", + "name": "Wand of Lightning Bolts", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nThe 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." + }, + { + "key": "srd_wand-of-magic-detection", + "name": "Wand of Magic Detection", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_wand-of-magic-missiles", + "name": "Wand of Magic Missiles", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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.\n\nThe 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." + }, + { + "key": "srd_wand-of-paralysis", + "name": "Wand of Paralysis", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\n\nThe 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." + }, + { + "key": "srd_wand-of-polymorph", + "name": "Wand of Polymorph", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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.\n\nThe 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." + }, + { + "key": "srd_wand-of-secrets", + "name": "Wand of Secrets", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_wand-of-the-war-mage-1", + "name": "Wand of the War Mage (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_wand-of-the-war-mage-2", + "name": "Wand of the War Mage (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_wand-of-the-war-mage-3", + "name": "Wand of the War Mage (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "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." + }, + { + "key": "srd_wand-of-web", + "name": "Wand of Web", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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.\n\nThe 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." + }, + { + "key": "srd_wand-of-wonder", + "name": "Wand of Wonder", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.\n\nIf the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.\n\nIf an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.\n\nThe 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 dust and is destroyed.\n\n| d100 | Effect |\n|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-05 | You cast slow. 06-10 You cast faerie fire. |\n| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. |\n| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |\n| 26-30 | You cast stinking cloud. |\n| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |\n| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. |\n| 37-46 | You cast lightning bolt. |\n| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |\n| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |\n| 54-58 | You cast darkness. |\n| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |\n| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |\n| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |\n| 70-79 | You cast fireball. |\n| 80-84 | You cast invisibility on yourself. |\n| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |\n| 88-90 | A stream of 1d4 \u00d7 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |\n| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |\n| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |\n| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |" + }, + { + "key": "srd_war-pick-1", + "name": "War-Pick (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_war-pick-2", + "name": "War-Pick (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_war-pick-3", + "name": "War-Pick (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_warhammer-1", + "name": "Warhammer (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_warhammer-2", + "name": "Warhammer (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_warhammer-3", + "name": "Warhammer (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_well-of-many-worlds", + "name": "Well of Many Worlds", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "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.\r\n\r\nYou 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." + }, + { + "key": "srd_whip-1", + "name": "Whip (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_whip-2", + "name": "Whip (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_whip-3", + "name": "Whip (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity." + }, + { + "key": "srd_wind-fan", + "name": "Wind Fan", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "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." + }, + { + "key": "srd_winged-boots", + "name": "Winged Boots", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "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.\r\n\r\nThe boots regain 2 hours of flying capability for every 12 hours they aren't in use." + }, + { + "key": "srd_wings-of-flying", + "name": "Wings of Flying", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "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.\r\n\r\n\r\n\r\n\r\n## Sentient Magic Items\r\n\r\nSome magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.\r\n\r\nMost sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.\r\n\r\nSentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder." + }, + { + "key": "vom_aberrant-agreement", + "name": "Aberrant Agreement", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This long scroll bears strange runes and seals of eldritch powers. When you use an action to present this scroll to an aberration whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the aberration, negotiating a service from it in exchange for a reward. The aberration is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the aberration, the truce is broken, and the creature can act normally. If the aberration refuses the offer, it is free to take any actions it wishes. Should you and the aberration reach an agreement that is satisfactory to both parties, you must sign the agreement and have the aberration do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the aberration to the agreement until its service is rendered and the reward paid, at which point the scroll blackens and crumbles to dust. An aberration's thinking is alien to most humanoids, and vaguely worded contracts may result in unintended consequences, as the creature may have different thoughts as to how to best meet the goal. If either party breaks the bargain, that creature immediately takes 10d6 psychic damage, and the charter is destroyed, ending the contract." + }, + { + "key": "vom_accursed-idol", + "name": "Accursed Idol", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Carved from a curious black stone of unknown origin, this small totem is fashioned in the macabre likeness of a Great Old One. While attuned to the idol and holding it, you gain the following benefits:\n- You can speak, read, and write Deep Speech.\n- You can use an action to speak the idol's command word and send otherworldly spirits to whisper in the minds of up to three creatures you can see within 30 feet of you. Each target must make a DC 13 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. If a target dies from this damage or while frightened, the otherworldly spirits within the idol are temporarily sated, and you don't suffer the effects of the idol's Otherworldly Whispers property at the next dusk. Once used, this property of the idol can't be used again until the next dusk.\n- You can use an action to cast the augury spell from the idol. The idol can't be used this way again until the next dusk." + }, + { + "key": "vom_adamantine-spearbiter", + "name": "Adamantine Spearbiter", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The front of this shield is fashioned in the shape of a snarling wolf \u2019s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker\u2019s weapon, the wolf \u2019s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker\u2019s attack roll against you, the attacker\u2019s attack misses you. You can\u2019t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf \u2019s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf \u2019s head to snap at the attacker\u2019s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield." + }, + { + "key": "vom_agile-breastplate", + "name": "Agile Breastplate", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0." + }, + { + "key": "vom_agile-chain-mail", + "name": "Agile Chain Mail", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0." + }, + { + "key": "vom_agile-chain-shirt", + "name": "Agile Chain Shirt", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0." + }, + { + "key": "vom_agile-half-plate", + "name": "Agile Half Plate", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0." + }, + { + "key": "vom_agile-hide", + "name": "Agile Hide", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0." + }, + { + "key": "vom_agile-plate", + "name": "Agile Plate", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0." + }, + { + "key": "vom_agile-ring-mail", + "name": "Agile Ring Mail", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0." + }, + { + "key": "vom_agile-scale-mail", + "name": "Agile Scale Mail", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0." + }, + { + "key": "vom_agile-splint", + "name": "Agile Splint", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0." + }, + { + "key": "vom_air-seed", + "name": "Air Seed", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This plum-sized, nearly spherical sandstone is imbued with a touch of air magic. Typically, 1d4 + 4 air seeds are found together. You can use an action to throw the seed up to 60 feet. The seed explodes on impact and is destroyed. When it explodes, the seed releases a burst of fresh, breathable air, and it disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames within a 10-foot radius of where the seed landed. Each suffocating or choking creature within a 10-foot radius of where the seed landed gains a lung full of air, allowing the creature to hold its breath for 5 minutes. If you break the seed while underwater, each creature within a 10-foot radius of where you broke the seed gains a lung full of air, allowing the creature to hold its breath for 5 minutes." + }, + { + "key": "vom_akaasit-blade", + "name": "Akaasit Blade", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the arm blade of a defeated Akaasit (see Tome of Beasts 2). You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can't be activated again until the next dawn." + }, + { + "key": "vom_alabaster-salt-shaker", + "name": "Alabaster Salt Shaker", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This shaker is carved from purest alabaster in the shape of an owl. It is 7 inches tall and contains enough salt to flavor 25 meals. When the shaker is empty, it can't be refilled, and it becomes nonmagical. When you or another creature eat a meal salted by this shaker, you don't need to eat again for 48 hours, at which point the magic wears off. If you don't eat within 1 hour of the magic wearing off, you gain one level of exhaustion. You continue gaining one level of exhaustion for each additional hour you don't eat." + }, + { + "key": "vom_alchemical-lantern", + "name": "Alchemical Lantern", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern's bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns." + }, + { + "key": "vom_alembic-of-unmaking", + "name": "Alembic of Unmaking", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won't physically fit into the alembic (anything larger than a shortsword or a cloak) can't be dissolved in this way. Full dissolution and distillation of an item's magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm. An alembic of unmaking can distill or disenchant one item per 24 hours." + }, + { + "key": "vom_almanac-of-common-wisdom", + "name": "Almanac of Common Wisdom", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "The dog-eared pages of this thick, weathered tome contain useful advice, facts, and statistical information on a wide range of topics. The topics change to match information relevant to the area where it is currently located. If you spend a short rest consulting the almanac, you treat your proficiency bonus as 1 higher when making any Intelligence, Wisdom, or Charisma skill checks to discover, recall, or cite information about local events, locations, or creatures for the next 4 hours. For example, this almanac's magic can help you recall and find the location of a city's oldest tavern, but its magic won't help you notice a thug hiding in an alley near the tavern." + }, + { + "key": "vom_amulet-of-memory", + "name": "Amulet of Memory", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Made of gold or silver, this spherical locket is engraved with two cresting waves facing away from each other while bound in a twisted loop. It preserves a memory to be reexperienced later. While wearing this amulet, you can use an action to speak the command word and open the locket. The open locket stores what you see and experience for up to 10 minutes. You can shut the locket at any time (no action required), stopping the memory recording. Opening the locket with the command word again overwrites the contained memory. While a memory is stored, you or another creature can touch the locket to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on any skill check related to details or knowledge of the stored memory. If you die while wearing the amulet, it preserves you. Your body is affected by the gentle repose spell until the amulet is removed or until you are restored to life. In addition, at the moment of your death, you can store any memory into the amulet. A creature touching the amulet perceives the memory stored there even after your death. Attuning to an amulet of memory removes any prior memories stored in it." + }, + { + "key": "vom_amulet-of-sustaining-health", + "name": "Amulet of Sustaining Health", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this amulet, you need to eat and drink only once every 7 days. In addition, you have advantage on saving throws against effects that would cause you to suffer a level of exhaustion." + }, + { + "key": "vom_amulet-of-the-oracle", + "name": "Amulet of the Oracle", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you finish a long rest while wearing this amulet, you can choose one cantrip from the cleric spell list. You can cast that cantrip from the amulet at will, using Wisdom as your spellcasting ability for it." + }, + { + "key": "vom_amulet-of-whirlwinds", + "name": "Amulet of Whirlwinds", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This amulet is strung on a brass necklace and holds a piece of djinn magic. The amulet has 9 charges. You can use an action to expend 1 of its charges to create a whirlwind on a point you can see within 60 feet of you. The whirlwind is a 5-foot-radius, 30-foot-tall cylinder of swirling air that lasts as long as you maintain concentration (as if concentrating on a spell). Any creature other than you that enters the whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it. A creature within 5 feet of the whirlwind can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlwind. When all of the amulet's charges are expended, the amulet becomes a nonmagical piece of jewelry worth 50 gp." + }, + { + "key": "vom_anchor-of-striking", + "name": "Anchor of Striking", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This small rusty iron anchor feels sturdy in spite of its appearance. You gain a +1 bonus to attack and damage rolls made with this magic war pick. When you roll a 20 on an attack roll made with this weapon, the target is wrapped in ethereal golden chains that extend from the bottom of the anchor. As an action, the chained target can make a DC 15 Strength or Dexterity check, freeing itself from the chains on a success. Alternatively, you can use a bonus action to command the chains to disappear, freeing the target. The chains are constructed of magical force and can't be damaged, though they can be destroyed with a disintegrate spell. While the target is wrapped in these chains, you and the target can't move further than 50 feet from each other." + }, + { + "key": "vom_angelic-earrings", + "name": "Angelic Earrings", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These earrings feature platinum loops from which hang bronzed claws from a Chamrosh (see Tome of Beasts 2), freely given by the angelic hound. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment. If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell lasts 10 minutes without requiring concentration." + }, + { + "key": "vom_angry-hornet", + "name": "Angry Hornet", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This black ammunition has yellow fletching or yellow paint. When you fire this magic ammunition, it makes an angry buzzing sound, and it multiplies in flight. As it flies, 2d4 identical pieces of ammunition magically appear around it, all speeding toward your target. Roll separate attack rolls for each additional arrow or bullet. Duplicate ammunition disappears after missing or after dealing its damage. If the angry hornet and all its duplicates miss, the angry hornet remains magical and can be fired again, otherwise it is destroyed." + }, + { + "key": "vom_animated-abacus", + "name": "Animated Abacus", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "If you speak a mathematical equation within 5 feet of this abacus, it calculates the equation and displays the solution. If you are touching the abacus, it calculates only the equations you speak, ignoring all other spoken equations." + }, + { + "key": "vom_animated-chain-mail", + "name": "Animated Chain Mail", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC, and you can use an action to cause parts of the armor to unravel into long, animated chains. While the chains are active, you have a climbing speed equal to your walking speed, and your AC is reduced by 2. You can use a bonus action to deactivate the chains, returning the armor to normal." + }, + { + "key": "vom_ankh-of-aten", + "name": "Ankh of Aten", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes a5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at dawn." + }, + { + "key": "vom_anointing-mace", + "name": "Anointing Mace", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Also called an anointing gada, you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the ornately decorated head of the mace holds a reservoir perforated with small holes. As an action, you can fill the reservoir with a single potion or vial of liquid, such as holy water or alchemist's fire. You can press a button on the haft of the weapon as a bonus action, which opens the holes. If you hit a target with the weapon while the holes are open, the weapon deals damage as normal and the target suffers the effects of the liquid. For example,\nan anointing mace filled with holy water deals an extra 2d6 radiant damage if it hits a fiend or undead. After you press the button and make an attack roll, the liquid is expended, regardless if your attack hits." + }, + { + "key": "vom_apron-of-the-eager-artisan", + "name": "Apron of the Eager Artisan", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "Created by dwarven artisans, this leather apron has narrow pockets, which hold one type of artisan's tools. If you are wearing the apron and you spend 10 minutes contemplating your next crafting project, the tools in the apron magically change to match those best suited to the task. Once you have changed the tools available, you can't change them again until the next dawn." + }, + { + "key": "vom_arcanaphage-stone", + "name": "Arcanaphage Stone", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Similar to the rocks found in a bird's gizzard, this smooth stone helps an Arcanaphage (see Creature Codex) digest magic. While you hold or wear the stone, you have advantage on saving throws against spells." + }, + { + "key": "vom_armor-of-cushioning", + "name": "Armor of Cushioning", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this armor, you have resistance to bludgeoning damage. In addition, you can use a reaction when you fall to reduce any falling damage you take by an amount equal to twice your level." + }, + { + "key": "vom_armor-of-the-ngobou", + "name": "Armor of the Ngobou", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This thick and rough armor is made from the hide of a Ngobou (see Tome of Beasts), an aggressive, ox-sized dinosaur known to threaten elephants of the plains. The horns and tusks of the dinosaur are worked into the armor as spiked shoulder pads. While wearing this armor, you gain a +1 bonus to AC, and you have a magical sense for elephants. You automatically detect if an elephant has passed within 90 feet of your location within the last 24 hours, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find elephants." + }, + { + "key": "vom_arrow-of-grabbing", + "name": "Arrow of Grabbing", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This arrow has a barbed head and is wound with a fine but strong thread that unravels as the arrow soars. If a creature takes damage from the arrow, the creature must succeed on a DC 17 Constitution saving throw or take 4d6 damage and have the arrowhead lodged in its flesh. A creature grabbed by this arrow can't move farther away from you. At the end of its turn, the creature can attempt a DC 17 Constitution saving throw, taking 4d6 piercing damage and dislodging the arrow on a success. As an action, you can attempt to pull the grabbed creature up to 10 feet in a straight line toward you, forcing the creature to repeat the saving throw. If the creature fails, it moves up to 10 feet closer to you. If it succeeds, it takes 4d6 piercing damage and the arrow is dislodged." + }, + { + "key": "vom_arrow-of-unpleasant-herbs", + "name": "Arrow of Unpleasant Herbs", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This arrow's tip is filled with magically preserved, poisonous herbs. When a creature takes damage from the arrow, the arrowhead breaks, releasing the herbs. The creature must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn as it retches and reels from the poison." + }, + { + "key": "vom_ash-of-the-ebon-birch", + "name": "Ash of the Ebon Birch", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This salve is created by burning bark from a rare ebon birch tree then mixing that ash with oil and animal blood to create a cerise pigment used to paint yourself or another creature with profane protections. Painting the pigment on a creature takes 1 minute, and you can choose to paint a specific sigil or smear the pigment on a specific part of the creature's body." + }, + { + "key": "vom_ashes-of-the-fallen", + "name": "Ashes of the Fallen", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Found in a small packet, this coarse, foul-smelling black dust is made from the powdered remains of a celestial. Each packet of the substance contains enough ashes for one use. You can use an action to throw the dust in a 15-foot cone. Each spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour or until the curse is ended with a remove curse spell or similar magic. Creatures that don't cast spells are unaffected. A cursed spellcaster must make a DC 15 Wisdom saving throw each time it casts a spell. On a success, the spell is cast normally. On a failure, the spellcaster casts a different, randomly chosen spell of the same level or lower from among the spellcaster's prepared or known spells. If the spellcaster has no suitable spells available, no spell is cast." + }, + { + "key": "vom_ashwood-wand", + "name": "Ashwood Wand", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that deals fire damage while using this wand as your spellcasting focus, the spell deals 1 extra fire damage. If you expend 1 of the wand's charges during the casting, the spell deals 1d4 + 1 extra fire damage instead." + }, + { + "key": "vom_asps-kiss", + "name": "Asp's Kiss", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can't be used this way again until the next dawn. When you kill a creature with this weapon, it sheds a single, blue tear as it takes its last breath." + }, + { + "key": "vom_aurochs-bracers", + "name": "Aurochs Bracers", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These bracers have the graven image of a bull's head on them. Your Strength score is 19 while you wear these bracers. It has no effect on you if your Strength is already 19 or higher. In addition, when you use the Attack action to shove a creature, you have advantage on the Strength (Athletics) check." + }, + { + "key": "vom_baba-yagas-cinderskull", + "name": "Baba Yaga's Cinderskull", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Warm to the touch, this white, dry skull radiates dim, orange light from its eye sockets in a 30-foot radius. While attuned to the skull, you only require half of the daily food and water a creature of your size and type normally requires. In addition, you can withstand extreme temperatures indefinitely, and you automatically succeed on saving throws against extreme temperatures." + }, + { + "key": "vom_badger-hide", + "name": "Badger Hide", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this hairy, black and white armor, you have a burrowing speed of 20 feet, and you have advantage on Wisdom (Perception) checks that rely on smell." + }, + { + "key": "vom_bag-of-bramble-beasts", + "name": "Bag of Bramble Beasts", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound. You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a 1d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three spiky objects have been pulled from the bag, the bag can't be used again until the next dawn. Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a bag of holding and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag's magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a wish. The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the find familiar spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag. | 1d8 | Creature |\n| --- | ------------ |\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger | Only a beast can become a bramble creature. It retains all its statistics except as noted below." + }, + { + "key": "vom_bag-of-traps", + "name": "Bag of Traps", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Anyone reaching into this apparently empty bag feels a small coin, which resembles no known currency. Removing the coin and placing or tossing it up to 20 feet creates a random mechanical trap that remains for 10 minutes or until discharged or disarmed, whereupon it disappears. The coin returns to the bag only after the trap disappears. You may draw up to 10 traps from the bag each week. The GM has the statistics for mechanical traps." + }, + { + "key": "vom_bagpipes-of-battle", + "name": "Bagpipes of Battle", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Inspire friends and strike fear in the hearts of your enemies with the drone of valor and the shrill call of martial might! You must be proficient with wind instruments to use these bagpipes. You can use an action to play them and create a fearsome and inspiring tune. Each ally within 60 feet of you that can hear the tune gains a d12 Bardic Inspiration die for 10 minutes. Each creature within 60 feet of you that can hear the tune and that is hostile to you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A hostile creature has disadvantage on this saving throw if it is within 5 feet of you or your ally. A frightened creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, the bagpipes can't be used in this way again until the next dawn." + }, + { + "key": "vom_baleful-wardrums", + "name": "Baleful Wardrums", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You must be proficient with percussion instruments to use these drums. The drums have 3 charges. You can use an action to play them and expend 1 charge to create a baleful rumble. Each creature of your choice within 60 feet of you that hears you play must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next weapon or spell attack roll. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. The drum regains 1d3 expended charges daily at dawn." + }, + { + "key": "vom_band-of-iron-thorns", + "name": "Band of Iron Thorns", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn't function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die, and add the number rolled to your saving throw." + }, + { + "key": "vom_band-of-restraint", + "name": "Band of Restraint", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "These simple leather straps are nearly unbreakable when used as restraints. If you spend 1 minute tying a Small or Medium creature's limbs with these straps, the creature is restrained (escape DC 17) until it escapes or until you speak a command word to release the straps. While restrained by these straps, the target has disadvantage on Strength checks." + }, + { + "key": "vom_bandana-of-brachiation", + "name": "Bandana of Brachiation", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this bright yellow bandana, you have a climbing speed of 30 feet, and you gain a +5 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks to jump over obstacles, to land on your feet, and to land safely on a breakable or unstable surface, such as a tree branch or rotting wooden rafters." + }, + { + "key": "vom_bandana-of-bravado", + "name": "Bandana of Bravado", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this bright red bandana, you have advantage on Charisma (Intimidation) checks and on saving throws against being frightened." + }, + { + "key": "vom_banner-of-the-fortunate", + "name": "Banner of the Fortunate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While holding this banner aloft with one hand, you can use an action to inspire creatures nearby. Each creature of your choice within 60 feet of you that can see the banner has advantage on its next attack roll. The banner can't be used this way again until the next dawn." + }, + { + "key": "vom_battle-standard-of-passage", + "name": "Battle Standard of Passage", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This battle standard hangs from a 4-foot-long pole and bears the colors and heraldry of a long-forgotten nation. You can use an action to plant the pole in the ground, causing the standard to whip and wave as if in a breeze. Choose up to six creatures within 30 feet of the standard, which can include yourself. Nonmagical difficult terrain costs the creatures you chose no extra movement. In addition, each creature you chose can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. The standard stops waving and the effect ends after 10 minutes, or when a creature uses an action to pull the pole from the ground. The standard can't be used this way again until the next dawn." + }, + { + "key": "vom_bead-of-exsanguination", + "name": "Bead of Exsanguination", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This small, black bead measures 3/4 of an inch in diameter and weights an ounce. Typically, 1d4 + 1 beads of exsanguination are found together. When thrown, the bead absorbs hit points from creatures near its impact site, damaging them. A bead can store up to 50 hit points at a time. When found, a bead contains 2d10 stored hit points. You can use an action to throw the bead up to 60 feet. Each creature within a 20-foot radius of where the bead landed must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The bead stores hit points equal to the necrotic damage dealt. The bead turns from black to crimson the more hit points are stored in it. If the bead absorbs 50 hit points or more, it explodes and is destroyed. Each creature within a 20-foot radius of the bead when it explodes must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If you are holding the bead, you can use a bonus action to determine if the bead is below or above half its maximum stored hit points. If you hold and study the bead over the course of 1 hour, which can be done during a short rest, you know exactly how many hit points are stored in the bead." + }, + { + "key": "vom_bear-paws", + "name": "Bear Paws", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These hand wraps are made of flexible beeswax that ooze sticky honey. While wearing these gloves, you have advantage on grapple checks. In addition, creatures grappled by you have disadvantage on any checks made to escape your grapple." + }, + { + "key": "vom_bed-of-spikes", + "name": "Bed of Spikes", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This wide, wooden plank holds hundreds of two-inch long needle-like spikes. When you finish a long rest on the bed, you have resistance to piercing damage and advantage on Constitution saving throws to maintain your concentration on spells you cast for 8 hours or until you finish a short or long rest. Once used, the bed can't be used again until the next dusk." + }, + { + "key": "vom_belt-of-the-wilds", + "name": "Belt of the Wilds", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This thin cord is made from animal sinew. While wearing the cord, you have advantage on Wisdom (Survival) checks to follow tracks left by beasts, giants, and humanoids. While wearing the belt, you can use a bonus action to speak the belt's command word. If you do, you leave tracks of the animal of your choice instead of your regular tracks. These tracks can be those of a Large or smaller beast with a CR of 1 or lower, such as a pony, rabbit, or lion. If you repeat the command word, you end the effect." + }, + { + "key": "vom_berserkers-kilt-bear", + "name": "Berserker's Kilt (Bear)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon\u2019s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet." + }, + { + "key": "vom_berserkers-kilt-elk", + "name": "Berserker's Kilt (Elk)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon\u2019s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet." + }, + { + "key": "vom_berserkers-kilt-wolf", + "name": "Berserker's Kilt (Wolf)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon\u2019s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet." + }, + { + "key": "vom_big-dipper", + "name": "Big Dipper", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wooden rod is topped with a ridged ball. The rod has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the rod's last charge, roll a d20. On a 1, the rod melts into a pool of nonmagical honey and is destroyed. Anytime you expend 1 or more charges for this rod's properties, the ridged ball flows with delicious, nonmagical honey for 1 minute." + }, + { + "key": "vom_binding-oath", + "name": "Binding Oath", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This lengthy scroll is the testimony of a pious individual's adherence to their faith. The author has emphatically rewritten these claims many times, and its two slim, metal rollers are wrapped in yards of parchment. When you attune to the item, you rewrite certain passages to align with your own religious views. You can use an action to throw the scroll at a Huge or smaller creature you can see within 30 feet of you. Make a ranged attack roll. On a hit, the scroll unfurls and wraps around the creature. The target is restrained until you take a bonus action to command the scroll to release the creature. If you command it to release the creature or if you miss with the attack, the scroll curls back into a rolled-up scroll. If the restrained target's alignment is the opposite of yours along the law/chaos or good/evil axis, you can use a bonus action to cause the writing to blaze with light, dealing 2d6 radiant damage to the target. A creature, including the restrained target, can use an action to make a DC 17 Strength check to tear apart the scroll. On a success, the scroll is destroyed. Such an attempt causes the writing to blaze with light, dealing 2d6 radiant damage to both the creature making the attempt and the restrained target, whether or not the attempt is successful. Alternatively, the restrained creature can use an action to make a DC 17 Dexterity check to slip free of the scroll. This action also triggers the damage effect, but it doesn't destroy the scroll. Once used, the scroll can't be used again until the next dawn." + }, + { + "key": "vom_bituminous-orb", + "name": "Bituminous Orb", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "A tarlike substance leaks continually from this orb, which radiates a cloying darkness and emanates an unnatural chill. While attuned to the orb, you have darkvision out to a range of 60 feet. In addition, you have immunity to necrotic damage, and you have advantage on saving throws against spells and effects that deal radiant damage. This orb has 6 charges and regains 1d6 daily at dawn. You can expend 1 charge as an action to lob some of the orb's viscous darkness at a creature you can see within 60 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until this grapple ends, the creature is blinded and takes 2d8 necrotic damage at the start of each of its turns, and you can use a bonus action to move the grappled creature up to 20 feet in any direction. You can't move the creature more than 60 feet away from the orb. Alternatively, you can use an action to expend 2 charges and crush the grappled creature. The creature must make a DC 15 Constitution saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can end the grapple at any time (no action required). The orb's power can grapple only one creature at a time." + }, + { + "key": "vom_black-and-white-daggers", + "name": "Black and White Daggers", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "These matched daggers are identical except for the stones set in their pommels. One pommel is chalcedony (opaque white), the other is obsidian (opaque black). You gain a +1 bonus to attack and damage rolls with both magic weapons. The bonus increases to +3 when you use the white dagger to attack a monstrosity, and it increases to +3 when you use the black dagger to attack an undead. When you hit a monstrosity or undead with both daggers in the same turn, that creature takes an extra 1d6 piercing damage from the second attack." + }, + { + "key": "vom_black-dragon-oil", + "name": "Black Dragon Oil", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The viscous green-black oil within this magical ceramic pot bubbles slightly. The pot's stone stopper is sealed with greasy, dark wax. The pot contains 5 ounces of pure black dragon essence, obtained by slowly boiling the dragon in its own acidic secretions. You can use an action to apply 1 ounce of the oil to a weapon or single piece of ammunition. The next attack made with that weapon or ammunition deals an extra 2d8 acid damage to the target. A creature that takes the acid damage must succeed on a DC 15 Constitution saving throw at the start of its next turn or be burned for an extra 2d8 acid damage." + }, + { + "key": "vom_black-honey-buckle", + "name": "Black Honey Buckle", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don\u2019t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can\u2019t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear." + }, + { + "key": "vom_black-phial", + "name": "Black Phial", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This black stone phial has a tightly fitting stopper and 3 charges. As an action, you can fill the phial with blood taken from a living, or recently deceased (dead no longer than 1 minute), humanoid and expend 1 charge. When you do so, the black phial transforms the blood into a potion of greater healing. A creature who drinks this potion must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. The phial regains 1d3 expended charges daily at midnight. If you expend the phial's last charge, roll a d20: 1d20. On a 1, the phial crumbles into dust and is destroyed." + }, + { + "key": "vom_blackguards-dagger", + "name": "Blackguard's Dagger", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it." + }, + { + "key": "vom_blackguards-handaxe", + "name": "Blackguard's Handaxe", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell's effects active at a time when you cast it in this way." + }, + { + "key": "vom_blackguards-shortsword", + "name": "Blackguard's Shortsword", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it." + }, + { + "key": "vom_blacktooth", + "name": "Blacktooth", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This black ivory, rune-carved wand has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast the guiding bolt spell from it, using an attack bonus of +7. 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." + }, + { + "key": "vom_blade-of-petals", + "name": "Blade of Petals", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. This brightly-colored shortsword is kept in a wooden scabbard with eternally blooming flowers. The blade is made of dull green steel, and its pommel is fashioned from hard rosewood. As a bonus action, you can conjure a flowery mist which fills a 20-foot area around you with pleasant-smelling perfume. The scent dissipates after 1 minute. A creature damaged by the blade must succeed on a DC 15 Charisma saving throw or be charmed by you until the end of its next turn. A creature can't be charmed this way more than once every 24 hours." + }, + { + "key": "vom_blade-of-the-dervish", + "name": "Blade of the Dervish", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic scimitar is empowered by your movements. For every 10 feet you move before making an attack, you gain a +1 bonus to the attack and damage rolls of that attack, and the scimitar deals an extra 1d6 slashing damage if the attack hits (maximum of +3 and 3d6). In addition, if you use the Dash action and move within 5 feet of a creature, you can attack that creature as a bonus action. On a hit, the target takes an extra 2d6 slashing damage." + }, + { + "key": "vom_blade-of-the-temple-guardian", + "name": "Blade of the Temple Guardian", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This simple but elegant shortsword is a magic weapon. When you are wielding it and use the Flurry of Blows class feature, you can make your bonus attacks with the sword rather than unarmed strikes. If you deal damage to a creature with this weapon and reduce it to 0 hit points, you absorb some of its energy, regaining 1 expended ki point." + }, + { + "key": "vom_blasphemous-writ", + "name": "Blasphemous Writ", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The Infernal runes inscribed upon this vellum scroll radiate a faint, crimson glow. When you use this spell scroll of command, the save DC is 15 instead of 13, and you can also affect targets that are undead or that don't understand your language." + }, + { + "key": "vom_blessed-paupers-purse", + "name": "Blessed Pauper's Purse", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "This worn cloth purse appears empty, even when opened, yet seems to always have enough copper pieces in it to make any purchase of urgent necessity when you dig inside. The purse produces enough copper pieces to provide for a poor lifestyle. In addition, if anyone asks you for charity, you can always open the purse to find 1 or 2 cp available to give away. These coins appear only if you truly intend to gift them to one who asks." + }, + { + "key": "vom_blinding-lantern", + "name": "Blinding Lantern", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This ornate brass lantern comes fitted with heavily inscribed plates shielding the cut crystal lens. With a flick of a lever, as an action, the plates rise and unleash a dazzling array of lights at a single target within 30 feet. You must use two hands to direct the lights precisely into the eyes of a foe. The target must succeed on a DC 11 Wisdom saving throw or be blinded until the end of its next turn. A creature blinded by the lantern is immune to its effects for 1 minute afterward. This property can't be used in a brightly lit area. By opening the shutter on the opposite side, the device functions as a normal bullseye lantern, yet illuminates magically, requiring no fuel and giving off no heat." + }, + { + "key": "vom_blood-mark", + "name": "Blood Mark", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Used as a form of currency between undead lords and the humanoids of their lands, this coin resembles a gold ring with a single hole in the center. It holds 1 charge, visible as a red glow in the center of the coin. While holding the coin, you can use an action to expend 1 charge and regain 1d3 hit points. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. This reduction lasts until the creature finishes a long rest. It dies if this reduces its hit point maximum to 0. You can expend the charges in up to 5 blood marks as part of the same action. To replenish an expended charge in a blood mark, a humanoid must pledge a pint of their blood in a 10-minute ritual that involves letting a drop of their blood fall through the center of the coin. The drop disappears in the process and the center fills with a red glow. There is no limit to how much blood a humanoid may pledge, but each coin can hold only 1 charge. To pledge more, the humanoid must perform the ritual on another blood mark. Any person foolish enough to pledge more than a single blood coin might find the coins all redeemed at once, since such redemptions often happen at great blood feasts held by vampires and other undead." + }, + { + "key": "vom_blood-pearl", + "name": "Blood Pearl", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This crimson pearl feels slick to the touch and contains a mote of blood imbued with malign purpose. As an action, you can break the pearl, destroying it, and conjure a Blood Elemental (see Creature Codex) for 1 hour. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions." + }, + { + "key": "vom_blood-soaked-hide", + "name": "Blood-Soaked Hide", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "A creature that starts its turn in your space must succeed on a DC 15 Constitution saving throw or lose 3d6 hit points due to blood loss, and you regain a number of hit points equal to half the number of hit points the creature lost. Constructs and undead who aren't vampires are immune to this effect. Once used, you can't use this property of the armor again until the next dawn." + }, + { + "key": "vom_bloodbow", + "name": "Bloodbow", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This longbow is carved of a light, sturdy wood such as hickory or yew, and it is almost always stained a deep maroon hue, lacquered and aged under layers of sundried blood. The bow is sometimes decorated with reptilian teeth, centaur tails, or other battle trophies. The bow is designed to harm the particular type of creature whose blood most recently soaked the weapon. When you make a ranged attack roll with this magic weapon against a creature of that type, you have a +1 bonus to the attack and damage rolls. If the attack hits, the target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of your next turn. While enraged, the target suffers a random short-term madness." + }, + { + "key": "vom_blooddrinker-spear", + "name": "Blooddrinker Spear", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Prized by gnolls, the upper haft of this spear is decorated with tiny animal skulls, feathers, and other adornments. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature with this spear, you mark that creature for 1 hour. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with the spear, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. If the target drops to 0 hit points, the mark ends. This property can't be used on a different creature until you spend a short rest cleaning the previous target's blood from the spear." + }, + { + "key": "vom_bloodfuel-battleaxe", + "name": "Bloodfuel Battleaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-blowgun", + "name": "Bloodfuel Blowgun", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-crossbow-hand", + "name": "Bloodfuel Crossbow Hand", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-crossbow-heavy", + "name": "Bloodfuel Crossbow Heavy", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-crossbow-light", + "name": "Bloodfuel Crossbow Light", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-dagger", + "name": "Bloodfuel Dagger", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-dart", + "name": "Bloodfuel Dart", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-glaive", + "name": "Bloodfuel Glaive", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-greataxe", + "name": "Bloodfuel Greataxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-greatsword", + "name": "Bloodfuel Greatsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-halberd", + "name": "Bloodfuel Halberd", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-handaxe", + "name": "Bloodfuel Handaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-javelin", + "name": "Bloodfuel Javelin", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-lance", + "name": "Bloodfuel Lance", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-longbow", + "name": "Bloodfuel Longbow", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-longsword", + "name": "Bloodfuel Longsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-morningstar", + "name": "Bloodfuel Morningstar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-pike", + "name": "Bloodfuel Pike", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-rapier", + "name": "Bloodfuel Rapier", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-scimitar", + "name": "Bloodfuel Scimitar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-shortbow", + "name": "Bloodfuel Shortbow", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-shortsword", + "name": "Bloodfuel Shortsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-sickle", + "name": "Bloodfuel Sickle", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-spear", + "name": "Bloodfuel Spear", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-trident", + "name": "Bloodfuel Trident", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-warpick", + "name": "Bloodfuel Warpick", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodfuel-whip", + "name": "Bloodfuel Whip", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_bloodlink-potion", + "name": "Bloodlink Potion", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you and another willing creature each drink at least half this potion, your life energies are linked for 1 hour. When you or the creature who drank the potion with you take damage while your life energies are linked, the total damage is divided equally between you. If the damage is an odd number, roll randomly to assign the extra point of damage. The effect is halted while you and the other creature are separated by more than 60 feet. The effect ends if either of you drop to 0 hit points. This potion's red liquid is viscous and has a metallic taste." + }, + { + "key": "vom_bloodpearl-bracelet-gold", + "name": "Bloodpearl Bracelet (Gold)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet's color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can't be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can't be used again until the next dawn when the pearls regrow. | d6 | Ooze | CR | Blood Price |\n| --- | --------------------------- | --- | ---------------- |\n| 1 | Dipsa | 1/4 | 5 HP |\n| 2 | Treacle | 1/4 | 5 HP |\n| 3 | Gray Ooze | 1/2 | 5 HP |\n| 4 | Alchemy Apprentice Ooze | 1 | 7 ( 2d6) |\n| 5 | Suppurating Ooze | 1 | 7 ( 2d6) |\n| 6 | Gelatinous Cube | 2 | 10 ( 3d6) | | d6 | Ooze | CR | Blood Price |\n| --- | ----------------------- | --- | ---------------- |\n| 1 | Philosopher's Ghost | 4 | 17 ( 5d6) |\n| 2 | Ink Guardian Ooze | 4 | 17 ( 5d6) |\n| 3 | Black Pudding | 4 | 17 ( 5d6) |\n| 4 | Corrupting Ooze | 5 | 21 ( 6d6) |\n| 5 | Blood Ooze | 6 | 24 ( 7d6) |\n| 6 | Ruby ooze | 6 | 24 ( 7d6) |" + }, + { + "key": "vom_bloodpearl-bracelet-silver", + "name": "Bloodpearl Bracelet (Silver)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet's color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can't be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can't be used again until the next dawn when the pearls regrow. | d6 | Ooze | CR | Blood Price |\n| --- | --------------------------- | --- | ---------------- |\n| 1 | Dipsa | 1/4 | 5 HP |\n| 2 | Treacle | 1/4 | 5 HP |\n| 3 | Gray Ooze | 1/2 | 5 HP |\n| 4 | Alchemy Apprentice Ooze | 1 | 7 ( 2d6) |\n| 5 | Suppurating Ooze | 1 | 7 ( 2d6) |\n| 6 | Gelatinous Cube | 2 | 10 ( 3d6) | | d6 | Ooze | CR | Blood Price |\n| --- | ----------------------- | --- | ---------------- |\n| 1 | Philosopher's Ghost | 4 | 17 ( 5d6) |\n| 2 | Ink Guardian Ooze | 4 | 17 ( 5d6) |\n| 3 | Black Pudding | 4 | 17 ( 5d6) |\n| 4 | Corrupting Ooze | 5 | 21 ( 6d6) |\n| 5 | Blood Ooze | 6 | 24 ( 7d6) |\n| 6 | Ruby ooze | 6 | 24 ( 7d6) |" + }, + { + "key": "vom_bloodprice-breastplate", + "name": "Bloodprice Breastplate", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-chain-mail", + "name": "Bloodprice Chain-Mail", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-chain-shirt", + "name": "Bloodprice Chain-Shirt", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-half-plate", + "name": "Bloodprice Half-Plate", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-hide", + "name": "Bloodprice Hide", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-leather", + "name": "Bloodprice Leather", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-padded", + "name": "Bloodprice Padded", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-plate", + "name": "Bloodprice Plate", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-ring-mail", + "name": "Bloodprice Ring-Mail", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-scale-mail", + "name": "Bloodprice Scale-Mail", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-splint", + "name": "Bloodprice Splint", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodprice-studded-leather", + "name": "Bloodprice Studded-Leather", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points." + }, + { + "key": "vom_bloodthirsty-battleaxe", + "name": "Bloodthirsty Battleaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-blowgun", + "name": "Bloodthirsty Blowgun", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-crossbow-hand", + "name": "Bloodthirsty Crossbow Hand", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-crossbow-heavy", + "name": "Bloodthirsty Crossbow Heavy", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-crossbow-light", + "name": "Bloodthirsty Crossbow Light", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-dagger", + "name": "Bloodthirsty Dagger", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-dart", + "name": "Bloodthirsty Dart", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-glaive", + "name": "Bloodthirsty Glaive", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-greataxe", + "name": "Bloodthirsty Greataxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-greatsword", + "name": "Bloodthirsty Greatsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-halberd", + "name": "Bloodthirsty Halberd", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-handaxe", + "name": "Bloodthirsty Handaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-javelin", + "name": "Bloodthirsty Javelin", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-lance", + "name": "Bloodthirsty Lance", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-longbow", + "name": "Bloodthirsty Longbow", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-longsword", + "name": "Bloodthirsty Longsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-morningstar", + "name": "Bloodthirsty Morningstar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-pike", + "name": "Bloodthirsty Pike", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-rapier", + "name": "Bloodthirsty Rapier", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-scimitar", + "name": "Bloodthirsty Scimitar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-shortbow", + "name": "Bloodthirsty Shortbow", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-shortsword", + "name": "Bloodthirsty Shortsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-sickle", + "name": "Bloodthirsty Sickle", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-spear", + "name": "Bloodthirsty Spear", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-trident", + "name": "Bloodthirsty Trident", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-warpick", + "name": "Bloodthirsty Warpick", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodthirsty-whip", + "name": "Bloodthirsty Whip", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss." + }, + { + "key": "vom_bloodwhisper-cauldron", + "name": "Bloodwhisper Cauldron", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This ancient, oxidized cauldron sits on three stubby legs and has images of sacrifice and ritual cast into its iron sides. When filled with concoctions that contain blood, the bubbling cauldron seems to whisper secrets of ancient power to those bold enough to listen. While filled with blood, the cauldron has the following properties. Once filled, the cauldron can't be refilled again until the next dawn." + }, + { + "key": "vom_bludgeon-of-nightmares", + "name": "Bludgeon of Nightmares", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon appears to be a mace of disruption, and an identify spell reveals it to be such. The first time you use this weapon to kill a creature that has an Intelligence score of 5 or higher, you begin having nightmares and disturbing visions that disrupt your rest. Each time you complete a long rest, you must make a Wisdom saving throw. The DC equals 10 + the total number of creatures with Intelligence 5 or higher that you've reduced to 0 hit points with this weapon. On a failure, you gain no benefits from that long rest, and you gain one level of exhaustion." + }, + { + "key": "vom_blue-rose", + "name": "Blue Rose", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The petals of this cerulean flower can be prepared into a compote and consumed. A single flower can make 3 doses. When you consume a dose, your Intelligence, Wisdom, and Charisma scores are reduced by 1 each. This reduction lasts until you finish a long rest. You can consume up to three doses as part of casting a spell, and you can choose to affect your spell with one of the following options for each dose you consumed: - If the spell is of the abjuration school, increase the save DC by 2.\n- If the spell has more powerful effects when cast at a higher level, treat the spell's effects as if you had cast the spell at one slot level higher than the spell slot you used.\n- The spell is affected by one of the following metamagic options, even if you aren't a sorcerer: heightened, quickened, or subtle. A spell can't be affected by the same option more than once, though you can affect one spell with up to three different options. If you consume one or more doses without casting a spell, you can choose to instead affect a spell you cast before you finish a long rest. In addition, consuming blue rose gives you some protection against spells. When a spellcaster you can see casts a spell, you can use your reaction to cause one of the following:\n- You have advantage on the saving throw against the spell if it is a spell of the abjuration school.\n- If the spell is counterspell or dispel magic, the DC increases by 2 to interrupt your spellcasting or to end a magic effect on you. You can use this reaction a number of times equal to the number of doses you consumed. At the end of each long rest, you must make a DC 13 Constitution saving throw. On a failed save, your Hit Dice maximum is reduced by 25 percent. This reduction affects only the number of Hit Dice you can use to regain hit points during a short rest; it doesn't reduce your hit point maximum. This reduction lasts until you recover from the addiction. If you have no remaining Hit Dice to lose, you suffer one level of exhaustion, and your Hit Dice are returned to 75 percent of your maximum Hit Dice. The process then repeats until you die from exhaustion or you recover from the addiction. On a successful save, your exhaustion level decreases by one level. If a successful saving throw reduces your level of exhaustion below 1, you recover from the addiction. A greater restoration spell or similar magic ends the addiction and its effects. Consuming at least one dose of blue rose again halts the effects of the addiction for 2 days, at which point you can consume another dose of blue rose to halt it again or the effects of the addiction continue as normal." + }, + { + "key": "vom_blue-willow-cloak", + "name": "Blue Willow Cloak", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This light cloak of fey silk is waterproof. While wearing this cloak in the rain, you can use your action to pull up the hood and become invisible for up to 1 hour. The effect ends early if you attack or cast a spell, if you use an action to pull down the hood, or if the rain stops. The cloak can't be used this way again until the next dawn." + }, + { + "key": "vom_bone-skeleton-key", + "name": "Bone Skeleton Key", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 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: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 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: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can\u2019t be used this way again until the next dawn." + }, + { + "key": "vom_bone-whip", + "name": "Bone Whip", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This whip is constructed of humanoid vertebrae with their edges magically sharpened and pointed. The bones are joined together into a coiled line by strands of steel wire. The handle is half a femur wrapped in soft leather of tanned humanoid skin. You gain a +1 bonus to attack and damage rolls with this weapon. You can use an action to cause fiendish energy to coat the whip. For 1 minute, you gain 5 temporary hit points the first time you hit a creature on each turn. In addition, when you deal damage to a creature with this weapon, the creature must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the creature finishes a long rest. Once used, this property of the whip can't be used again until the next dawn." + }, + { + "key": "vom_bonebreaker-mace", + "name": "Bonebreaker Mace", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature. Often given to the grim enforcers of great necropolises, these weapons can reduce the walking dead to splinters with a single strike. When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant damage." + }, + { + "key": "vom_book-of-ebon-tides", + "name": "Book of Ebon Tides", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This strange, twilight-hued tome was written on pages of pure shadow weave, bound in traditional birch board covers wrapped with shadow goblin hide, and imbued with the memories of forests on the Plane of Shadow. Its covers often reflect light as if it were resting in a forest grove, and some owners swear that a goblin face appears on them now and again. The sturdy lock on one side opens only for wizards, elves, and Shadow Fey (see Tome of Beasts). The book has 15 charges, and it regains 2d6 + 3 expended charges daily in the twilight before dawn. If you expend the last charge, roll a 1d20. On a 1, the book retains its Ebon Tides and Shadow Lore properties but loses its Spells property. When the magic ritual completes, make an Intelligence (Arcana) check and consult the Terrain Changes table for the appropriate DCs. You can change the terrain in any one way listed at your result or lower. For example, if your result was 17, you could turn a small forest up to 30 feet across into a grassland, create a grove of trees up to 240 feet across, create a 6-foot-wide flowing stream, overgrow 1,500 feet of an existing road, or other similar option. Only natural terrain you can see can be affected; built structures, such as homes or castles, remain untouched, though roads and trails can be overgrown or hidden. On a failure, the terrain is unchanged. On a 1, an Overshadow (see Tome of Beasts 2) also appears and attacks you. On a 20, you can choose two options. Deities, Fey Lords and Ladies (see Tome of Beasts), archdevils, demon lords, and other powerful rulers in the Plane of Shadow can prevent these terrain modifications from happening in their presence or anywhere within their respective domains. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, illusion, or shadows, such as invisibility or major image. | DC | Effect |\n| --- | --------------------------------------------------------------------------------------------------- |\n| 8 | Obscuring a path and removing all signs of passage (30 feet per point over 7) |\n| 10 | Creating a grove of trees (30 feet across per point over 9) |\n| 11 | Creating or drying up a lake or pond (up to 10 feet across per point over 10) |\n| 12 | Creating a flowing stream (1 foot wide per point over 11) |\n| 13 | Overgrowing an existing road with brush or trees (300 feet per point over 12) |\n| 14 | Shifting a river to a new course (300 feet per point over 13) |\n| 15 | Moving a forest (300 feet per point over 14) |\n| 16 | Creating a small hill, riverbank, or cliff (10 feet tall per point over 15) |\n| 17 | Turning a small forest into grassland or clearing, or vice versa (30 feet across per point over 16) |\n| 18 | Creating a new river (10 feet wide per point over 17) |\n| 19 | Turning a large forest into grassland, or vice versa (300 feet across per point over 19) |\n| 20 | Creating a new mountain (1,000 feet high per point over 19) |\n| 21 | Drying up an existing river (reducing width by 10 feet per point over 20) |\n| 22 | Shrinking an existing hill or mountain (reducing 1,000 feet per point over 21) | Written by an elvish princess at the Court of Silver Words, this volume encodes her understanding and mastery of shadow. Whimsical illusions suffuse every page, animating its illuminated capital letters and ornamental figures. The book is a famous work among the sable elves of that plane, and it opens to the touch of any elfmarked or sable elf character." + }, + { + "key": "vom_book-of-eibon", + "name": "Book of Eibon", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This fragmentary black book is reputed to descend from the realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel. The book holds the following spells: semblance of dread*, ectoplasm*, animate dead, speak with dead, emanation of Yoth*, green decay*, yellow sign*, eldritch communion*, create undead, gate, harm, astral projection, and Void rift*. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, the book can contain other spells similarly related to necromancy, madness, or interdimensional travel. If you are attuned to this book, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can't be used again until the next dawn." + }, + { + "key": "vom_book-shroud", + "name": "Book Shroud", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When not bound to a book, this red leather book cover is embossed with images of eyes on every inch of its surface. When you wrap this cover around a tome, it shifts the book's appearance to a plain red cover with a title of your choosing and blank pages on which you can write. When viewing the wrapped book, other creatures see the plain red version with any contents you've written. A creature succeeding on a DC 15 Wisdom (Perception) check sees the real book and can remove the shroud." + }, + { + "key": "vom_bookkeeper-inkpot", + "name": "Bookkeeper Inkpot", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This glass vessel looks like an ordinary inkpot. A quill fashioned from an ostrich feather accompanies the inkpot. You can use an action to speak the inkpot's command word, targeting a Bookkeeper (see Creature Codex) that you can see within 10 feet of you. An unwilling bookkeeper must succeed on a DC 13 Charisma saving throw or be transferred to the inkpot, making you the bookkeeper's new \u201ccreator.\u201d While the bookkeeper is contained within the inkpot, it suffers no harm due to being away from its bound book, but it can't use any of its actions or traits that apply to it being in a bound book. Dipping the quill in the inkpot and writing in a book binds the bookkeeper to the new book. If the inkpot is found as treasure, there is a 50 percent chance it contains a bookkeeper. An identify spell reveals if a bookkeeper is inside the inkpot before using the inkpot's ink." + }, + { + "key": "vom_bookmark-of-eldritch-insight", + "name": "Bookmark of Eldritch Insight", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This cloth bookmark is inscribed with blurred runes that are hard to decipher. If you use this bookmark while researching ancient evils (such as arch-devils or demon lords) or otherworldly mysteries (such as the Void or the Great Old Ones) during a long rest, the bookmark crumbles to dust and grants you its knowledge. You double your proficiency bonus on Arcana, History, and Religion checks to recall lore about the subject of your research for the next 24 hours. If you don't have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are proficient only when recalling information about the subject of your research." + }, + { + "key": "vom_boots-of-pouncing", + "name": "Boots of Pouncing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "These soft leather boots have a collar made of Albino Death Weasel fur (see Creature Codex). While you wear these boots, your walking speed becomes 40 feet, unless your walking speed is higher. Your speed is still reduced if you are encumbered or wearing heavy armor. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action." + }, + { + "key": "vom_boots-of-quaking", + "name": "Boots of Quaking", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing these steel-toed boots, the earth itself shakes when you walk, causing harmless, but unsettling, tremors. If you move at least 15 feet in a single turn, all creatures within 10 feet of you at any point during your movement must make a DC 16 Strength saving throw or take 1d6 force damage and fall prone. In addition, while wearing these boots, you can cast earthquake, requiring no concentration, by speaking a command word and jumping on a point on the ground. The spell is centered on that point. Once you cast earthquake in this way, you can't do so again until the next dawn." + }, + { + "key": "vom_boots-of-solid-footing", + "name": "Boots of Solid Footing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "A thick, rubbery sole covers the bottoms and sides of these stout leather boots. They are useful for maneuvering in cluttered alleyways, slick sewers, and the occasional patch of ice or gravel. While you wear these boots, you can use a bonus action to speak the command word. If you do, nonmagical difficult terrain doesn't cost you extra movement when you walk across it wearing these boots. If you speak the command word again as a bonus action, you end the effect. When the boots' property has been used for a total of 1 minute, the magic ceases to function until the next dawn." + }, + { + "key": "vom_boots-of-the-grandmother", + "name": "Boots of the Grandmother", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing these boots, you have proficiency in the Stealth skill if you don't already have it, and you double your proficiency bonus on Dexterity (Stealth) checks. As an action, you can drip three drops of fresh blood onto the boots to ease your passage through the world. For 1d6 hours, you and your allies within 30 feet of you ignore difficult terrain. Once used, this property can't be used again until the next dawn." + }, + { + "key": "vom_boots-of-the-swift-striker", + "name": "Boots of the Swift Striker", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While you wear these boots, your walking speed increases by 10 feet. In addition, when you take the Dash action while wearing these boots, you can make a single weapon attack at the end of your movement. You can't continue moving after making this attack." + }, + { + "key": "vom_bottled-boat", + "name": "Bottled Boat", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This clear glass bottle contains a tiny replica of a wooden rowboat down to the smallest detail, including two stout oars, a miniature coil of hemp rope, a fishing net, and a small cask. You can use an action to break the bottle, destroying the bottle and releasing its contents. The rowboat and all of the items emerge as full-sized, normal, and permanent items of their type, which includes 50 feet of hempen rope, a cask containing 20 gallons of fresh water, two oars, and a 12-foot-long rowboat." + }, + { + "key": "vom_bountiful-cauldron", + "name": "Bountiful Cauldron", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "If this small, copper cauldron is filled with water and a half pound of meat, vegetables, or other foodstuffs then placed over a fire, it produces a simple, but hearty stew that provides one creature with enough nourishment to sustain it for one day. As long as the food is kept within the cauldron with the lid on, the food remains fresh and edible for up to 24 hours, though it grows cold unless reheated." + }, + { + "key": "vom_box-of-secrets", + "name": "Box of Secrets", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This well-made, cubical box appears to be a normal container that can hold as much as a normal chest. However, each side of the chest is a lid that can be opened on cunningly concealed hinges. A successful DC 15 Wisdom (Perception) check notices that the sides can be opened. When you use an action to turn the box so a new side is facing up, and speak the command word before opening the lid, the current contents of the chest slip into an interdimensional space, leaving it empty once more. You can use an action to fill the box again, then turn it over to a new side and open it, again sending the contents to the interdimensional space. This can be done up to six times, once for each side of the box. To gain access to a particular batch of contents, the correct side must be facing up, and you must use an action to speak the command word as you open the lid on that side. A box of secrets is often crafted with specific means of telling the sides apart, such as unique carvings on each side, or having each side painted a different color. If any side of the box is destroyed completely, the contents that were stored through that side are lost. Likewise, if the entire box is destroyed, the contents are lost forever." + }, + { + "key": "vom_bracelet-of-the-fire-tender", + "name": "Bracelet of the Fire Tender", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This bracelet is made of thirteen small, roasted pinecones lashed together with lengths of dried sinew. It smells of pine and woodsmoke. It is uncomfortable to wear over bare skin. While wearing this bracelet, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when looking in areas lightly obscured by nonmagical smoke or fog." + }, + { + "key": "vom_braid-whip-clasp", + "name": "Braid Whip Clasp", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This intricately carved ivory clasp can be wrapped around or woven into braided hair 3 feet or longer. While the clasp is attached to your braided hair, you can speak its command word as a bonus action and transform your braid into a dangerous whip. If you speak the command word again, you end the effect. You gain a +1 bonus to attack and damage rolls made with this magic whip. When the clasp's property has been used for a total of 10 minutes, you can't use it to transform your braid into a whip again until the next dawn." + }, + { + "key": "vom_brain-juice", + "name": "Brain Juice", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures, such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains 1d6 + 4 expended spell slots. On a failed save, the drinker is afflicted with short-term madness for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it is afflicted with long-term madness permanently and automatically fails all further saving throws brought about by drinking brain juice." + }, + { + "key": "vom_brass-clockwork-staff", + "name": "Brass Clockwork Staff", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This curved staff is made of coiled brass and glass wire. You can use an action to speak one of three command words and throw the staff on the ground within 10 feet of you. The staff transforms into one of three wireframe creatures, depending on the command word: a unicorn, a hound, or a swarm of tiny beetles. The wireframe creature or swarm is under your control and acts on its own initiative count. On your turn, you can mentally command the wireframe creature or swarm if it is within 60 feet of you and you aren't incapacitated. You decide what action the creature takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. The wireframe unicorn lasts for up to 1 hour, uses the statistics of a warhorse, and can be used as a mount. The wireframe hound lasts for up to 5 minutes, uses the statistics of a dire wolf, and has advantage to track any creature you damaged within the past hour. The wireframe beetle swarm lasts for up to 1 minute, uses the statistics of a swarm of beetles, and can destroy nonmagical objects that aren't being worn or carried and that aren't made of stone or metal (destruction happens at a rate of 1 pound of material per round, up to a maximum of 10 pounds). At the end of the duration, the wireframe creature or swarm reverts to its staff form. It reverts to its staff form early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. If it reverts to its staff form early by being reduced to 0 hit points, the staff becomes inert and unusable until the third dawn after the creature was killed. Otherwise, the wireframe creature or swarm has all of its hit points when you transform the staff into the creature again. When a wireframe creature or swarm becomes the staff again, this property of the staff can't be used again until the next dawn." + }, + { + "key": "vom_brass-snake-ball", + "name": "Brass Snake Ball", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Most commonly used by assassins to strangle sleeping victims, this heavy, brass ball is 6 inches across and weighs approximately 15 pounds. It has the image of a coiled snake embossed around it. You can use an action to command the orb to uncoil into a brass snake approximately 6 feet long and 3 inches thick. You can direct it by telepathic command to attack any creature within your line of sight. Use the statistics for the constrictor snake, but use Armor Class 14 and increase the challenge rating to 1/2 (100 XP). The snake can stay animate for up to 5 minutes or until reduced to 0 hit points. Being reduced to 0 hit points causes the snake to revert to orb form and become inert for 1 week. If damaged but not reduced to 0 hit points, the snake has full hit points when summoned again. Once you have used the orb to become a snake, it can't be used again until the next sunset." + }, + { + "key": "vom_brawlers-leather", + "name": "Brawler's Leather", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "These rawhide straps have lines of crimson runes running along their length. They require 10 minutes of bathing them in salt water before carefully wrapping them around your forearms. Once fitted, you gain a +1 bonus to attack and damage rolls made with unarmed strikes. The straps become brittle with use. After you have dealt damage with unarmed strike attacks 10 times, the straps crumble away." + }, + { + "key": "vom_brawn-armor", + "name": "Brawn Armor", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This armor was crafted from the hide of an ancient grizzly bear. While wearing it, you gain a +1 bonus to AC, and you have advantage on grapple checks. The armor has 3 charges. You can use a bonus action to expend 1 charge to deal your unarmed strike damage to a creature you are grappling. The armor regains all expended charges daily at dawn." + }, + { + "key": "vom_brazen-band", + "name": "Brazen Band", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset." + }, + { + "key": "vom_brazen-bulwark", + "name": "Brazen Bulwark", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This rectangular shield is plated with polished brass and resembles a crenelated tower. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + }, + { + "key": "vom_breaker-lance", + "name": "Breaker Lance", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you attack an object or structure with this magic lance and hit, maximize your weapon damage dice against the target. The lance has 3 charges. As part of an attack action with the lance, you can expend a charge while striking a barrier created by a spell, such as a wall of fire or wall of force, or an entryway protected by the arcane lock spell. You must make a Strength check against a DC equal to 10 + the spell's level. On a successful check, the spell ends. The lance regains 1d3 expended charges daily at dawn." + }, + { + "key": "vom_breastplate-of-warding-1", + "name": "Breastplate of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_breastplate-of-warding-2", + "name": "Breastplate of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_breastplate-of-warding-3", + "name": "Breastplate of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_breathing-reed", + "name": "Breathing Reed", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This tiny river reed segment is cool to the touch. If you chew the reed while underwater, it provides you with enough air to breathe for up to 10 minutes. At the end of the duration, the reed loses its magic and can be harmlessly swallowed or spit out." + }, + { + "key": "vom_briarthorn-bracers", + "name": "Briarthorn Bracers", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "These leather bracers are inscribed with Elvish runes. While wearing these bracers, you gain a +1 bonus to AC if you are using no shield. In addition, while in a forest, nonmagical difficult terrain costs you no extra movement." + }, + { + "key": "vom_broken-fang-talisman", + "name": "Broken Fang Talisman", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This talisman is a piece of burnished copper, shaped into a curved fang with a large crack through the middle. While wearing the talisman, you can use an action to cast the encrypt / decrypt (see Deep Magic for 5th Edition) spell. The talisman can't be used this way again until 1 hour has passed." + }, + { + "key": "vom_broom-of-sweeping", + "name": "Broom of Sweeping", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "You can use an action to speak the broom's command word and give it short instructions consisting of a few words, such as \u201csweep the floor\u201d or \u201cdust the cabinets.\u201d The broom can clean up to 5 cubic feet each minute and continues cleaning until you use another action to deactivate it. The broom can't climb barriers higher than 5 feet and can't open doors." + }, + { + "key": "vom_brotherhood-of-fezzes", + "name": "Brotherhood of Fezzes", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This trio of fezzes works only if all three hats are worn within 60 feet of each other by creatures of the same size. If one of the hats is removed or moves further than 60 feet from the others or if creatures of different sizes are wearing the hats, the hats' magic temporarily ceases. While three creatures of the same size wear these fezzes within 60 feet of each other, each creature can use its action to cast the alter self spell from it at will. However, all three wearers of the fezzes are affected as if the same spell was simultaneously cast on each of them, making each wearer appear identical to the other. For example, if one Medium wearer uses an action to change its appearance to that of a specific elf, each other wearer's appearance changes to look like the exact same elf." + }, + { + "key": "vom_brown-honey-buckle", + "name": "Brown Honey Buckle", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don\u2019t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can\u2019t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear." + }, + { + "key": "vom_bubbling-retort", + "name": "Bubbling Retort", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper. You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius. The bubbles last for 1d4 + 1 rounds. While they last, creatures within the radius are blinded and the area is heavily obscured to all creatures except those with tremorsense. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect." + }, + { + "key": "vom_buckle-of-blasting", + "name": "Buckle of Blasting", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This soot-colored steel buckle has an exploding flame etched into its surface. It can be affixed to any common belt. While wearing this buckle, you have resistance to force damage. In addition, the buckle has 5 charges, and it regains 1d4 + 1 charges daily at dawn. It has the following properties." + }, + { + "key": "vom_bullseye-arrow", + "name": "Bullseye Arrow", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This arrow has bright red fletching and a blunt, red tip. You gain a +1 bonus to attack rolls made with this magic arrow. On a hit, the arrow deals no damage, but it paints a magical red dot on the target for 1 minute. While the dot lasts, the target takes an extra 1d4 damage of the weapon's type from any ranged attack that hits it. In addition, ranged weapon attacks against the target score a critical hit on a roll of 19 or 20. When this arrow hits a target, the arrow vanishes in a flash of red light and is destroyed." + }, + { + "key": "vom_burglars-lock-and-key", + "name": "Burglar's Lock and Key", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This heavy iron lock bears a stout, pitted key permanently fixed in the keyhole. As an action, you can twist the key counterclockwise to instantly open one door, chest, bag, bottle, or container of your choice within 30 feet. Any container or portal weighing more than 30 pounds or restrained in any way (latched, bolted, tied, or the like) automatically resists this effect." + }, + { + "key": "vom_burning-skull", + "name": "Burning Skull", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This appallingly misshapen skull\u2014though alien and monstrous in aspect\u2014is undeniably human, and it is large and hollow enough to be worn as a helm by any Medium humanoid. The skull helm radiates an unholy spectral aura, which sheds dim light in a 10-foot radius. According to legends, gazing upon a burning skull freezes the blood and withers the brain of one who understands not its mystery." + }, + { + "key": "vom_butter-of-disbelief", + "name": "Butter of Disbelief", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This stick of magical butter is carved with arcane runes and never melts or spoils. It has 3 charges. While holding this butter, you can use an action to slice off a piece and expend 1 charge to cast the grease spell (save DC 13) from it. The grease that covers the ground looks like melted butter. The butter regains all expended charges daily at dawn. If you expend the last charge, the butter disappears." + }, + { + "key": "vom_buzzing-battleaxe", + "name": "Buzzing Battleaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon." + }, + { + "key": "vom_buzzing-greataxe", + "name": "Buzzing Greataxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon." + }, + { + "key": "vom_buzzing-greatsword", + "name": "Buzzing Greatsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon." + }, + { + "key": "vom_buzzing-handaxe", + "name": "Buzzing Handaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon." + }, + { + "key": "vom_buzzing-longsword", + "name": "Buzzing Longsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon." + }, + { + "key": "vom_buzzing-rapier", + "name": "Buzzing Rapier", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon." + }, + { + "key": "vom_buzzing-scimitar", + "name": "Buzzing Scimitar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon." + }, + { + "key": "vom_buzzing-shortsword", + "name": "Buzzing Shortsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon." + }, + { + "key": "vom_candied-axe", + "name": "Candied Axe", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This battleaxe bears a golden head spun from crystalized honey. Its wooden handle is carved with reliefs of bees. You gain a +2 bonus to attack and damage rolls made with this magic weapon." + }, + { + "key": "vom_candle-of-communion", + "name": "Candle of Communion", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This black candle burns with an eerie, violet flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on necromancy spells. After burning for 1 hour, or if the candle's flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the speak with dead spell with it. Doing so destroys the candle." + }, + { + "key": "vom_candle-of-summoning", + "name": "Candle of Summoning", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This black candle burns with an eerie, green flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on conjuration spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the spirit guardians spell (save DC 15) with it. Doing so destroys the candle." + }, + { + "key": "vom_candle-of-visions", + "name": "Candle of Visions", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This black candle burns with an eerie, blue flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on divination spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the augury spell with it, which reveals its otherworldly omen in the candle's smoke. Doing so destroys the candle." + }, + { + "key": "vom_cap-of-thorns", + "name": "Cap of Thorns", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Donning this thorny wooden circlet causes it to meld with your scalp. It can be removed only upon your death or by a remove curse spell. The cap ingests some of your blood, dealing 2d4 piercing damage. After this first feeding, the thorns feed once per day for 1d4 piercing damage. Once per day, you can sacrifice 1 hit point per level you possess to cast a special entangle spell made of thorny vines. Charisma is your spellcasting ability for this effect. Restrained creatures must make a successful Charisma saving throw or be affected by a charm person spell as thorns pierce their body. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails three consecutive saves, the thorns become deeply rooted and the charmed effect is permanent until remove curse or similar magic is cast on the target." + }, + { + "key": "vom_cape-of-targeting", + "name": "Cape of Targeting", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to AC while wearing this long, flowing cloak. Whenever you are within 10 feet of more than two creatures, it subtly and slowly shifts its color to whatever the creatures nearest you find the most irritating. While within 5 feet of a hostile creature, you can use a bonus action to speak the cloak's command word to activate it, allowing your allies' ranged attacks to pass right through you. For 1 minute, each friendly creature that makes a ranged attack against a hostile creature within 5 feet of you has advantage on the attack roll. Each round the cloak is active, it enthusiastically and telepathically says \u201cshoot me!\u201d in different tones and cadences into the minds of each friendly creature that can see you and the cloak. The cloak can't be used this way again until the next dawn." + }, + { + "key": "vom_captains-flag", + "name": "Captain's Flag", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This red and white flag adorned with a white anchor is made of velvet that never seems to fray in strong wings. When mounted and flown on a ship, the flag changes to the colors and symbol of the ship's captain and crew. While this flag is mounted on a ship, the captain and its allies have advantage on saving throws against being charmed or frightened. In addition, when the captain is reduced to 0 hit points while on the ship where this flag flies, each ally of the captain has advantage on its attack rolls until the end of its next turn." + }, + { + "key": "vom_captains-goggles", + "name": "Captain's Goggles", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "These copper and glass goggles are prized by air and sea captains across the world. The goggles are designed to repel water and never fog. After attuning to the goggles, your name (or preferred moniker) appears on the side of the goggles. While wearing the goggles, you can't suffer from exhaustion." + }, + { + "key": "vom_case-of-preservation", + "name": "Case of Preservation", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This item appears to be a standard map or scroll case fashioned of well-oiled leather. You can store up to ten rolled-up sheets of paper or five rolled-up sheets of parchment in this container. While ensconced in the case, the contents are protected from damage caused by fire, exposure to water, age, or vermin." + }, + { + "key": "vom_cataloguing-book", + "name": "Cataloguing Book", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This nondescript book contains statistics and details on various objects. Libraries often use these tomes to assist visitors in finding the knowledge contained within their stacks. You can use an action to touch the book to an object you wish to catalogue. The book inscribes the object's name, provided by you, on one of its pages and sketches a rough illustration to accompany the object's name. If the object is a magic item or otherwise magic-imbued, the book also inscribes the object's properties. The book becomes magically connected to the object, and its pages denote the object's current location, provided the object is not protected by nondetection or other magic that thwarts divination magic. When you attune to this book, its previously catalogued contents disappear." + }, + { + "key": "vom_catalyst-oil", + "name": "Catalyst Oil", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This special elemental compound draws on nearby energy sources. Catalyst oils are tailored to one specific damage type (not including bludgeoning, piercing, or slashing damage) and have one dose. Whenever a spell or effect of this type goes off within 60 feet of a dose of catalyst oil, the oil catalyzes and becomes the spell's new point of origin. If the spell affects a single target, its original point of origin becomes the new target. If the spell's area is directional (such as a cone or a cube) you determine the spell's new direction. This redirected spell is easier to evade. Targets have advantage on saving throws against the spell, and the caster has disadvantage on the spell attack roll." + }, + { + "key": "vom_celestial-charter", + "name": "Celestial Charter", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the celestial, negotiating a service from it in exchange for a reward. The celestial is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the celestial, the truce is broken, and the creature can act normally. If the celestial refuses the offer, it is free to take any actions it wishes. Should you and the celestial reach an agreement that is satisfactory to both parties, you must sign the charter and have the celestial do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the celestial to the agreement until its service is rendered and the reward paid, at which point the scroll vanishes in a bright flash of light. A celestial typically attempts to fulfill its end of the bargain as best it can, and it is angry if you exploit any loopholes or literal interpretations to your advantage. If either party breaks the bargain, that creature immediately takes 10d6 radiant damage, and the charter is destroyed, ending the contract." + }, + { + "key": "vom_celestial-sextant", + "name": "Celestial Sextant", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The ancient elves constructed these sextants to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the sextant, you can spend 1 minute using the sextant to determine your latitude and longitude, provided you can see the sun or stars. You can use an action steer up to four vessels that are within 1 mile of the sextant, provided their crews are willing. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel." + }, + { + "key": "vom_censer-of-dark-shadows", + "name": "Censer of Dark Shadows", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This enchanted censer paints the air with magical, smoky shadow. While holding the censer, you can use an action to speak its command word, causing the censer to emit shadow in a 30-foot radius for 1 hour. Bright light and sunlight within this area is reduced to dim light, and dim light within this area is reduced to magical darkness. The shadow spreads around corners, and nonmagical light can't illuminate this shadow. The shadow emanates from the censer and moves with it. Completely enveloping the censer within another sealed object, such as a lidded pot or a leather bag, blocks the shadow. If any of this effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Once the censer is used to emit shadow, it can't do so again until the next dusk." + }, + { + "key": "vom_centaur-wrist-wraps", + "name": "Centaur Wrist-Wraps", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These leather and fur wraps are imbued with centaur shamanic magic. The wraps are stained a deep amber color, and intricate motifs painted in blue seem to float above the surface of the leather. While wearing these wraps, you can call on their magic to reroll an attack made with a shortbow or longbow. You must use the new roll. Once used, the wraps must be held in wood smoke for 15 minutes before they can be used in this way again." + }, + { + "key": "vom_cephalopod-breastplate", + "name": "Cephalopod Breastplate", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This bronze breastplate depicts two krakens fighting. While wearing this armor, you gain a +1 bonus to AC. You can use an action to speak the armor's command word to release a cloud of black mist (if above water) or black ink (if underwater). It billows out from you in a 20-foot-radius cloud of mist or ink. The area is heavily obscured for 1 minute, although a wind of moderate or greater speed (at least 10 miles per hour) or a significant current disperses it. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_ceremonial-sacrificial-knife", + "name": "Ceremonial Sacrificial Knife", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot." + }, + { + "key": "vom_chain-mail-of-warding-1", + "name": "Chain Mail of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_chain-mail-of-warding-2", + "name": "Chain Mail of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_chain-mail-of-warding-3", + "name": "Chain Mail of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_chain-shirt-of-warding-1", + "name": "Chain Shirt of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_chain-shirt-of-warding-2", + "name": "Chain Shirt of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_chain-shirt-of-warding-3", + "name": "Chain Shirt of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_chainbreaker-greatsword", + "name": "Chainbreaker Greatsword", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage." + }, + { + "key": "vom_chainbreaker-longsword", + "name": "Chainbreaker Longsword", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage." + }, + { + "key": "vom_chainbreaker-rapier", + "name": "Chainbreaker Rapier", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage." + }, + { + "key": "vom_chainbreaker-scimitar", + "name": "Chainbreaker Scimitar", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage." + }, + { + "key": "vom_chainbreaker-shortsword", + "name": "Chainbreaker Shortsword", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage." + }, + { + "key": "vom_chalice-of-forbidden-ecstasies", + "name": "Chalice of Forbidden Ecstasies", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The cup of this garnet chalice is carved in the likeness of a human skull. When the chalice is filled with blood, the dark red gemstone pulses with a scintillating crimson light that sheds dim light in a 5-foot radius. Each creature that drinks blood from this chalice has disadvantage on enchantment spells you cast for the next 24 hours. In addition, you can use an action to cast the suggestion spell, using your spell save DC, on a creature that has drunk blood from the chalice within the past 24 hours. You need to concentrate on this suggestion to maintain it during its duration. Once used, the suggestion power of the chalice can't be used again until the next dusk." + }, + { + "key": "vom_chalk-of-exodus", + "name": "Chalk of Exodus", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This piece of chalk glitters in the light, as if infused with particles of mica or gypsum. The chalk has 10 charges. You can use an action and expend 1 charge to draw a door on any solid surface upon which the chalk can leave a mark. You can then push open the door while picturing a real door within 10 miles of your current location. The door you picture must be one that you have passed through, in the normal fashion, once before. The chalk opens a magical portal to that other door, and you can step through the portal to appear at that other location as if you had stepped through that other door. At the destination, the target door opens, revealing a glowing portal from which you emerge. Once through, you can shut the door, dispelling the portal, or you can leave it open for up to 1 minute. While the door is open, any creature that can fit through the chalk door can traverse the portal in either direction. Each time you use the chalk, roll a 1d20. On a roll of 1, the magic malfunctions and connects you to a random door similar to the one you pictured within the same range, though it might be a door you have never seen before. The chalk becomes nonmagical when you use the last charge." + }, + { + "key": "vom_chamrosh-salve", + "name": "Chamrosh Salve", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This 3-inch-diameter ceramic jar contains 1d4 + 1 doses of a syrupy mixture that smells faintly of freshly washed dog fur. The jar is a glorious gold-white, resembling the shimmering fur of a Chamrosh (see Tome of Beasts 2), the holy hound from which this salve gets its name. As an action, one dose of the ointment can be applied to the skin. The creature that receives it regains 2d8 + 1 hit points and is cured of the charmed, frightened, and poisoned conditions." + }, + { + "key": "vom_charlatans-veneer", + "name": "Charlatan's Veneer", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This silken scarf is a more powerful version of the Commoner's Veneer (see page 128). When in an area containing 12 or more humanoids, Wisdom (Perception) checks to spot you have disadvantage. You can use a bonus action to call on the power in the scarf to invoke a sense of trust in those to whom you speak. If you do so, you have advantage on the next Charisma (Persuasion) check you make against a humanoid while you are in an area containing 12 or more humanoids. In addition, while wearing the scarf, you can use modify memory on a humanoid you have successfully persuaded in the last 24 hours. The scarf can't be used this way again until the next dawn." + }, + { + "key": "vom_charm-of-restoration", + "name": "Charm of Restoration", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This fist-sized ball of tightly-wound green fronds contains the bark of a magical plant with curative properties. A natural loop is formed from one of the fronds, allowing the charm to be hung from a pack, belt, or weapon pommel. As long as you carry this charm, whenever you are targeted by a spell or magical effect that restores your hit points, you regain an extra 1 hit point." + }, + { + "key": "vom_chieftains-axe", + "name": "Chieftain's Axe", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Furs conceal the worn runes lining the haft of this oversized, silver-headed battleaxe. You gain a +2 bonus to attack and damage rolls made with this silvered, magic weapon." + }, + { + "key": "vom_chillblain-breastplate", + "name": "Chillblain Breastplate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn." + }, + { + "key": "vom_chillblain-chain-mail", + "name": "Chillblain Chain Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn." + }, + { + "key": "vom_chillblain-chain-shirt", + "name": "Chillblain Chain Shirt", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn." + }, + { + "key": "vom_chillblain-half-plate", + "name": "Chillblain Half Plate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn." + }, + { + "key": "vom_chillblain-plate", + "name": "Chillblain Plate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn." + }, + { + "key": "vom_chillblain-ring-mail", + "name": "Chillblain Ring Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn." + }, + { + "key": "vom_chillblain-scale-mail", + "name": "Chillblain Scale Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn." + }, + { + "key": "vom_chillblain-splint", + "name": "Chillblain Splint", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn." + }, + { + "key": "vom_chronomancers-pocket-clock", + "name": "Chronomancer's Pocket Clock", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This golden pocketwatch has 3 charges and regains 1d3 expended charges daily at midnight. While holding it, you can use an action to wind it and expend 1 charge to cast the haste spell from it. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, the creature that broke it gains the effects of the time stop spell." + }, + { + "key": "vom_cinch-of-the-wolfmother", + "name": "Cinch of the Wolfmother", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This belt is made of the treated and tanned intestines of a dire wolf, enchanted to imbue those who wear it with the ferocity and determination of the wolf. While wearing this belt, you can use an action to cast the druidcraft or speak with animals spell from it at will. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. If you are reduced to 0 hit points while attuned to the belt and fail two death saving throws, you die immediately as your body violently erupts in a shower of blood, and a dire wolf emerges from your entrails. You assume control of the dire wolf, and it gains additional hit points equal to half of your maximum hit points prior to death. The belt then crumbles and is destroyed. If the wolf is targeted by a remove curse spell, then you are reborn when the wolf dies, just as the wolf was born when you died. However, if the curse remains after the wolf dies, you remain dead." + }, + { + "key": "vom_circlet-of-holly", + "name": "Circlet of Holly", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this circlet, you gain the following benefits: - **Language of the Fey**. You can speak and understand Sylvan. - **Friend of the Fey.** You have advantage on ability checks to interact socially with fey creatures.\n- **Poison Sense.** You know if any food or drink you are holding contains poison." + }, + { + "key": "vom_circlet-of-persuasion", + "name": "Circlet of Persuasion", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this circlet, you have advantage on Charisma (Persuasion) checks." + }, + { + "key": "vom_clacking-teeth", + "name": "Clacking Teeth", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Taken from a Fleshspurned (see Tome of Beasts 2), a toothy ghost, this bony jaw holds oversized teeth that sweat ectoplasm. The jaw has 3 charges and regains 1d3 expended charges daily at dusk. While holding the jaw, you can use an action to expend 1 of its charges and choose a target within 30 feet of you. The jaw's teeth clatter together, and the target must succeed on a DC 15 Wisdom saving throw or be confused for 1 minute. While confused, the target acts as if under the effects of the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_clamor-bell", + "name": "Clamor Bell", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "You can affix this small, brass bell to an object with the leather cords tied to its top. If anyone other than you picks up, interacts with, or uses the object without first speaking the bell's command word, it rings for 5 minutes or until you touch it and speak the command word again. The ringing is audible 100 feet away. If a creature takes an action to cut the bindings holding the bell onto the object, the bell ceases ringing 1 round after being released from the object." + }, + { + "key": "vom_clarifying-goggles", + "name": "Clarifying Goggles", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "These goggles contain a lens of slightly rippled blue glass that turns clear underwater. While wearing these goggles underwater, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when peering through silt, murk, or other natural underwater phenomena that would ordinarily lightly obscure your vision. While wearing these goggles above water, your vision is lightly obscured." + }, + { + "key": "vom_cleaning-concoction", + "name": "Cleaning Concoction", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This fresh-smelling, clear green liquid can cover a Medium or smaller creature or object (or matched set of objects, such as a suit of clothes or pair of boots). Applying the liquid takes 1 minute. It removes soiling, stains, and residue, and it neutralizes and removes odors, unless those odors are particularly pungent, such as in skunks or creatures with the Stench trait. Once the potion has cleaned the target, it evaporates, leaving the creature or object both clean and dry." + }, + { + "key": "vom_cloak-of-coagulation", + "name": "Cloak of Coagulation", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this rust red cloak, your blood quickly clots. When you are subjected to an effect that causes additional damage on subsequent rounds due to bleeding, blood loss, or continual necrotic damage, such as a horned devil's tail attack or a sword of wounding, the effect ceases after a single round of damage. For example, if a stirge hits you with its proboscis, you take the initial damage, plus the damage from blood loss on the following round, after which the wound clots, the stirge detaches, and you take no further damage. The cloak doesn't prevent a creature from using such an attack or effect again; a horned devil or a stirge can attack you again, though the cloak will continue to stop any recurring effects after a single round." + }, + { + "key": "vom_cloak-of-petals", + "name": "Cloak of Petals", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This delicate cloak is covered in an array of pink, purple, and yellow flowers. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to hide in areas containing flowering plants. The cloak has 3 charges. When a creature you can see targets you with an attack, you can use your reaction to expend 1 of its charges to release a shower of petals from the cloak. If you do so, the attacker has disadvantage on the attack roll. The cloak regains 1d3 expended charges daily at dawn." + }, + { + "key": "vom_cloak-of-sails", + "name": "Cloak of Sails", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The interior of this simple, black cloak looks like white sailcloth. While wearing this cloak, you gain a +1 bonus to AC and saving throws. You lose this bonus while using the cloak's Sailcloth property." + }, + { + "key": "vom_cloak-of-squirrels", + "name": "Cloak of Squirrels", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wool brocade cloak features a repeating pattern of squirrel heads and tree branches. It has 3 charges and regains all expended charges daily at dawn. While wearing this cloak, you can use an action to expend 1 charge to cast the legion of rabid squirrels spell (see Deep Magic for 5th Edition) from it. You don't need to be in a forest to cast the spell from this cloak, as the squirrels come from within the cloak. When the spell ends, the swarm vanishes back inside the cloak." + }, + { + "key": "vom_cloak-of-the-bearfolk", + "name": "Cloak of the Bearfolk", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this cloak, your Constitution score is 15, and you have proficiency in the Athletics skill. The cloak has no effect if you already have proficiency in this skill or if your Constitution score is already 15 or higher." + }, + { + "key": "vom_cloak-of-the-eel", + "name": "Cloak of the Eel", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this rough, blue-gray leather cloak, you have a swimming speed of 40 feet. When you are hit with a melee weapon attack while wearing this cloak, you can use your reaction to generate a powerful electric charge. The attacker must succeed on a DC 13 Dexterity saving throw or take 2d6 lightning damage. The attacker has disadvantage on the saving throw if it hits you with a metal weapon. The cloak can't be used this way again until the next dawn." + }, + { + "key": "vom_cloak-of-the-empire", + "name": "Cloak of the Empire", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This voluminous grey cloak has bright red trim and the sigil from an unknown empire on its back. The cloak is stiff and doesn't fold as easily as normal cloth. Whenever you are struck by a ranged weapon attack, you can use a reaction to reduce the damage from that attack by your Charisma modifier (minimum of 1)." + }, + { + "key": "vom_cloak-of-the-inconspicuous-rake", + "name": "Cloak of the Inconspicuous Rake", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This cloak is spun from simple gray wool and closed with a plain, triangular copper clasp. While wearing this cloak, you can use a bonus action to make yourself forgettable for 5 minutes. A creature that sees you must make a DC 15 Intelligence saving throw as soon as you leave its sight. On a failure, the witness remembers seeing a person doing whatever you did, but it doesn't remember details about your appearance or mannerisms and can't accurately describe you to another. Creatures with truesight aren't affected by this cloak. The cloak can't be used this way again until the next dawn." + }, + { + "key": "vom_cloak-of-the-ram", + "name": "Cloak of the Ram", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this cloak, you can use an action to transform into a mountain ram (use the statistics of a giant goat). This effect works like the polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores. You can use an action to transform back into your original form. Each time you transform into a ram in a single day, you retain the hit points you had the last time you transformed. If you were reduced to 0 hit points the last time you were a ram, you can't become a ram again until the next dawn." + }, + { + "key": "vom_cloak-of-the-rat", + "name": "Cloak of the Rat", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing this gray garment, you have a +5 bonus to your passive Wisdom (Perception) score." + }, + { + "key": "vom_cloak-of-wicked-wings", + "name": "Cloak of Wicked Wings", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "From a distance, this long, black cloak appears to be in tatters, but a closer inspection reveals that it is sewn from numerous scraps of cloth and shaped like bat wings. While wearing this cloak, you can use your action to cast polymorph on yourself, transforming into a swarm of bats. While in the form of a swarm of bats, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. If you are a druid with the Wild Shape feature, this transformation instead lasts as long as your Wild Shape lasts. The cloak can't be used this way again until the next dawn." + }, + { + "key": "vom_clockwork-gauntlet", + "name": "Clockwork Gauntlet", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This metal gauntlet has a steam-powered ram built into the greaves. It has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the gauntlet, you can expend 1 charge as a bonus action to force the ram in the gauntlets to slam a creature within 5 feet of you. The ram thrusts out from the gauntlet and makes its attack with a +5 bonus. On a hit, the target takes 2d8 bludgeoning damage, and it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn." + }, + { + "key": "vom_clockwork-hand", + "name": "Clockwork Hand", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "A beautiful work of articulate brass, this prosthetic clockwork hand (or hands) can't be worn if you have both of your hands. While wearing this hand, you gain a +2 bonus to damage with melee weapon attacks made with this hand or weapons wielded in this hand." + }, + { + "key": "vom_clockwork-hare", + "name": "Clockwork Hare", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "Gifted by a deity of time and clockwork, these simple-seeming trinkets portend some momentous event. The figurine resembles a hare with a clock in its belly. You can use an action to press the ears down and activate the clock, which spins chaotically. The hare emits a field of magic in a 30- foot radius from it for 1 hour. The field moves with the hare, remaining centered on it. While within the field, you and up to 5 willing creatures of your choice exist outside the normal flow of time, and all other creatures and objects are frozen in time. If an affected creature moves outside the field, the creature immediately becomes frozen in time until it is in the field again. The field ends early if an affected creature attacks, touches, alters, or has any other physical or magical impact on a creature, or an object being worn or carried by a creature, that is frozen in time. When the field ends, the figurine turns into a nonmagical, living white hare that goes bounding off into the distance, never to be seen again." + }, + { + "key": "vom_clockwork-mace-of-divinity", + "name": "Clockwork Mace of Divinity", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This clockwork mace is composed of several different metals. While attuned to this magic weapon, you have proficiency with it. As a bonus action, you can command the mace to transform into a trident. When you hit with an attack using this weapon's trident form, the target takes an extra 1d6 radiant damage." + }, + { + "key": "vom_clockwork-mynah-bird", + "name": "Clockwork Mynah Bird", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This mechanical brass bird is nine inches long from the tip of its beak to the end of its tail, and it can become active for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. If you use your action to speak the first command word (\u201clisten\u201d in Ignan), it cocks its head and listens intently to all nearby sounds with a passive Wisdom (Perception) of 17 for up to 10 minutes. When you give the second command word (\u201cspeak\u201d), it repeats back what it heard in a metallic-sounding\u2014though reasonably accurate\u2014portrayal of the sounds. You can use the clockwork mynah bird to relay sounds and conversations it has heard to others. As an action, you can command the mynah to fly to a location it has previously visited within 1 mile. It waits at the location for up to 1 hour for someone to command it to speak. At the end of the hour or after it speaks its recording, it returns to you. The clockwork mynah bird has an Armor Class of 14, 5 hit points, and a flying speed of 50 feet." + }, + { + "key": "vom_clockwork-pendant", + "name": "Clockwork Pendant", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This pendant resembles an ornate, miniature clock and has 3 charges. While holding this pendant, you can expend 1 charge as an action to cast the blur, haste, or slow spell (save DC 15) from it. The spell's duration changes to 3 rounds, and it doesn't require concentration. You can have only one spell active at a time. If you cast another, the previous spell effect ends. It regains 1d3 expended charges daily at dawn. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, it creates a temporal distortion for 1d4 rounds. For the duration, each creature and object that enters or starts its turn within 10 feet of the pendant has immunity to all damage, all spells, and all other physical or magical effects but is otherwise able to move and act normally. If a creature moves further than 10 feet from the pendant, these effects end for it. At the end of the duration, the pendant crumbles to dust." + }, + { + "key": "vom_clockwork-rogue-ring", + "name": "Clockwork Rogue Ring", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset." + }, + { + "key": "vom_clockwork-spider-cloak", + "name": "Clockwork Spider Cloak", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This hooded cloak is made from black spider silk and has thin brass ribbing stitched on the inside. It has 3 charges. While wearing the cloak, you gain a +2 bonus on Dexterity (Stealth) checks. As an action, you can expend 1 charge to animate the brass ribs into articulated spider legs 1 inch thick and 6 feet long for 1 minute. You can use the charges in succession. The spider legs allow you to climb at your normal walking speed, and you double your proficiency bonus and gain advantage on any Strength (Athletics) checks made for slippery or difficult surfaces. The cloak regains 1d3 charges each day at sunset." + }, + { + "key": "vom_coffer-of-memory", + "name": "Coffer of Memory", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This small golden box resembles a jewelry box and is easily mistaken for a common trinket. When attuned to the box, its owner can fill the box with mental images of important events lasting no more than 1 minute each. Any number of memories can be stored this way. These images are similar to a slide show from the bearer's point of view. On a command from its owner, the box projects a mental image of a requested memory so that whoever is holding the box at that moment can see it. If a coffer of memory is found with memories already stored inside it, a newly-attuned owner can view a randomly-selected stored memory with a successful DC 15 Charisma check." + }, + { + "key": "vom_collar-of-beast-armor", + "name": "Collar of Beast Armor", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This worked leather collar has stitching in the shapes of various animals. While a beast wears this collar, its base AC becomes 13 + its Dexterity modifier. It has no effect if the beast's base AC is already 13 or higher. This collar affects only beasts, which can include a creature affected by the polymorph spell or a druid assuming a beast form using Wild Shape." + }, + { + "key": "vom_comfy-slippers", + "name": "Comfy Slippers", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "While wearing the slippers, your feet feel warm and comfortable, no matter what the ambient temperature." + }, + { + "key": "vom_commanders-helm", + "name": "Commander's Helm", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This helmet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The type of light given off by the helm depends on the aesthetic desired by its creator. Some are surrounded in a wreath of hellish (though illusory) flames, while others give off a soft, warm halo of white or golden light. You can use an action to start or stop the light. While wearing the helm, you can use an action to make your voice loud enough to be heard clearly by anyone within 300 feet of you until the end of your next turn." + }, + { + "key": "vom_commanders-plate", + "name": "Commander's Plate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is typically emblazoned or decorated with imagery of lions, bears, griffons, eagles, or other symbols of bravery and courage. While wearing this armor, your voice can be clearly heard by all friendly creatures within 300 feet of you if you so choose. Your voice doesn't carry in areas where sound is prevented, such as in the area of the silence spell. Each friendly creature that can see or hear you has advantage on saving throws against being frightened. You can use a bonus action to rally a friendly creature that can see or hear you. The target gains a +1 bonus to attack or damage rolls on its next turn. Once you have rallied a creature, you can't rally that creature again until it finishes a long rest." + }, + { + "key": "vom_commanders-visage", + "name": "Commander's Visage", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight." + }, + { + "key": "vom_commoners-veneer", + "name": "Commoner's Veneer", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "When you wear this simple, homespun scarf around your neck or head, it casts a minor glamer over you that makes you blend in with the people around you, avoiding notice. When in an area containing 25 or more humanoids, such as a city street, market place, or other public locale, Wisdom (Perception) checks to spot you amid the crowd have disadvantage. This item's power only works for creatures of the humanoid type or those using magic to take on a humanoid form." + }, + { + "key": "vom_communal-flute", + "name": "Communal Flute", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This flute is carved with skulls and can be used as a spellcasting focus. If you spend 10 minutes playing the flute over a dead creature, you can cast the speak with dead spell from the flute. The flute can't be used this way again until the next dawn." + }, + { + "key": "vom_companions-broth", + "name": "Companion's Broth", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "Developed by wizards with an interest in the culinary arts, this simple broth mends the wounds of companion animals and familiars. When a beast or familiar consumes this broth, it regains 2d4 + 2 hit points. Alternatively, you can mix a flower petal into the broth, and the beast or familiar gains 2d4 temporary hit points for 8 hours instead." + }, + { + "key": "vom_constant-dagger", + "name": "Constant Dagger", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target loses its resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. If it has immunity to bludgeoning, piercing, and slashing damage, its immunity instead becomes resistance to such damage until the start of your next turn. If the creature doesn't have resistance or immunity to such damage, you roll your damage dice three times, instead of twice." + }, + { + "key": "vom_consuming-rod", + "name": "Consuming Rod", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace's mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges." + }, + { + "key": "vom_copper-skeleton-key", + "name": "Copper Skeleton Key", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 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: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 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: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can\u2019t be used this way again until the next dawn." + }, + { + "key": "vom_coral-of-enchanted-colors", + "name": "Coral of Enchanted Colors", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This piece of dead, white brain coral glistens with a myriad of colors when placed underwater. While holding this coral underwater, you can use an action to cause a beam of colored light to streak from the coral toward a creature you can see within 60 feet of you. The target must make a DC 17 Constitution saving throw. The beam's color determines its effects, as described below. Each color can be used only once. The coral regains the use of all of its colors at the next dawn if it is immersed in water for at least 1 hour." + }, + { + "key": "vom_cordial-of-understanding", + "name": "Cordial of Understanding", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you drink this tangy, violet liquid, your mind opens to new forms of communication. For 1 hour, if you spend 1 minute listening to creatures speaking a particular language, you gain the ability to communicate in that language for the duration. This potion's magic can also apply to non-verbal languages, such as a hand signal-based or dance-based language, so long as you spend 1 minute watching it being used and have the appropriate anatomy and limbs to communicate in the language." + }, + { + "key": "vom_corpsehunters-medallion", + "name": "Corpsehunter's Medallion", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This amulet is made from the skulls of grave rats or from scrimshawed bones of the ignoble dead. While wearing it, you have resistance to necrotic damage." + }, + { + "key": "vom_countermelody-crystals", + "name": "Countermelody Crystals", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder." + }, + { + "key": "vom_courtesans-allure", + "name": "Courtesan's Allure", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This perfume has a sweet, floral scent and captivates those with high social standing. The perfume can cover one Medium or smaller creature, and applying it takes 1 minute. For 1 hour, the affected creature gains a +5 bonus to Charisma checks made to socially interact with or influence nobles, politicians, or other individuals with high social standing." + }, + { + "key": "vom_crab-gloves", + "name": "Crab Gloves", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These gloves are shaped like crab claws but fit easily over your hands. While wearing these gloves, you can take the Attack action to make two melee weapon attacks with the claws. You are proficient with the claws. Each claw has a reach of 5 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a claw, you automatically grapple the creature with the claw. You can have no more than two creatures grappled in this way at a time. While grappling a target with a claw, you can't attack other creatures with that claw. While wearing the gloves, you have disadvantage on Charisma and Dexterity checks, but you have advantage on checks while operating an apparatus of the crab and on attack rolls with the apparatus' claws. In addition, you can't wield weapons or a shield, and you can't cast a spell that has a somatic component. A creature with an Intelligence of 8 or higher that has two claws can wear these gloves. If it does so, it has two appropriately sized humanoid hands instead of claws. The creature can wield weapons with the hands and has advantage on Dexterity checks that require fine manipulation. Pulling the gloves on or off requires an action." + }, + { + "key": "vom_crafter-shabti", + "name": "Crafter Shabti", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn\u2019t enough space for the shabti, the shabti doesn\u2019t grow. Unless stated otherwise in an individual shabti\u2019s description, a servile shabti uses the statistics of animated armor, except the servile shabti\u2019s Armor Class is 13, and it doesn\u2019t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti\u2019s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti\u2019s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft\u2014 weaponsmithing, pottery, carpentry, or another trade\u2014and has proficiency with the appropriate artisan\u2019s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can\u2019t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can\u2019t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can\u2019t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don\u2019t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can\u2019t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer\u2019s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn\u2019t ended. Once the shabti has been used, it can\u2019t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor\u2019s Multiattack and Slam actions, except the shabti\u2019s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor\u2019s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can\u2019t be used again until 5 days have passed." + }, + { + "key": "vom_cravens-heart", + "name": "Craven's Heart", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This leathery mass of dried meat was once a humanoid heart, taken from an individual that died while experiencing great terror. You can use an action to whisper a command word and hurl the heart to the ground, where it revitalizes and begins to beat rapidly and loudly for 1 minute. Each creature withing 30 feet of the heart has disadvantage on saving throws against being frightened. At the end of the duration, the heart bursts from the strain and is destroyed. The heart can be attacked and destroyed (AC 11; hp 3; resistance to bludgeoning damage). If the heart is destroyed before the end if its duration, each creature within 30 feet of the heart must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. This bugbear necromancer was once the henchman of an accomplished practitioner of the dark arts named Varrus. She started as a bodyguard and tough, but her keen intellect caught her master's attention. He eventually took her on as an apprentice. Moxug is fascinated with fear, and some say she doesn't eat but instead sustains herself on the terror of her victims. She eventually betrayed Varrus, sabotaging his attempt to become a lich, and luxuriated in his fear as he realized he would die rather than achieve immortality. According to rumor, the first craven's heart she crafted came from the body of her former master." + }, + { + "key": "vom_crawling-cloak", + "name": "Crawling Cloak", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can\u2019t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing." + }, + { + "key": "vom_crimson-carpet", + "name": "Crimson Carpet", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This rolled bundle of red felt is 3-feet long and 1-foot wide, and it weighs 10 pounds. You can use an action to speak the carpet's command word to cause it to unroll, creating a horizontal walking surface or bridge up to 10 feet wide, up to 60 feet long, and 1/4 inch thick. The carpet doesn't need to be anchored and can hover. The carpet has immunity to all damage and isn't affected by the dispel magic spell. The disintegrate spell destroys the carpet. The carpet remains unrolled until you use an action to repeat the command word, causing it to roll up again. When you do so, the carpet can't be unrolled again until the next dawn." + }, + { + "key": "vom_crimson-starfall-arrow", + "name": "Crimson Starfall Arrow", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This arrow is a magic weapon powered by the sacrifice of your own life energy and explodes upon impact. If you hit a creature with this arrow, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and each creature within 10 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking necrotic damage equal to the hit points you lost on a failed save, or half as much damage on a successful one. You can't use this feature of the arrow if you don't have blood. Hit Dice spent on this arrow's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_crocodile-hide-armor", + "name": "Crocodile Hide Armor", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed." + }, + { + "key": "vom_crocodile-leather-armor", + "name": "Crocodile Leather Armor", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed." + }, + { + "key": "vom_crook-of-the-flock", + "name": "Crook of the Flock", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This plain crook is made of smooth, worn lotus wood and is warm to the touch." + }, + { + "key": "vom_crown-of-the-pharaoh", + "name": "Crown of the Pharaoh", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "The swirling gold bands of this crown recall the shape of desert dunes, and dozens of tiny emeralds, rubies, and sapphires nest among the skillfully forged curlicues. While wearing the crown, you gain the following benefits: Your Intelligence score is 25. This crown has no effect on you if your Intelligence is already 25 or higher. You have a flying speed equal to your walking speed. While you are wearing no armor and not wielding a shield, your Armor Class equals 16 + your Dexterity modifier." + }, + { + "key": "vom_crusaders-shield", + "name": "Crusader's Shield", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A bronze boss is set in the center of this round shield. When you attune to the shield, the boss changes shape, becoming a symbol of your divine connection: a holy symbol for a cleric or paladin or an engraving of mistletoe or other sacred plant for a druid. You can use the shield as a spellcasting focus for your spells." + }, + { + "key": "vom_crystal-skeleton-key", + "name": "Crystal Skeleton Key", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 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: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 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: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can\u2019t be used this way again until the next dawn." + }, + { + "key": "vom_crystal-staff", + "name": "Crystal Staff", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Carved from a single piece of solid crystal, this staff has numerous reflective facets that produce a strangely hypnotic effect. 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 and spellcasting ability: color spray (1 charge), confound senses* (3 charges), confusion (4 charges), hypnotic pattern (3 charges), jeweled fissure* (3 charges), prismatic ray* (5 charges), or prismatic spray (7 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to light or confusion. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crystal shatters, destroying the staff and dealing 2d6 piercing damage to each creature within 10 feet of it." + }, + { + "key": "vom_dagger-of-the-barbed-devil", + "name": "Dagger of the Barbed Devil", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause sharp, pointed barbs to sprout from this blade. The barbs remain for 1 minute. When you hit a creature while the barbs are active, the creature must succeed on a DC 15 Dexterity saving throw or a barb breaks off into its flesh and the dagger loses its barbs. At the start of each of its turns, a creature with a barb in its flesh must make a DC 15 Constitution saving throw. On a failure, it has disadvantage on attack rolls and ability checks until the start of its next turn as it is wracked with pain. The barb remains until a creature uses its action to remove the barb, dealing 1d4 piercing damage to the barbed creature. Once you cause barbs to sprout from the dagger, you can't do so again until the next dawn." + }, + { + "key": "vom_dancing-caltrops", + "name": "Dancing Caltrops", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "After you pour these magic caltrops out of the bag into an area, you can use a bonus action to animate them and command them to move up to 10 feet to occupy a different square area that is 5 feet on a side." + }, + { + "key": "vom_dancing-floret", + "name": "Dancing Floret", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This 2-inch-long plant has a humanoid shape, and a large purple flower sits at the top of the plant on a short, neck-like stalk. Small, serrated thorns on its arms and legs allow it to cling to your clothing, and it most often dances along your arm or across your shoulders. While attuned to the floret, you have proficiency in the Performance skill, and you double your proficiency bonus on Charisma (Performance) checks made while dancing. The floret has 3 charges for the following other properties. The floret regains 1d3 expended charges daily at dawn." + }, + { + "key": "vom_dancing-ink", + "name": "Dancing Ink", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This ink is favored by merchants for eye-catching banners and by toy makers for scrolls and books for children. Typically found in 1d4 pots, this ink allows you to draw an illustration that moves about the page where it was drawn, whether that is an illustration of waves crashing against a shore along the bottom of the page or a rabbit leaping over the page's text. The ink wears away over time due to the movement and fades from the page after 2d4 weeks. The ink moves only when exposed to light, and some long-forgotten tomes have been opened to reveal small, moving illustrations drawn by ancient scholars. One pot can be used to fill 25 pages of a book or a similar total area for larger banners." + }, + { + "key": "vom_dastardly-quill-and-parchment", + "name": "Dastardly Quill and Parchment", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Favored by spies, this quill and parchment are magically linked as long as both remain on the same plane of existence. When a creature writes or draws on any surface with the quill, that writing or drawing appears on its linked parchment, exactly as it would appear if the writer was writing or drawing on the parchment with black ink. This effect doesn't prevent the quill from being used as a standard quill on a nonmagical piece of parchment, but this written communication is one-way, from quill to parchment. The quill's linked parchment is immune to all nonmagical inks and stains, and any magical messages written on the parchment disappear after 1 minute and aren't conveyed to the creature holding the quill. The parchment is approximately 9 inches wide by 13 inches long. If the quill's writing exceeds the area of the parchment, the older writing fades from the top of the sheet, replaced by the newer writing. Otherwise, the quill's writing remains on the parchment for 24 hours, after which time all writing fades from it. If either item is destroyed, the other item becomes nonmagical." + }, + { + "key": "vom_dawn-shard-dagger", + "name": "Dawn Shard Dagger", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow." + }, + { + "key": "vom_dawn-shard-greatsword", + "name": "Dawn Shard Greatsword", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow." + }, + { + "key": "vom_dawn-shard-longsword", + "name": "Dawn Shard Longsword", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow." + }, + { + "key": "vom_dawn-shard-rapier", + "name": "Dawn Shard Rapier", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow." + }, + { + "key": "vom_dawn-shard-scimitar", + "name": "Dawn Shard Scimitar", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow." + }, + { + "key": "vom_dawn-shard-shortsword", + "name": "Dawn Shard Shortsword", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow." + }, + { + "key": "vom_deadfall-arrow", + "name": "Deadfall Arrow", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic arrow. On a hit, the arrow transforms into a 10-foot-long wooden log centered on the target, destroying the arrow. The target and each creature in the log's area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and is knocked prone and restrained under the log. On a success, a creature takes half the damage and isn't knocked prone or restrained. A restrained creature can take its action to free itself by succeeding on a DC 15 Strength check. The log lasts for 1 minute then crumbles to dust, freeing those restrained by it." + }, + { + "key": "vom_deaths-mirror", + "name": "Death's Mirror", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Made from woven lead and silver, this ring fits only on the hand's smallest finger. As the moon is a dull reflection of the sun's glory, so too is the power within this ring merely an imitation of the healing energies that can bestow true life. The ring has 3 charges and regains all expended charges daily at dawn. While wearing the ring, you can expend 1 charge as a bonus action to gain 5 temporary hit points for 1 hour." + }, + { + "key": "vom_decoy-card", + "name": "Decoy Card", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This small, thick, parchment card displays an accurate portrait of the person carrying it. You can use an action to toss the card on the ground at a point within 10 feet of you. An illusion of you forms over the card and remains until dispelled. The illusion appears real, but it can do no harm. While you are within 120 feet of the illusion and can see it, you can use an action to make it move and behave as you wish, as long as it moves no further than 10 feet from the card. Any physical interaction with your illusory double reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect your illusory double identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until the card is moved or the illusion is dispelled. When the illusion ends, the card's face becomes blank, and the card becomes nonmagical." + }, + { + "key": "vom_deepchill-orb", + "name": "Deepchill Orb", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This fist-sized sphere of blue quartz emits cold. If placed in a container with a capacity of up to 5 cubic feet, it keeps the internal temperature of the container at a consistent 40 degrees Fahrenheit. This can keep liquids chilled, preserve cooked foods for up to 1 week, raw meats for up to 3 days, and fruits and vegetables for weeks. If you hold the orb without gloves or other insulating method, you take 1 cold damage each minute you hold it. At the GM's discretion, the orb's cold can be applied to other uses, such as keeping it in contact with a hot item to cool down the item enough to be handled, wrapping it and using it as a cooling pad to bring down fever or swelling, or similar." + }, + { + "key": "vom_defender-shabti", + "name": "Defender Shabti", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn\u2019t enough space for the shabti, the shabti doesn\u2019t grow. Unless stated otherwise in an individual shabti\u2019s description, a servile shabti uses the statistics of animated armor, except the servile shabti\u2019s Armor Class is 13, and it doesn\u2019t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti\u2019s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti\u2019s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft\u2014 weaponsmithing, pottery, carpentry, or another trade\u2014and has proficiency with the appropriate artisan\u2019s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can\u2019t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can\u2019t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can\u2019t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don\u2019t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can\u2019t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer\u2019s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn\u2019t ended. Once the shabti has been used, it can\u2019t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor\u2019s Multiattack and Slam actions, except the shabti\u2019s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor\u2019s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can\u2019t be used again until 5 days have passed." + }, + { + "key": "vom_deserters-boots", + "name": "Deserter's Boots", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While you wear these boots, your walking speed increases by 10 feet, and you gain a +1 bonus to Dexterity saving throws." + }, + { + "key": "vom_devil-shark-mask", + "name": "Devil Shark Mask", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you wear this burgundy face covering, it transforms your face into a shark-like visage, and the mask sprouts wicked horns. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls with this magic bite. In addition, you have advantage on Charisma (Intimidation) checks while wearing this mask." + }, + { + "key": "vom_devilish-doubloon", + "name": "Devilish Doubloon", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This gold coin bears the face of a leering devil on the obverse. If it is placed among other coins, it changes its appearance to mimic its neighbors, doing so over the course of 1 hour. This is a purely cosmetic change, and it returns to its original appearance when grasped by a creature with an Intelligence of 5 or higher. You can use a bonus action to toss the coin up to 20 feet. When the coin lands, it transforms into a barbed devil. The devil vanishes after 1 hour or when it is reduced to 0 hit points. When the devil vanishes, the coin reappears in a collection of at least 20 gold coins elsewhere on the same plane where it vanished. The devil is friendly to you and your companions. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. If you are reduced to 0 hit points and the devil is still alive, it moves to your body and uses its action to grab your soul. You must succeed on a DC 15 Charisma saving throw or the devil steals your soul and you die. If the devil fails to grab your soul, it vanishes as if slain. If the devil grabs your soul, it uses its next action to transport itself back to the Hells, disappearing in a flash of brimstone. If the devil returns to the Hells with your soul, its coin doesn't reappear, and you can be restored to life only by means of a true resurrection or wish spell." + }, + { + "key": "vom_devils-barb", + "name": "Devil's Barb", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This thin wand is fashioned from the fiendish quill of a barbed devil. While attuned to it, you have resistance to cold damage. The wand has 6 charges for the following properties. It regains 1d6 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into cinders and is destroyed. Hurl Flame. While holding the wand, you can expend 2 charges as an action to hurl a ball of devilish flame at a target you can see within 150 feet of you. The target must succeed on a DC 15 Dexterity check or take 3d6 fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Devil's Sight. While holding the wand, you can expend 1 charge as an action to cast the darkvision spell on yourself. Magical darkness doesn't impede this darkvision." + }, + { + "key": "vom_digger-shabti", + "name": "Digger Shabti", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn\u2019t enough space for the shabti, the shabti doesn\u2019t grow. Unless stated otherwise in an individual shabti\u2019s description, a servile shabti uses the statistics of animated armor, except the servile shabti\u2019s Armor Class is 13, and it doesn\u2019t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti\u2019s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti\u2019s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft\u2014 weaponsmithing, pottery, carpentry, or another trade\u2014and has proficiency with the appropriate artisan\u2019s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can\u2019t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can\u2019t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can\u2019t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don\u2019t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can\u2019t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer\u2019s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn\u2019t ended. Once the shabti has been used, it can\u2019t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor\u2019s Multiattack and Slam actions, except the shabti\u2019s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor\u2019s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can\u2019t be used again until 5 days have passed." + }, + { + "key": "vom_dimensional-net", + "name": "Dimensional Net", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Woven from the hair of celestials and fiends, this shimmering iridescent net can subdue and capture otherworldly creatures. You have a +1 bonus to attack rolls with this magic weapon. In addition to the normal effects of a net, this net prevents any Large or smaller aberration, celestial, or fiend hit by it from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. When such a creature is bound in this way, a creature must succeed on a DC 30 Strength (Athletics) check to free the bound creature. The net has immunity to damage dealt by the bound creature, but another creature can deal 20 slashing damage to the net and free the bound creature, ending the effect. The net has AC 15 and 30 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the net drops to 0 hit points, it is destroyed." + }, + { + "key": "vom_dirgeblade", + "name": "Dirgeblade", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This weapon is an exquisitely crafted rapier set in a silver and leather scabbard. The blade glows a faint stormy blue and is encircled by swirling wisps of clouds. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon, when unsheathed, sheds dim blue light in a 20-foot radius. When you hit a creature with it, you can expend 1 Bardic Inspiration to impart a sense of overwhelming grief in the target. A creature affected by this grief must succeed on a DC 15 Wisdom saving throw or fall prone and become incapacitated by sadness until the end of its next turn. Once a month under an open sky, you can use a bonus action to speak this magic sword's command word and cause the sword to sing a sad dirge. This dirge conjures heavy rain (or snow in freezing temperatures) in the region for 2d6 hours. The precipitation falls in an X-mile radius around you, where X is equal to your level." + }, + { + "key": "vom_dirk-of-daring", + "name": "Dirk of Daring", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the dagger, you have advantage on saving throws against being frightened." + }, + { + "key": "vom_distracting-doubloon", + "name": "Distracting Doubloon", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This gold coin is plain and matches the dominant coin of the region. Typically, 2d6 distracting doubloons are found together. You can use an action to toss the coin up to 20 feet. The coin bursts into a flash of golden light on impact. Each creature within a 15-foot radius of where the coin landed must succeed on a DC 11 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the coin for 1 minute. If an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. At the end of the duration, the coin crumbles to dust and is destroyed." + }, + { + "key": "vom_djinn-vessel", + "name": "Djinn Vessel", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A rough predecessor to the ring of djinni summoning and the ring elemental command, this clay vessel is approximately a foot long and half as wide. An iron stopper engraved with a rune of binding seals its entrance. If the vessel is empty, you can use an action to remove the stopper and cast the banishment spell (save DC 15) on a celestial, elemental, or fiend within 60 feet of you. At the end of the spell's duration, if the target is an elemental, it is trapped in this vessel. While trapped, the elemental can take no actions, but it is aware of occurrences outside of the vessel and of other djinn vessels. You can use an action to remove the vessel's stopper and release the elemental the vessel contains. Once released, the elemental acts in accordance with its normal disposition and alignment." + }, + { + "key": "vom_doppelganger-ointment", + "name": "Doppelganger Ointment", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This ceramic jar contains 1d4 + 1 doses of a thick, creamy substance that smells faintly of pork fat. The jar and its contents weigh 1/2 a pound. Applying a single dose to your body takes 1 minute. For 24 hours or until it is washed off with an alcohol solution, you can change your appearance, as per the Change Appearance option of the alter self spell. For the duration, you can use a bonus action to return to your normal form, and you can use an action to return to the form of the mimicked creature. If you add a piece of a specific creature (such as a single hair, nail paring, or drop of blood), the ointment becomes more powerful allowing you to flawlessly imitate that creature, as long as its body shape is humanoid and within one size category of your own. While imitating that creature, you have advantage on Charisma checks made to convince others you are that specific creature, provided they didn't see you change form." + }, + { + "key": "vom_dragonstooth-blade", + "name": "Dragonstooth Blade", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This razor-sharp blade, little more than leather straps around the base of a large tooth, still carries the power of a dragon. This weapon's properties are determined by the type of dragon that once owned this tooth. The GM chooses the dragon type or determines it randomly from the options below. When you hit with an attack using this magic sword, the target takes an extra 1d6 damage of a type determined by the kind of dragon that once owned the tooth. In addition, you have resistance to the type of damage associated with that dragon. | d6 | Damage Type | Dragon Type |\n| --- | ----------- | ------------------- |\n| 1 | Acid | Black or Copper |\n| 2 | Fire | Brass, Gold, or Red |\n| 3 | Poison | Green |\n| 4 | Lightning | Blue or Bronze |\n| 5 | Cold | Silver or White |\n| 6 | Necrotic | Undead |" + }, + { + "key": "vom_draught-of-ambrosia", + "name": "Draught of Ambrosia", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "The liquid in this tiny vial is golden and has a heady, floral scent. When you drink the draught, it fortifies your body and mind, removing any infirmity caused by old age. You stop aging and are immune to any magical and nonmagical aging effects. The magic of the ambrosia lasts ten years, after which time its power fades, and you are once again subject to the ravages of time and continue aging." + }, + { + "key": "vom_draught-of-the-black-owl", + "name": "Draught of the Black Owl", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you drink this potion, you transform into a black-feathered owl for 1 hour. This effect works like the polymorph spell, except you can take only the form of an owl. While you are in the form of an owl, you retain your Intelligence, Wisdom, and Charisma scores. If you are a druid with the Wild Shape feature, you can transform into a giant owl instead. Drinking this potion doesn't expend a use of Wild Shape." + }, + { + "key": "vom_dread-scarab", + "name": "Dread Scarab", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "The abdomen of this beetleshaped brooch is decorated with the grim semblance of a human skull. If you hold it in your hand for 1 round, an Abyssal inscription appears on its surface, revealing its magical nature. While wearing this brooch, you gain the following benefits:\n- You have advantage on saving throws against spells.\n- The scarab has 9 charges. If you fail a saving throw against a conjuration spell or a harmful effect originating from a celestial creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into dust and is destroyed when its last charge is expended." + }, + { + "key": "vom_dust-of-desiccation", + "name": "Dust of Desiccation", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This small packet contains soot-like dust. There is enough of it for one use. When you use an action to blow the choking dust from your palm, each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw can't speak until the end of its next turn as it chokes on the dust. Alternatively, you can use an action to throw the dust into the air, affecting yourself and each creature within 30 feet of you with the dust." + }, + { + "key": "vom_dust-of-muffling", + "name": "Dust of Muffling", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "You can scatter this fine, silvery-gray dust on the ground as an action, covering a 10-foot-square area. There is enough dust in one container for up to 5 uses. When a creature moves over an area covered in the dust, it has advantage on Dexterity (Stealth) checks to remain unheard. The effect remains until the dust is swept up, blown away, or tracked away by the traffic of eight or more creatures passing through the area." + }, + { + "key": "vom_dust-of-the-dead", + "name": "Dust of the Dead", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This stoppered vial is filled with dust and ash. There is enough of it for one use. When you use an action to sprinkle the dust on a willing humanoid, the target falls into a death-like slumber for 8 hours. While asleep, the target appears dead to all mundane and magical means, but spells that target the dead, such as the speak with dead spell, fail when used on the target. The cause of death is not evident, though any wounds the target has taken remain visible. If the target takes damage while asleep, it has resistance to the damage. If the target is reduced to below half its hit points while asleep, it must succeed on a DC 15 Constitution saving throw to wake up. If the target is reduced to 5 hit points or fewer while asleep, it wakes up. If the target is unwilling, it must succeed on a DC 11 Constitution saving throw to avoid the effect of the dust. A sleeping creature is considered an unwilling target." + }, + { + "key": "vom_eagle-cape", + "name": "Eagle Cape", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "The exterior of this silk cape is lined with giant eagle feathers. When you fall while wearing this cape, you descend 60 feet per round, take no damage from falling, and always land on your feet. In addition, you can use an action to speak the cloak's command word. This turns the cape into a pair of eagle wings which give you a flying speed of 60 feet for 1 hour or until you repeat the command word as an action. When the wings revert back to a cape, you can't use the cape in this way again until the next dawn." + }, + { + "key": "vom_earrings-of-the-agent", + "name": "Earrings of the Agent", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Aside from a minor difference in size, these simple golden hoops are identical to one another. Each hoop has 1 charge and provides a different magical effect. Each hoop regains its expended charge daily at dawn. You must be wearing both hoops to use the magic of either hoop." + }, + { + "key": "vom_earrings-of-the-eclipse", + "name": "Earrings of the Eclipse", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally." + }, + { + "key": "vom_earrings-of-the-storm-oyster", + "name": "Earrings of the Storm Oyster", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "The deep blue pearls forming the core of these earrings come from oysters that survive being struck by lightning. While wearing these earrings, you gain the following benefits:\n- You have resistance to lightning and thunder damage.\n- You can understand Primordial. When it is spoken, the pearls echo the words in a language you can understand, at a whisper only you can hear.\n- You can't be deafened.\n- You can breathe air and water. - As an action, you can cast the sleet storm spell (save DC 15) from the earrings. The earrings can't be used this way again until the next dawn." + }, + { + "key": "vom_ebon-shards", + "name": "Ebon Shards", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows* (5 charges), maddening whispers* (2 charges), or void strike* (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage." + }, + { + "key": "vom_efficacious-eyewash", + "name": "Efficacious Eyewash", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This clear liquid glitters with miniscule particles of light. A bottle of this potion contains 6 doses, and its lid comes with a built-in dropper. You can use an action to apply 1 dose to the eyes of a blinded creature. The blinded condition is suppressed for 2d4 rounds. If the blinded condition has a duration, subtract those rounds from the total duration; if doing so reduces the overall duration to 0 rounds or less, then the condition is removed rather than suppressed. This eyewash doesn't work on creatures that are naturally blind, such as grimlocks, or creatures blinded by severe damage or removal of their eyes." + }, + { + "key": "vom_eldritch-rod", + "name": "Eldritch Rod", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This bone rod is carved into the shape of twisting tendrils or tentacles. You can use this rod as an arcane focus. The rod has 3 charges and regains all expended charges daily at dawn. When you cast a spell that requires an attack roll and that deals damage while holding this rod, you can expend 1 of its charges as part of the casting to enhance that spell. If the attack hits, the spell also releases tendrils that bind the target, grappling it for 1 minute. At the start of each of your turns, the grappled target takes 1d6 damage of the same type dealt by the spell. At the end of each of its turns, the grappled target can make a Dexterity saving throw against your spell save DC, freeing itself from the tendrils on a success. The rod's magic can grapple only one target at a time. If you use the rod to grapple another target, the effect on the previous target ends." + }, + { + "key": "vom_elemental-wraps", + "name": "Elemental Wraps", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest. The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance. The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical." + }, + { + "key": "vom_elixir-of-corruption", + "name": "Elixir of Corruption", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This elixir looks, smells, and tastes like a potion of heroism; however, it is actually a poisonous elixir masked by illusion magic. An identify spell reveals its true nature. If you drink it, you must succeed on a DC 15 Constitution saving throw or be corrupted by the diabolical power within the elixir for 1 week. While corrupted, you lose immunity to diseases, poison damage, and the poisoned condition. If you aren't normally immune to poison damage, you instead have vulnerability to poison damage while corrupted. The corruption can be removed with greater restoration or similar magic." + }, + { + "key": "vom_elixir-of-deep-slumber", + "name": "Elixir of Deep Slumber", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The milky-white liquid in this vial smells of jasmine and sandalwood. When you drink this potion, you fall into a deep sleep, from which you can't be physically awakened, for 1 hour. A successful dispel magic (DC 13) cast on you awakens you but cancels any beneficial effects of the elixir. When you awaken at the end of the hour, you benefit from the sleep as if you had finished a long rest." + }, + { + "key": "vom_elixir-of-focus", + "name": "Elixir of Focus", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This deep amber concoction seems to glow with an inner light. When you drink this potion, you have advantage on the next ability check you make within 10 minutes, then the elixir's effect ends." + }, + { + "key": "vom_elixir-of-mimicry", + "name": "Elixir of Mimicry", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you drink this sweet, oily, black liquid, you can imitate the voice of a single creature that you have heard speak within the past 24 hours. The effects last for 3 minutes." + }, + { + "key": "vom_elixir-of-oracular-delirium", + "name": "Elixir of Oracular Delirium", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This pearlescent fluid perpetually swirls inside its container with a slow kaleidoscopic churn. When you drink this potion, you can cast the guidance spell for 1 hour at will. You can end this effect early as an action and gain the effects of the augury spell. If you do, you are afflicted with short-term madness after learning the spell's results." + }, + { + "key": "vom_elixir-of-spike-skin", + "name": "Elixir of Spike Skin", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Slivers of bone float in the viscous, gray liquid inside this vial. When you drink this potion, bone-like spikes protrude from your skin for 1 hour. Each time a creature hits you with a melee weapon attack while within 5 feet of you, it must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage from the spikes. In addition, while you are grappling a creature or while a creature is grappling you, it takes 1d4 piercing damage at the start of your turn." + }, + { + "key": "vom_elixir-of-the-clear-mind", + "name": "Elixir of the Clear Mind", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This cerulean blue liquid sits calmly in its flask even when jostled or shaken. When you drink this potion, you have advantage on Wisdom checks and saving throws for 1 hour. For the duration, if you fail a saving throw against an enchantment or illusion spell or similar magic effect, you can choose to succeed instead. If you do, you draw upon all the potion's remaining power, and its effects end immediately thereafter." + }, + { + "key": "vom_elixir-of-the-deep", + "name": "Elixir of the Deep", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This thick, green, swirling liquid tastes like salted mead. For 1 hour after drinking this elixir, you can breathe underwater, and you can see clearly underwater out to a range of 60 feet. The elixir doesn't allow you to see through magical darkness, but you can see through nonmagical clouds of silt and other sedimentary particles as if they didn't exist. For the duration, you also have advantage on saving throws against the spells and other magical effects of fey creatures native to water environments, such as a Lorelei (see Tome of Beasts) or Water Horse (see Creature Codex)." + }, + { + "key": "vom_elixir-of-wakefulness", + "name": "Elixir of Wakefulness", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This effervescent, crimson liquid is commonly held in a thin, glass vial capped in green wax. When you drink this elixir, its effects last for 8 hours. While the elixir is in effect, you can't fall asleep by normal means. You have advantage on saving throws against effects that would put you to sleep. If you are affected by the sleep spell, your current hit points are considered 10 higher when determining the effects of the spell." + }, + { + "key": "vom_elk-horn-rod", + "name": "Elk Horn Rod", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This rod is fashioned from elk or reindeer horn. As an action, you can grant a +1 bonus on saving throws against spells and magical effects to a target touched by the wand, including yourself. The bonus lasts 1 round. If you are holding the rod while performing the somatic component of a dispel magic spell or comparable magic, you have a +1 bonus on your spellcasting ability check." + }, + { + "key": "vom_encouraging-breastplate", + "name": "Encouraging Breastplate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-chain-mail", + "name": "Encouraging Chain Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-chain-shirt", + "name": "Encouraging Chain Shirt", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-half-plate", + "name": "Encouraging Half Plate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-hide-armor", + "name": "Encouraging Hide Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-leather-armor", + "name": "Encouraging Leather Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-padded-armor", + "name": "Encouraging Padded Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-plate", + "name": "Encouraging Plate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-ring-mail", + "name": "Encouraging Ring Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-scale-mail", + "name": "Encouraging Scale Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-splint", + "name": "Encouraging Splint", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_encouraging-studded-leather", + "name": "Encouraging Studded Leather", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2." + }, + { + "key": "vom_enraging-ammunition", + "name": "Enraging Ammunition", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When you hit a creature with a ranged attack using this magical ammunition, the target must succeed on a DC 13 Wisdom saving throw or become enraged for 1 minute. On its turn, an enraged creature moves toward you by the most direct route, trying to get within 5 feet of you. It doesn't avoid opportunity attacks, but it moves around or avoids damaging terrain, such as lava or a pit. If the enraged creature is within 5 feet of you, it attacks you. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_ensnaring-ammunition", + "name": "Ensnaring Ammunition", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When you hit a creature with a ranged attack using this magical ammunition, the target takes only half the damage from the attack, and the target is restrained as the ammunition bursts into entangling strands that wrap around it. As an action, the restrained target can make a DC 13 Strength check, bursting the bonds on a success. The strands can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage)." + }, + { + "key": "vom_entrenching-mattock", + "name": "Entrenching Mattock", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 to attack and damage rolls with this magic weapon. This bonus increases to +3 when you use the pick to attack a creature made of earth or stone, such as an earth elemental or stone golem. As a bonus action, you can slam the head of the pick into earth, sand, mud, or rock within 5 feet of you to create a wall of that material up to 30 feet long, 3 feet high, and 1 foot thick along that surface. The wall provides half cover to creatures behind it. The pick can't be used this way again until the next dawn." + }, + { + "key": "vom_everflowing-bowl", + "name": "Everflowing Bowl", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself." + }, + { + "key": "vom_explosive-orb-of-obfuscation", + "name": "Explosive Orb of Obfuscation", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can\u2019t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check." + }, + { + "key": "vom_exsanguinating-blade", + "name": "Exsanguinating Blade", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman's head with ruby eyes and a fanged mouth opened in a scream. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: - You or a creature you touch with the blade regains 2d8 hit points. - The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic damage." + }, + { + "key": "vom_extract-of-dual-mindedness", + "name": "Extract of Dual-Mindedness", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage." + }, + { + "key": "vom_eye-of-horus", + "name": "Eye of Horus", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened." + }, + { + "key": "vom_eye-of-the-golden-god", + "name": "Eye of the Golden God", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can't be frightened and you don't suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don't know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a 1d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisite purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn't hurt either. After the assault, while his companions were busy chasing the fleeing members of the cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweler who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades." + }, + { + "key": "vom_eyes-of-the-outer-dark", + "name": "Eyes of the Outer Dark", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren't suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can't be used again until the next dawn." + }, + { + "key": "vom_eyes-of-the-portal-masters", + "name": "Eyes of the Portal Masters", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portal within 60 feet of you and whether the portal is one-way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Putting the lenses on or off requires an action." + }, + { + "key": "vom_fanged-mask", + "name": "Fanged Mask", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a bite attack when you don and attune to this mask, your bite attack's damage dice double (for example, 1d4 becomes 2d4)." + }, + { + "key": "vom_farhealing-bandages", + "name": "Farhealing Bandages", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour. While the target is within 60 feet of you and the bandage's magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can't be used again until the next dawn. You can be attuned to only one farhealing bandage at a time." + }, + { + "key": "vom_farmer-shabti", + "name": "Farmer Shabti", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn\u2019t enough space for the shabti, the shabti doesn\u2019t grow. Unless stated otherwise in an individual shabti\u2019s description, a servile shabti uses the statistics of animated armor, except the servile shabti\u2019s Armor Class is 13, and it doesn\u2019t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti\u2019s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti\u2019s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft\u2014 weaponsmithing, pottery, carpentry, or another trade\u2014and has proficiency with the appropriate artisan\u2019s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can\u2019t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can\u2019t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can\u2019t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don\u2019t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can\u2019t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer\u2019s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn\u2019t ended. Once the shabti has been used, it can\u2019t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor\u2019s Multiattack and Slam actions, except the shabti\u2019s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor\u2019s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can\u2019t be used again until 5 days have passed." + }, + { + "key": "vom_fear-eaters-mask", + "name": "Fear-Eater's Mask", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours." + }, + { + "key": "vom_feather-token", + "name": "Feather Token", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "The following are additional feather token options. Cloud (Uncommon). This white feather is shaped like a cloud. You can use an action to step on the token, which expands into a 10-foot-diameter cloud that immediately begins to rise slowly to a height of up to 20 feet. Any creatures standing on the cloud rise with it. The cloud disappears after 10 minutes, and anything that was on the cloud falls slowly to the ground. \nDark of the Moon (Rare). This black feather is shaped like a crescent moon. As an action, you can brush the feather over a willing creature\u2019s eyes to grant it the ability to see in the dark. For 1 hour, that creature has darkvision out to a range of 60 feet, including in magical darkness. Afterwards, the feather disappears. \n Held Heart (Very Rare). This red feather is shaped like a heart. While carrying this token, you have advantage on initiative rolls. As an action, you can press the feather against a willing, injured creature. The target regains all its missing hit points and the feather disappears. \nJackdaw\u2019s Dart (Common). This black feather is shaped like a dart. While holding it, you can use an action to throw it at a creature you can see within 30 feet of you. As it flies, the feather transforms into a blot of black ink. The target must succeed on a DC 11 Dexterity saving throw or the feather leaves a black mark of misfortune on it. The target has disadvantage on its next ability check, attack roll, or saving throw then the mark disappears. A remove curse spell ends the mark early." + }, + { + "key": "vom_fellforged-armor", + "name": "Fellforged Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "While wearing this steam-powered magic armor, you gain a +1 bonus to AC, your Strength score increases by 2, and you gain the ability to cast speak with dead as an action. As long as you remain cursed, you exude an unnatural aura, causing beasts with Intelligence 3 or less within 30 feet of you to be frightened. Once you have used the armor to cast speak with dead, you can't cast it again until the next dawn." + }, + { + "key": "vom_ferrymans-coins", + "name": "Ferryman's Coins", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "It is customary in many faiths to weight a corpse's eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death's river to the afterlife. Ferryman's coins, though, ensure the body stays in the ground regardless of the spirit's destination. These coins, which feature a death's head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead. When you place two coins on a corpse's closed lids and activate them with a simple prayer, they can't be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse." + }, + { + "key": "vom_feysworn-contract", + "name": "Feysworn Contract", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This long scroll is written in flowing Elvish, the words flickering with a pale witchlight, and marked with the seal of a powerful fey or a fey lord or lady. When you use an action to present this scroll to a fey whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fey, negotiating a service from it in exchange for a reward. The fey is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fey, the truce is broken, and the creature can act normally. If the fey refuses the offer, it is free to take any actions it wishes. Should you and the fey reach an agreement that is satisfactory to both parties, you must sign the agreement and have the fey do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fey to the agreement until its service is rendered and the reward paid, at which point the scroll fades into nothingness. Fey are notoriously clever folk, and while they must adhere to the letter of any bargains they make, they always look for any advantage in their favor. If either party breaks the bargain, that creature immediately takes 10d6 poison damage, and the charter is destroyed, ending the contract." + }, + { + "key": "vom_fiendish-charter", + "name": "Fiendish Charter", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This long scroll bears the mark of a powerful creature of the Lower Planes, whether an archduke of Hell, a demon lord of the Abyss, or some other powerful fiend or evil deity. When you use an action to present this scroll to a fiend whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fiend, negotiating a service from it in exchange for a reward. The fiend is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fiend, the truce is broken, and the creature can act normally. If the fiend refuses the offer, it is free to take any actions it wishes. Should you and the fiend reach an agreement that is satisfactory to both parties, you must sign the charter in blood and have the fiend do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fiend to the agreement until its service is rendered and the reward paid, at which point the scroll ignites and burns into ash. The contract's wording should be carefully considered, as fiends are notorious for finding loopholes or adhering to the letter of the agreement to their advantage. If either party breaks the bargain, that creature immediately takes 10d6 necrotic damage, and the charter is destroyed, ending the contract." + }, + { + "key": "vom_figurehead-of-prowess", + "name": "Figurehead of Prowess", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead\u2019s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead\u2019s special property, a creature must be at the helm of the ship, referred to below as the \u201cpilot,\u201d and must use an action to speak the figurehead\u2019s command word. \nAlbatross (Uncommon). While this figurehead is mounted on a ship, the ship\u2019s pilot can double its proficiency bonus with navigator\u2019s tools when navigating the ship. In addition, the ship\u2019s pilot doesn\u2019t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot\u2019s vision. \nBasilisk (Uncommon). While this figurehead is mounted on a ship, the ship\u2019s AC increases by 2. \nDragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship\u2019s damage threshold increases by 5. If the ship doesn\u2019t normally have a damage threshold, it gains a damage threshold of 5. \nKraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship\u2019s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship\u2019s ropes have been animated for a total of 10 minutes, the figurehead\u2019s magic ceases to function until the next dawn. \nManta Ray (Rare). While this figurehead is mounted on a ship, the ship\u2019s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it. \nNarwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check. \nOctopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead\u2019s magic ceases to function until the next dawn. \nSphinx (Legendary). This figurehead can be mounted only on a ship that isn\u2019t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead\u2019s magic ceases to function until the next dawn. \nXorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn\u2019t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead\u2019s magic ceases to function until the next dawn." + }, + { + "key": "vom_figurine-of-wondrous-power-amber-bee", + "name": "Figurine of Wondrous Power (Amber Bee)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can\u2019t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can\u2019t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn\u2019t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can\u2019t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can\u2019t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can\u2019t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn." + }, + { + "key": "vom_figurine-of-wondrous-power-basalt-cockatrice", + "name": "Figurine of Wondrous Power (Basalt Cockatrice)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can\u2019t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can\u2019t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn\u2019t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can\u2019t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can\u2019t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can\u2019t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn." + }, + { + "key": "vom_figurine-of-wondrous-power-coral-shark", + "name": "Figurine of Wondrous Power (Coral Shark)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can\u2019t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can\u2019t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn\u2019t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can\u2019t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can\u2019t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can\u2019t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn." + }, + { + "key": "vom_figurine-of-wondrous-power-hematite-aurochs", + "name": "Figurine of Wondrous Power (Hematite Aurochs)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can\u2019t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can\u2019t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn\u2019t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can\u2019t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can\u2019t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can\u2019t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn." + }, + { + "key": "vom_figurine-of-wondrous-power-lapis-camel", + "name": "Figurine of Wondrous Power (Lapis Camel)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can\u2019t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can\u2019t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn\u2019t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can\u2019t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can\u2019t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can\u2019t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn." + }, + { + "key": "vom_figurine-of-wondrous-power-marble-mistwolf", + "name": "Figurine of Wondrous Power (Marble Mistwolf)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can\u2019t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can\u2019t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn\u2019t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can\u2019t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can\u2019t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can\u2019t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn." + }, + { + "key": "vom_figurine-of-wondrous-power-tin-dog", + "name": "Figurine of Wondrous Power (Tin Dog)", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can\u2019t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can\u2019t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn\u2019t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can\u2019t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can\u2019t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can\u2019t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn." + }, + { + "key": "vom_figurine-of-wondrous-power-violet-octopoid", + "name": "Figurine of Wondrous Power (Violet Octopoid)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can\u2019t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can\u2019t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can\u2019t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn\u2019t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can\u2019t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can\u2019t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can\u2019t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can\u2019t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn." + }, + { + "key": "vom_firebird-feather", + "name": "Firebird Feather", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This feather sheds bright light in a 20-foot radius and dim light for an additional 20 feet, but it creates no heat and doesn't use oxygen. While holding the feather, you can tolerate temperatures as low as \u201350 degrees Fahrenheit. Druids and clerics and paladins who worship nature deities can use the feather as a spellcasting focus. If you use the feather in place of a holy symbol when using your Turn Undead feature, undead in the area have a \u20131 penalty on the saving throw." + }, + { + "key": "vom_flag-of-the-cursed-fleet", + "name": "Flag of the Cursed Fleet", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don\u2019t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard. \nCursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn\u2019t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain\u2019s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain\u2019s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life. \nCursed Captain. If the ship flying this flag doesn\u2019t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag\u2019s magic, if the captain was bound to it. \nUnholy Vessel. While aboard a vessel flying this flag, an undead creature has advantage on saving throws against effects that turn undead, and if it fails the saving throw, it isn\u2019t destroyed, no matter its CR. In addition, the captain and crew can\u2019t be frightened while aboard a vessel flying this flag. \nWhen a creature that isn\u2019t a construct or undead and isn\u2019t part of the crew boards the vessel, it must succeed on a DC 17 Constitution saving throw or be poisoned while it remains on board. If the creature exits the vessel and boards it again, the creature must repeat the saving throw." + }, + { + "key": "vom_flash-bullet", + "name": "Flash Bullet", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you hit a creature with a ranged attack using this shiny, polished stone, it releases a sudden flash of bright light. The target takes damage as normal and must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw." + }, + { + "key": "vom_flask-of-epiphanies", + "name": "Flask of Epiphanies", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask's contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn." + }, + { + "key": "vom_fleshspurned-mask", + "name": "Fleshspurned Mask", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This mask features inhumanly sized teeth similar in appearance to the toothy ghost known as a Fleshspurned (see Tome of Beasts 2). It has a strap fashioned from entwined strands of sinew, and it fits easily over your face with no need to manually adjust the strap. While wearing this mask, you can use its teeth to make unarmed strikes. When you hit with it, the teeth deal necrotic damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. In addition, if the target has the Incorporeal Movement trait, you deal necrotic damage equal to 2d6 + your Strength modifier instead. Such targets don't have resistance or immunity to the necrotic damage you deal with this attack. If you kill a creature with your teeth, you gain temporary hit points equal to double the creature's challenge rating (minimum of 1)." + }, + { + "key": "vom_flood-charm", + "name": "Flood Charm", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This smooth, blue-gray stone is carved with stylized waves or rows of wavy lines. When you are in water too deep to stand, the charm activates. You automatically become buoyant enough to float to the surface unless you are grappled or restrained. If you are unable to surface\u2014such as if you are grappled or restrained, or if the water completely fills the area\u2014the charm surrounds you with a bubble of breathable air that lasts for 5 minutes. At the end of the air bubble's duration, or when you leave the water, the charm's effects end and it becomes a nonmagical stone." + }, + { + "key": "vom_flute-of-saurian-summoning", + "name": "Flute of Saurian Summoning", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This scaly, clawed flute has a musky smell, and it releases a predatory, screeching roar with reptilian overtones when blown. You must be proficient with wind instruments to use this flute. You can use an action to play the flute and conjure dinosaurs. This works like the conjure animals spell, except the animals you conjure must be dinosaurs or Medium or larger lizards. The dinosaurs remain for 1 hour, until they die, or until you dismiss them as a bonus action. The flute can't be used to conjure dinosaurs again until the next dawn." + }, + { + "key": "vom_fly-whisk-of-authority", + "name": "Fly Whisk of Authority", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can't use the fly whisk this way again until the next dawn." + }, + { + "key": "vom_fog-stone", + "name": "Fog Stone", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This sling stone is carved to look like a fluffy cloud. Typically, 1d4 + 1 fog stones are found together. When you fire the stone from a sling, it transforms into a miniature cloud as it flies through the air, and it creates a 20-foot-radius sphere of fog centered on the target or point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it." + }, + { + "key": "vom_forgefire-maul", + "name": "Forgefire Maul", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns." + }, + { + "key": "vom_forgefire-warhammer", + "name": "Forgefire Warhammer", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns." + }, + { + "key": "vom_fountmail", + "name": "Fountmail", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This armor is a dazzling white suit of chain mail with an alabaster-colored steel collar that covers part of the face. You gain a +3 bonus to AC while you wear this armor. In addition, you gain the following benefits: - You add your Strength and Wisdom modifiers in addition to your Constitution modifier on all rolls when spending Hit Die to recover hit points. - You can't be frightened. - You have resistance to necrotic damage." + }, + { + "key": "vom_freerunner-rod", + "name": "Freerunner Rod", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Tightly intertwined lengths of grass, bound by additional stiff, knotted blades of grass, form this rod, which is favored by plains-dwelling druids and rangers. While holding it and in grasslands, you leave behind no tracks or other traces of your passing, and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, beasts with an Intelligence of 3 or lower that are native to grasslands must succeed on a DC 15 Charisma saving throw to attack you. The rod has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod collapses into a pile of grass seeds and is destroyed. Among the grass seeds are 1d10 berries, consumable as if created by the goodberry spell." + }, + { + "key": "vom_frost-pellet", + "name": "Frost Pellet", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Fashioned from the stomach lining of a Devil Shark (see Creature Codex), this rubbery pellet is cold to the touch. When you consume the pellet, you feel bloated, and you are immune to cold damage for 1 hour. Once before the duration ends, you can expel a 30-foot cone of cold water. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, the creature takes 6d8 cold damage and is pushed 10 feet away from you. On a success, the creature takes half the damage and isn't pushed away." + }, + { + "key": "vom_frostfire-lantern", + "name": "Frostfire Lantern", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern's flame has burned for 1 hour, it can't be lit again until the next dawn. You can extinguish the lantern's flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern's total burn time. When a creature enters the lantern's light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern's light." + }, + { + "key": "vom_frungilator", + "name": "Frungilator", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This strangely-shaped item resembles a melted wand or a strange growth chipped from the arcane trees of elder planes. The wand has 5 charges and regains 1d4 + 1 charges daily at dusk. While holding it, you can use an action to expend 1 of its charges and point it at a target within 60 feet of you. The target must be a creature. When activated, the wand frunges creatures into a chaos matrix, which does\u2026something. Roll a d10 and consult the following table to determine these unpredictable effects (none of them especially good). Most effects can be removed by dispel magic, greater restoration, or more powerful magic. | d10 | Frungilator Effect |\n| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 1 | Glittering sparkles fly all around. You are surrounded in sparkling light until the end of your next turn as if you were targeted by the faerie fire spell. |\n| 2 | The target is encased in void crystal and immediately begins suffocating. A creature, including the target, can take its action to shatter the void crystal by succeeding on a DC 10 Strength check. Alternatively, the void crystal can be attacked and destroyed (AC 12; hp 4; immunity to poison and psychic damage). |\n| 3 | Crimson void fire engulfs the target. It must make a DC 13 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 4 | The target's blood turns to ice. It must make a DC 13 Constitution saving throw, taking 6d6 cold damage on a failed save, or half as much damage on a successful one. |\n| 5 | The target rises vertically to a height of your choice, up to a maximum height of 60 feet. The target remains suspended there until the start of its next turn. When this effect ends, the target floats gently to the ground. |\n| 6 | The target begins speaking in backwards fey speech for 10 minutes. While speaking this way, the target can't verbally communicate with creatures that aren't fey, and the target can't cast spells with verbal components. |\n| 7 | Golden flowers bloom across the target's body. It is blinded until the end of its next turn. |\n| 8 | The target must succeed on a DC 13 Constitution saving throw or it and all its equipment assumes a gaseous form until the end of its next turn. This effect otherwise works like the gaseous form spell. |\n| 9 | The target must succeed on a DC 15 Wisdom saving throw or become enthralled with its own feet or limbs until the end of its next turn. While enthralled, the target is incapacitated. |\n| 10 | A giant ray of force springs out of the frungilator and toward the target. Each creature in a line that is 5 feet wide between you and the target must make a DC 16 Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a successful one. |" + }, + { + "key": "vom_fulminar-bracers", + "name": "Fulminar Bracers", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Stylized etchings of cat-like lightning elementals known as Fulminars (see Creature Codex) cover the outer surfaces of these solid silver bracers. While wearing these bracers, lightning crackles harmless down your hands, and you have resistance to lightning damage and thunder damage. The bracers have 3 charges. You can use an action to expend 1 charge to create lightning shackles that bind up to two creatures you can see within 60 feet of you. Each target must make a DC 15 Dexterity saving throw. On a failure, a target takes 4d6 lightning damage and is restrained for 1 minute. On a success, the target takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The bracers regain all expended charges daily at dawn. The bracers also regain 1 charge each time you take 10 lightning damage while wearing them." + }, + { + "key": "vom_gale-javelin", + "name": "Gale Javelin", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The metallic head of this javelin is embellished with three small wings. When you speak a command word while making a ranged weapon attack with this magic weapon, a swirling vortex of wind follows its path through the air. Draw a line between you and the target of your attack; each creature within 10 feet of this line must make a DC 13 Strength saving throw. On a failed save, the creature is pushed backward 10 feet and falls prone. In addition, if this ranged weapon attack hits, the target must make a DC 13 Strength saving throw. On a failed save, the target is pushed backward 15 feet and falls prone. The javelin's property can't be used again until the next dawn. In the meantime, it can still be used as a magic weapon." + }, + { + "key": "vom_garments-of-winters-knight", + "name": "Garments of Winter's Knight", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This white-and-blue outfit is designed in the style of fey nobility and maximized for both movement and protection. The multiple layers and snow-themed details of this garb leave no doubt that whoever wears these clothes is associated with the winter queen of faerie. You gain the following benefits while wearing the outfit: - If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\n- Whenever a creature within 5 feet of you hits you with a melee attack, the cloth steals heat from the surrounding air, and the attacker takes 2d8 cold damage.\n- You can't be charmed, and you are immune to cold damage.\n- You can use a bonus action to extend your senses outward to detect the presence of fey. Until the start of your next turn, you know the location of any fey within 60 feet of you." + }, + { + "key": "vom_gauntlet-of-the-iron-sphere", + "name": "Gauntlet of the Iron Sphere", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This heavy gauntlet is adorned with an onyx. While wearing this gauntlet, your unarmed strikes deal 1d8 bludgeoning damage, instead of the damage normal for an unarmed strike, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. In addition, your unarmed strikes deal double damage to objects and structures. If you hold a pound of raw iron ore in your hand while wearing the gauntlet, you can use an action to speak the gauntlet's command word and conjure an Iron Sphere (see Creature Codex). The iron sphere remains for 1 hour or until it dies. It is friendly to you and your companions. Roll initiative for the iron sphere, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the iron sphere, it defends itself from hostile creatures but otherwise takes no actions. The gauntlet can't be used this way again until the next dawn." + }, + { + "key": "vom_gazebo-of-shade-and-shelter", + "name": "Gazebo of Shade and Shelter", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You can use an action to place this 3-inch sandstone gazebo statuette on the ground and speak its command word. Over the next 5 minutes, the sandstone gazebo grows into a full-sized gazebo that remains for 8 hours or until you speak the command word that returns it to a sandstone statuette. The gazebo's posts are made of palm tree trunks, and its roof is made of palm tree fronds. The floor is level, clean, dry and made of palm fronds. The atmosphere inside the gazebo is comfortable and dry, regardless of the weather outside. You can command the interior to become dimly lit or dark. The gazebo's walls are opaque from the outside, appearing wooden, but they are transparent from the inside, appearing much like sheer fabric. When activated, the gazebo has an opening on the side facing you. The opening is 5 feet wide and 10 feet tall and opens and closes at your command, which you can speak as a bonus action while within 10 feet of the opening. Once closed, the opening is immune to the knock spell and similar magic, such as that of a chime of opening. The gazebo is 20 feet in diameter and is 10 feet tall. It is made of sandstone, despite its wooden appearance, and its magic prevents it from being tipped over. It has 100 hit points, immunity to nonmagical attacks excluding siege weapons, and resistance to all other damage. The gazebo contains crude furnishings: eight simple bunks and a long, low table surrounded by eight mats. Three of the wall posts bear fruit: one coconut, one date, and one fig. A small pool of clean, cool water rests at the base of a fourth wall post. The trees and the pool of water provide enough food and water for up to 10 people. Furnishings and other objects within the gazebo dissipate into smoke if removed from the gazebo. When the gazebo returns to its statuette form, any creatures inside it are expelled into unoccupied spaces nearest to the gazebo's entrance. Once used, the gazebo can't be used again until the next dusk. If reduced to 0 hit points, the gazebo can't be used again until 7 days have passed." + }, + { + "key": "vom_ghost-barding-breastplate", + "name": "Ghost Barding Breastplate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-chain-mail", + "name": "Ghost Barding Chain Mail", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-chain-shirt", + "name": "Ghost Barding Chain Shirt", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-half-plate", + "name": "Ghost Barding Half Plate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-hide", + "name": "Ghost Barding Hide", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-leather", + "name": "Ghost Barding Leather", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-padded", + "name": "Ghost Barding Padded", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-plate", + "name": "Ghost Barding Plate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-ring-mail", + "name": "Ghost Barding Ring Mail", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-scale-mail", + "name": "Ghost Barding Scale Mail", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-splint", + "name": "Ghost Barding Splint", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-barding-studded-leather", + "name": "Ghost Barding Studded Leather", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures." + }, + { + "key": "vom_ghost-dragon-horn", + "name": "Ghost Dragon Horn", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Scales from dead dragons cover this wooden, curved horn. You can use an action to speak the horn's command word and then blow the horn, which emits a blast in a 30-foot cone, containing shrieking spectral dragon heads. Each creature in the cone must make a DC 17 Wisdom saving throw. On a failure, a creature tales 5d10 psychic damage and is frightened of you for 1 minute. On a success, a creature takes half the damage and isn't frightened. Dragons have disadvantage on the saving throw and take 10d10 psychic damage instead of 5d10. A frightened target can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If a dragon takes damage from the horn's shriek, the horn has a 20 percent chance of exploding. The explosion deals 10d10 psychic damage to the blower and destroys the horn. Once you use the horn, it can't be used again until the next dawn. If you kill a dragon while holding or carrying the horn, you regain use of the horn." + }, + { + "key": "vom_ghost-thread", + "name": "Ghost Thread", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Most of this miles-long strand of enchanted silk, created by phase spiders, resides on the Ethereal Plane. Only a few inches at either end exist permanently on the Material Plane, and those may be used as any normal string would be. Creatures using it to navigate can follow one end to the other by running their hand along the thread, which phases into the Material Plane beneath their grasp. If dropped or severed (AC 8, 1 hit point), the thread disappears back into the Ethereal Plane in 2d6 rounds." + }, + { + "key": "vom_ghoul-light", + "name": "Ghoul Light", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This bullseye lantern sheds light as normal when a lit candle is placed inside of it. If the light shines on meat, no matter how toxic or rotten, for at least 10 minutes, the meat is rendered safe to eat. The lantern's magic doesn't improve the meat's flavor, but the light does restore the meat's nutritional value and purify it, rendering it free of poison and disease. In addition, when an undead creature ends its turn in the light, it takes 1 radiant damage." + }, + { + "key": "vom_ghoulbane-oil", + "name": "Ghoulbane Oil", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This rusty-red gelatinous liquid glistens with tiny sparkling crystal flecks. The oil can coat one weapon or 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, if a ghoul, ghast, or Darakhul (see Tome of Beasts) takes damage from the coated item, it takes an extra 2d6 damage of the weapon's type." + }, + { + "key": "vom_ghoulbane-rod", + "name": "Ghoulbane Rod", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Arcane glyphs decorate the spherical head of this tarnished rod, while engravings of cracked and broken skulls and bones circle its haft. When an undead creature is within 120 feet of the rod, the rod's arcane glyphs emit a soft glow. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's glyphs flare to life and the rod's magic activates. When an undead creature enters or starts its turn within 30 feet of the planted rod, it must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls against creatures that aren't undead until the start of its next turn. If a ghoul fails this saving throw, it also takes a \u20132 penalty to AC and Dexterity saving throws, its speed is halved, and it can't use reactions. The rod's magic remains active while planted in the ground, and after it has been active for a total of 10 minutes, its magic ceases to function until the next dawn. A creature can use an action to pull the rod from the ground, ending the effect early for use at a later time. Deduct the time it was active in increments of 1 minute from the rod's total active time." + }, + { + "key": "vom_giggling-orb", + "name": "Giggling Orb", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This glass sphere measures 3 inches in diameter and contains a swirling, yellow mist. You can use an action to throw the orb up to 60 feet. The orb shatters on impact and is destroyed. Each creature within a 20-foot-radius of where the orb landed must succeed on a DC 15 Wisdom saving throw or fall prone in fits of laughter, becoming incapacitated and unable to stand for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_girdle-of-traveling-alchemy", + "name": "Girdle of Traveling Alchemy", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids:\n- 2 flasks of alchemist's fire\n- 2 flasks of alchemist's ice*\n- 2 vials of acid - 2 jars of swarm repellent* - 1 vial of assassin's blood poison - 1 potion of climbing - 1 potion of healing Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they're transferred to another container before being used." + }, + { + "key": "vom_glamour-rings", + "name": "Glamour Rings", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "These rings are made from twisted loops of gold and onyx and are always found in pairs. The rings' magic works only while you and another humanoid of the same size each wear one ring and are on the same plane of existence. While wearing a ring, you or the other humanoid can use an action to swap your appearances, if both of you are willing. This effect works like the Change Appearance effect of the alter self spell, except you can change your appearance to only look identical to each other. Your clothing and equipment don't change, and the effect lasts until one of you uses this property again or until one of you removes the ring." + }, + { + "key": "vom_glass-wand-of-leng", + "name": "Glass Wand of Leng", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The tip of this twisted clear glass wand is razorsharp. It can be wielded as a magic dagger that grants a +1 bonus to attack and damage rolls made with it. The wand weighs 4 pounds and is roughly 18 inches long. When you tap the wand, it emits a single, loud note which can be heard up to 20 feet away and does not stop sounding until you choose to silence it. This wand has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 17): arcane lock (2 charges), disguise self (1 charge), or tongues (3 charges)." + }, + { + "key": "vom_glazed-battleaxe", + "name": "Glazed Battleaxe", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey." + }, + { + "key": "vom_glazed-greataxe", + "name": "Glazed Greataxe", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey." + }, + { + "key": "vom_glazed-greatsword", + "name": "Glazed Greatsword", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey." + }, + { + "key": "vom_glazed-handaxe", + "name": "Glazed Handaxe", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey." + }, + { + "key": "vom_glazed-longsword", + "name": "Glazed Longsword", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey." + }, + { + "key": "vom_glazed-rapier", + "name": "Glazed Rapier", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey." + }, + { + "key": "vom_glazed-scimitar", + "name": "Glazed Scimitar", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey." + }, + { + "key": "vom_glazed-shortsword", + "name": "Glazed Shortsword", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey." + }, + { + "key": "vom_gliding-cloak", + "name": "Gliding Cloak", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "By grasping the ends of the cloak while falling, you can glide up to 5 feet horizontally in any direction for every 1 foot you fall. You descend 60 feet per round but take no damage from falling while gliding in this way. A tailwind allows you to glide 10 feet per 1 foot descended, but a headwind forces you to only glide 5 feet per 2 feet descended." + }, + { + "key": "vom_gloomflower-corsage", + "name": "Gloomflower Corsage", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This black, six-petaled flower fits neatly on a garment's lapel or peeking out of a pocket. While wearing it, you have advantage on saving throws against being blinded, deafened, or frightened. While wearing the flower, you can use an action to speak one of three command words to invoke the corsage's power and cause one of the following effects: - When you speak the first command word, you gain blindsight out to a range of 120 feet for 1 hour.\n- When you speak the second command word, choose a target within 120 feet of you and make a ranged attack with a +7 bonus. On a hit, the target takes 3d6 psychic damage.\n- When you speak the third command word, your form shifts and shimmers. For 1 minute, 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. Each time you use the flower, one of its petals curls in on itself. You can't use the flower if all of its petals are curled. The flower uncurls 1d6 petals daily at dusk." + }, + { + "key": "vom_gloves-of-the-magister", + "name": "Gloves of the Magister", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The backs of each of these black leather gloves are set with gold fittings as if to hold a jewel. While you wear the gloves, you can cast mage hand at will. You can affix an ioun stone into the fitting on a glove. While the stone is affixed, you gain the benefits of the stone as if you had it in orbit around your head. If you take an action to touch a creature, you can transfer the benefits of the ioun stone to that creature for 1 hour. While the creature is gifted the benefits, the stone turns gray and provides you with no benefits for the duration. You can use an action to end this effect and return power to the stone. The stone's benefits can also be dispelled from a creature as if they were a 7th-level spell. When the effect ends, the stone regains its color and provides you with its benefits once more." + }, + { + "key": "vom_gloves-of-the-walking-shade", + "name": "Gloves of the Walking Shade", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Each glove is actually comprised of three, black ivory rings (typically fitting the thumb, middle finger, and pinkie) which are connected to each other. The rings are then connected to an intricately-engraved onyx wrist cuff by a web of fine platinum chains and tiny diamonds. While wearing these gloves, you gain the following benefits: - You have resistance to necrotic damage.\n- You can spend one Hit Die during a short rest to remove one level of exhaustion instead of regaining hit points.\n- You can use an action to become a living shadow for 1 minute. For the duration, you can move through a space as narrow as 1 inch wide without squeezing, and you can take the Hide action as a bonus action while you are in dim light or darkness. Once used, this property of the gloves can't be used again until the next nightfall." + }, + { + "key": "vom_gnawing-spear", + "name": "Gnawing Spear", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you roll a 20 on an attack roll made with this spear, its head animates, grows serrated teeth, and lodges itself in the target. While the spear is lodged in the target and you are wielding the spear, the target is grappled by you. At the start of each of your turns, the spear twists and grinds, dealing 2d6 piercing damage to the grappled target. If you release the spear, it remains lodged in the target, dealing damage each round as normal, but the target is no longer grappled by you. While the spear is lodged in a target, you can't make attacks with it. A creature, including the restrained target, can take its action to remove the spear by succeeding on a DC 15 Strength check. The target takes 1d6 piercing damage when the spear is removed. You can use an action to speak the spear's command word, causing it to dislodge itself and fall into an unoccupied space within 5 feet of the target." + }, + { + "key": "vom_goblin-shield", + "name": "Goblin Shield", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This shield resembles a snarling goblin's head. It has 3 charges and regains 1d3 expended charges daily at dawn. While wielding this shield, you can use a bonus action to expend 1 charge and command the goblin's head to bite a creature within 5 feet of you. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. On a hit, the target takes 2d4 piercing damage." + }, + { + "key": "vom_goggles-of-firesight", + "name": "Goggles of Firesight", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The lenses of these combination fleshy and plantlike goggles extend a few inches away from the goggles on a pair of tentacles. While wearing these lenses, you can see through lightly obscured and heavily obscured areas without your vision being obscured, if those areas are obscured by fire, smoke, or fog. Other effects that would obscure your vision, such as rain or darkness, affect you normally. When you fail a saving throw against being blinded, you can use a reaction to call on the power within the goggles. If you do so, you succeed on the saving throw instead. The goggles can't be used this way again until the next dawn." + }, + { + "key": "vom_goggles-of-shade", + "name": "Goggles of Shade", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing these dark lenses, you have advantage on Charisma (Deception) checks. If you have the Sunlight Sensitivity trait and wear these goggles, you no longer suffer the penalties of Sunlight Sensitivity while in sunlight." + }, + { + "key": "vom_golden-bolt", + "name": "Golden Bolt", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow doesn't have the loading property, and it doesn't require ammunition. Immediately after firing a bolt from this weapon, another golden bolt forms to take its place." + }, + { + "key": "vom_gorgon-scale", + "name": "Gorgon Scale", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "The iron scales of this armor have a green-tinged iridescence. While wearing this armor, you gain a +1 bonus to AC, and you have immunity to the petrified condition. If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can use a bonus action to imbue the hit with some of the armor's petrifying magic. The target must make a DC 15 Constitution saving throw. On a failed save, the target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_granny-wax", + "name": "Granny Wax", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Normally found in a small glass jar containing 1d3 doses, this foul-smelling, greasy yellow substance is made by hags in accordance with an age-old secret recipe. You can use an action to rub one dose of the wax onto an ordinary broom or wooden stick and transform it into a broom of flying for 1 hour." + }, + { + "key": "vom_grasping-cap", + "name": "Grasping Cap", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This cap is a simple, blue silk hat with a goose feather trim. While wearing this cap, you have advantage on Strength (Athletics) checks made to climb, and the cap deflects the first ranged attack made against you each round. In addition, when a creature attacks you while within 30 feet of you, it is illuminated and sheds red-hued dim light in a 50-foot radius until the end of its next turn. Any attack roll against an illuminated creature has advantage if the attacker can see it." + }, + { + "key": "vom_grasping-cloak", + "name": "Grasping Cloak", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Made of strips of black leather, this cloak always shines as if freshly oiled. The strips writhe and grasp at nearby creatures. While wearing this cloak, you can use a bonus action to command the strips to grapple a creature no more than one size larger than you within 5 feet of you. The strips make the grapple attack roll with a +7 bonus. On a hit, the target is grappled by the cloak, leaving your hands free to perform other tasks or actions that require both hands. However, you are still considered to be grappling a creature, limiting your movement as normal. The cloak can grapple only one creature at a time. Alternatively, you can use a bonus action to command the strips to aid you in grappling. If you do so, you have advantage on your next attack roll made to grapple a creature. While grappling a creature in this way, you have advantage on the contested check if a creature attempts to escape your grapple." + }, + { + "key": "vom_grasping-shield", + "name": "Grasping Shield", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The boss at the center of this shield is a hand fashioned of metal. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + }, + { + "key": "vom_grave-reagent", + "name": "Grave Reagent", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This luminous green concoction creates an undead servant. If you spend 1 minute anointing the corpse of a Small or Medium humanoid, this arcane solution imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie under your control (the GM has the zombie's statistics). On each of your turns, you can use a bonus action to verbally command the zombie if it is within 60 feet of you. You decide what action the zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you've given it." + }, + { + "key": "vom_grave-ward-breastplate", + "name": "Grave Ward Breastplate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-chain-mail", + "name": "Grave Ward Chain Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-chain-shirt", + "name": "Grave Ward Chain Shirt", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-half-plate", + "name": "Grave Ward Half Plate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-hide", + "name": "Grave Ward Hide", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-leather", + "name": "Grave Ward Leather", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-padded", + "name": "Grave Ward Padded", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-plate", + "name": "Grave Ward Plate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-ring-mail", + "name": "Grave Ward Ring Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-scale-mail", + "name": "Grave Ward Scale Mail", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-splint", + "name": "Grave Ward Splint", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_grave-ward-studded-leather", + "name": "Grave Ward Studded Leather", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn." + }, + { + "key": "vom_greater-potion-of-troll-blood", + "name": "Greater Potion of Troll Blood", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When drink this potion, you regain 3 hit points at the start of each of your turns. After it has restored 30 hit points, the potion's effects end." + }, + { + "key": "vom_greater-scroll-of-conjuring", + "name": "Greater Scroll of Conjuring", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (\u201cRemove the debris blocking this passage.\u201d) or complex (\u201cSearch the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.\u201d) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |" + }, + { + "key": "vom_greatsword-of-fallen-saints", + "name": "Greatsword of Fallen Saints", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword." + }, + { + "key": "vom_greatsword-of-volsung", + "name": "Greatsword of Volsung", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon\u2019s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword\u2019s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can\u2019t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can\u2019t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword\u2019s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket\u2019s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket\u2019s temporary hit points, the sword isn\u2019t destroyed, but you can\u2019t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, \u201cdragon\u201d refers to any creature with the dragon type, including drakes and wyverns." + }, + { + "key": "vom_green-mantle", + "name": "Green Mantle", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This garment is made of living plants\u2014mosses, vines, and grasses\u2014interwoven into a light, comfortable piece of clothing. When you attune to this mantle, it forms a symbiotic relationship with you, sinking roots beneath your skin. While wearing the mantle, your hit point maximum is reduced by 5, and you gain the following benefits: - If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.\n- You have resistance to radiant damage.\n- You have immunity to the poisoned condition and poison damage that originates from a plant, moss, fungus, or plant creature.\n- As an action, you cause the mantle to produce 6 berries. It can have no more than 12 berries on it at one time. The berries have the same effect as berries produced by the goodberry spell. Unlike the goodberry spell, the berries retain their potency as long as they are not picked from the mantle. Once used, this property can't be used again until the next dawn." + }, + { + "key": "vom_gremlins-paw", + "name": "Gremlin's Paw", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand is fashioned from the fossilized forearm and claw of a gremlin. The wand has 5 charges. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): bane (1 charge), bestow curse (3 charges), or hideous laughter (1 charge). The wand regains 1d4 + 1 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 20, you must succeed on a DC 15 Wisdom saving throw or become afflicted with short-term madness. On a 1, the rod crumbles into ashes and is destroyed." + }, + { + "key": "vom_grifters-deck", + "name": "Grifter's Deck", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you deal a card from this slightly greasy, well-used deck, you can choose any specific card to be on top of the deck, assuming it hasn't already been dealt. Alternatively, you can choose a general card of a specific value or suit that hasn't already been dealt." + }, + { + "key": "vom_grim-escutcheon", + "name": "Grim Escutcheon", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This blackened iron shield is adorned with the menacing relief of a monstrously gaunt skull. You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. While holding this shield, you can use a bonus action to speak its command word to cast the fear spell (save DC 13). The shield can't be used this way again until the next dusk." + }, + { + "key": "vom_gritless-grease", + "name": "Gritless Grease", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This small, metal jar, 3 inches in diameter, holds 1d4 + 1 doses of a pungent waxy oil. As an action, one dose can be applied to or swallowed by a clockwork creature or device. The clockwork creature or device ignores difficult terrain, and magical effects can't reduce its speed for 8 hours. As an action, the clockwork creature, or a creature holding a clockwork device, can gain the effect of the haste spell until the end of its next turn (no concentration required). The effects of the haste spell melt the grease, ending all its effects at the end of the spell's duration." + }, + { + "key": "vom_hair-pick-of-protection", + "name": "Hair Pick of Protection", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This hair pick has glittering teeth that slide easily into your hair, making your hair look perfectly coiffed and battle-ready. Though typically worn in hair, you can also wear the pick as a brooch or cloak clasp. While wearing this pick, you gain a +2 bonus to AC, and you have advantage on saving throws against spells. In addition, the pick magically boosts your self-esteem and your confidence in your ability to overcome any challenge, making you immune to the frightened condition." + }, + { + "key": "vom_half-plate-of-warding-1", + "name": "Half Plate of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_half-plate-of-warding-2", + "name": "Half Plate of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_half-plate-of-warding-3", + "name": "Half Plate of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_hallowed-effigy", + "name": "Hallowed Effigy", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This foot-long totem, crafted from the bones and skull of a Tiny woodland beast bound in thin leather strips, serves as a boon for you and your allies and as a stinging trap to those who threaten you. The totem has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If the last charge is expended, it can't regain charges again until a druid performs a 24-hour ritual, which involves the sacrifice of a Tiny woodland beast. You can use an action to secure the effigy on any natural organic substrate (such as dirt, mud, grass, and so on). While secured in this way, it pulses with primal energy on initiative count 20 each round, expending 1 charge. When it pulses, you and each creature friendly to you within 15 feet of the totem regains 1d6 hit points, and each creature hostile to you within 15 feet of the totem must make a DC 15 Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It continues to pulse each round until you pick it up, it runs out of charges, or it is destroyed. The totem has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If it drops to 0 hit points, it is destroyed." + }, + { + "key": "vom_hallucinatory-dust", + "name": "Hallucinatory Dust", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This small packet contains black pollen from a Gloomflower (see Creature Codex). Hazy images swirl around the pollen when observed outside the packet. There is enough of it for one use. When you use an action to blow the dust from your palm, each creature in a 30-foot cone must make a DC 15 Wisdom saving throw. On a failure, a creature sees terrible visions, manifesting its fears and anxieties for 1 minute. While affected, it takes 2d6 psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than you or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature becomes incapacitated until the end of its next turn as the visions fill its mind then quickly fade. A creature reduced to 0 hit points by the dust's psychic damage falls unconscious and is stable. When the creature regains consciousness, it is permanently plagued by hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic." + }, + { + "key": "vom_hammer-of-decrees", + "name": "Hammer of Decrees", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This adamantine hammer was part of a set of smith's tools used to create weapons of law for an ancient dwarven civilization. It is pitted and appears damaged, and its oak handle is split and bound with cracking hide. While attuned to this hammer, you have advantage on ability checks using smith's tools, and the time it takes you to craft an item with your smith's tools is halved." + }, + { + "key": "vom_hammer-of-throwing", + "name": "Hammer of Throwing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you throw the hammer, it returns to your hand at the end of your turn. If you have no hand free, it falls to the ground at your feet." + }, + { + "key": "vom_handy-scroll-quiver", + "name": "Handy Scroll Quiver", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This belt quiver is wide enough to pass a rolled scroll through the opening. Containing an extra dimensional space, the quiver can hold up to 25 scrolls and weighs 1 pound, regardless of its contents. Placing a scroll in the quiver follows the normal rules for interacting with objects. Retrieving a scroll from the quiver requires you to use an action. When you reach into the quiver for a specific scroll, that scroll is always magically on top. The quiver has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the quiver ruptures and is destroyed. If the quiver is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If a breathing creature is placed within the quiver, the creature can survive for up to 5 minutes, after which time it begins to suffocate. Placing the quiver inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + }, + { + "key": "vom_hangmans-noose", + "name": "Hangman's Noose", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Certain hemp ropes used in the execution of final justice can affect those beyond the reach of normal magics. This noose has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the hold monster spell from it. Unlike the standard version of this spell, though, the magic of the hangman's noose affects only undead. It regains 1d3 charges daily at dawn." + }, + { + "key": "vom_hardening-polish", + "name": "Hardening Polish", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This gray polish is viscous and difficult to spread. The polish can coat one metal weapon or up to 10 pieces of ammunition. Applying the polish takes 1 minute. For 1 hour, the coated item hardens and becomes stronger, and it counts as an adamantine weapon for the purpose of overcoming resistance and immunity to attacks and damage not made with adamantine weapons." + }, + { + "key": "vom_harmonizing-instrument", + "name": "Harmonizing Instrument", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Any stringed instrument can be a harmonizing instrument, and you must be proficient with stringed instruments to use a harmonizing instrument. This instrument has 3 charges for the following properties. The instrument regains 1d3 expended charges daily at dawn." + }, + { + "key": "vom_hat-of-mental-acuity", + "name": "Hat of Mental Acuity", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This well-crafted cap appears to be standard wear for academics. Embroidered on the edge of the inside lining in green thread are sigils. If you cast comprehend languages on them, they read, \u201cThey that are guided go not astray.\u201d While wearing the hat, you have advantage on all Intelligence and Wisdom checks. If you are proficient in an Intelligence or Wisdom-based skill, you double your proficiency bonus for the skill." + }, + { + "key": "vom_hazelwood-wand", + "name": "Hazelwood Wand", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast the goodberry spell while using this wand as your spellcasting focus, you can expend 1 of the wand's charges to transform the berries into hazelnuts, which restore 2 hit points instead of 1. The spell is otherwise unchanged. In addition, when you cast a spell that deals lightning damage while using this wand as your spellcasting focus, the spell deals 1 extra lightning damage." + }, + { + "key": "vom_headdress-of-majesty", + "name": "Headdress of Majesty", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This elaborate headpiece is adorned with small gemstones and thin strips of gold that frame your head like a radiant halo. While you wear this headdress, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. The headdress has 5 charges for the following properties. It regains all expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the headdress becomes a nonmagical, tawdry ornament of cheap metals and paste gems." + }, + { + "key": "vom_headrest-of-the-cattle-queens", + "name": "Headrest of the Cattle Queens", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This polished and curved wooden headrest is designed to keep the user's head comfortably elevated while sleeping. If you sleep at least 6 hours as part of a long rest while using the headrest, you regain 1 additional spent Hit Die, and your exhaustion level is reduced by 2 (rather than 1) when you finish the long rest." + }, + { + "key": "vom_headscarf-of-the-oasis", + "name": "Headscarf of the Oasis", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This dun-colored, well-worn silk wrap is long enough to cover the face and head of a Medium or smaller humanoid, barely revealing the eyes. While wearing this headscarf over your mouth and nose, you have advantage on ability checks and saving throws against being blinded and against extended exposure to hot weather and hot environments. Pulling the headscarf on or off your mouth and nose requires an action." + }, + { + "key": "vom_healer-shabti", + "name": "Healer Shabti", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn\u2019t enough space for the shabti, the shabti doesn\u2019t grow. Unless stated otherwise in an individual shabti\u2019s description, a servile shabti uses the statistics of animated armor, except the servile shabti\u2019s Armor Class is 13, and it doesn\u2019t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti\u2019s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti\u2019s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft\u2014 weaponsmithing, pottery, carpentry, or another trade\u2014and has proficiency with the appropriate artisan\u2019s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can\u2019t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can\u2019t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can\u2019t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don\u2019t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can\u2019t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer\u2019s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn\u2019t ended. Once the shabti has been used, it can\u2019t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor\u2019s Multiattack and Slam actions, except the shabti\u2019s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor\u2019s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can\u2019t be used again until 5 days have passed." + }, + { + "key": "vom_healthful-honeypot", + "name": "Healthful Honeypot", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This clay honeypot weighs 10 pounds. A sweet aroma wafts constantly from it, and it produces enough honey to feed up to 12 humanoids. Eating the honey restores 1d8 hit points, and the honey provides enough nourishment to sustain a humanoid for one day. Once 12 doses of the honey have been consumed, the honeypot can't produce more honey until the next dawn." + }, + { + "key": "vom_heat-stone", + "name": "Heat Stone", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "Prized by reptilian humanoids, this magic stone is warm to the touch. While carrying this stone, you are comfortable in and can tolerate temperatures as low as \u201320 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as \u201350 degrees Fahrenheit." + }, + { + "key": "vom_heliotrope-heart", + "name": "Heliotrope Heart", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This polished orb of dark-green stone is latticed with pulsing crimson inclusions that resemble slowly dilating spatters of blood. While attuned to this orb, your hit point maximum can't be reduced by the bite of a vampire, vampire spawn, or other vampiric creature. In addition, while holding this orb, you can use an action to speak its command word and cast the 2nd-level version of the false life spell. Once used, this property can't be used again until the next dusk." + }, + { + "key": "vom_helm-of-the-slashing-fin", + "name": "Helm of the Slashing Fin", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this helm, you can use an action to speak its command word to gain the ability to breathe underwater, but you lose the ability to breathe air. You can speak its command word again or remove the helm as an action to end this effect." + }, + { + "key": "vom_hewers-draught", + "name": "Hewer's Draught", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When you drink this potion, you have advantage on attack rolls made with weapons that deal piercing or slashing damage for 1 minute. This potion's translucent amber liquid glimmers when agitated." + }, + { + "key": "vom_hexen-blade", + "name": "Hexen Blade", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The colorful surface of this sleek adamantine shortsword exhibits a perpetually shifting, iridescent sheen. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: disguise self (1 charge), hypnotic pattern (3 charges), or mirror image (2 charges)." + }, + { + "key": "vom_hidden-armament", + "name": "Hidden Armament", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While holding this magic weapon, you can use an action to transform it into a tattoo on the palm of your hand. You can use a bonus action to transform the tattoo back into a weapon." + }, + { + "key": "vom_hide-armor-of-the-leaf", + "name": "Hide Armor of the Leaf", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_hide-armor-of-warding-1", + "name": "Hide Armor of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_hide-armor-of-warding-2", + "name": "Hide Armor of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_hide-armor-of-warding-3", + "name": "Hide Armor of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_holy-verdant-bat-droppings", + "name": "Holy Verdant Bat Droppings", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This ceramic jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture with a pungent, muddy reek. The jar and its contents weigh 1/2 pound. Derro matriarchs and children gather a particular green bat guano to cure various afflictions, and the resulting glowing green paste can be spread on the skin to heal various conditions. As an action, one dose of the droppings can be swallowed or applied to the skin. The creature that receives it gains one of the following benefits: - Cured of paralysis or petrification\n- Reduces exhaustion level by one\n- Regains 50 hit points" + }, + { + "key": "vom_honey-lamp", + "name": "Honey Lamp", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed inside stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day." + }, + { + "key": "vom_honey-of-the-warped-wildflowers", + "name": "Honey of the Warped Wildflowers", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This spirit honey is made from wildflowers growing in an area warped by magic, such as the flowers growing at the base of a wizard's tower or growing in a magical wasteland. When you consume this honey, you have resistance to psychic damage, and you have advantage on Intelligence saving throws. In addition, you can use an action to warp reality around one creature you can see within 60 feet of you. The target must succeed on a DC 15 Intelligence saving throw or be bewildered for 1 minute. At the start of a bewildered creature's turn, it must roll a die. On an even result, the creature can act normally. On an odd result, the creature is incapacitated until the start of its next turn as it becomes disoriented by its surroundings and unable to fully determine what is real and what isn't. You can't warp the reality around another creature in this way again until you finish a long rest." + }, + { + "key": "vom_honey-trap", + "name": "Honey Trap", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This jar is made of beaten metal and engraved with honeybees. It has 7 charges, and it regains 1d6 + 1 expended charges daily at dawn. If you expend the jar's last charge, roll a d20. On a 1, the jar shatters and loses all its magical properties. While holding the jar, you can use an action to expend 1 charge to hurl a glob of honey at a target within 30 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the glob expands, and the creature is restrained. A creature restrained by the honey can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the creature is no longer restrained by the honey." + }, + { + "key": "vom_honeypot-of-awakening", + "name": "Honeypot of Awakening", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "If you place 1 pound of honey inside this pot, the honey transforms into an ochre jelly after 24 hours. The jelly remains in a dormant state within the pot until you dump it out. You can use an action to dump the jelly from the pot in an unoccupied space within 5 feet of you. Once dumped, the ochre jelly is hostile to all creatures, including you. Only one ochre jelly can occupy the pot at a time." + }, + { + "key": "vom_howling-rod", + "name": "Howling Rod", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This sturdy, iron rod is topped with the head of a howling wolf with red carnelians for eyes. The rod has 5 charges for the following properties, and it regains 1d4 + 1 expended charges daily at dawn." + }, + { + "key": "vom_humble-cudgel-of-temperance", + "name": "Humble Cudgel of Temperance", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This simple, polished club has a studded iron band around one end. When you attack a poisoned creature with this magic weapon, you have advantage on the attack roll. When you roll a 20 on an attack roll made with this weapon, the target becomes poisoned for 1 minute. If the target was already poisoned, it becomes incapacitated instead. The target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned or incapacitated condition on itself on a success. Formerly a moneylender with a heart of stone and a small army of brutal thugs, Faustin the Drunkard awoke one day with a punishing hangover that seemed never-ending. He took this as a sign of punishment from the gods, not for his violence and thievery, but for his taste for the grape, in abundance. He decided all problems stemmed from the \u201cdemon\u201d alcohol, and he became a cleric. No less brutal than before, he and his thugs targeted public houses, ale makers, and more. In his quest to rid the world of alcohol, he had the humble cudgel of temperance made and blessed with terrifying power. Now long since deceased, his simple, humble-appearing club continues to wreck havoc wherever it turns up." + }, + { + "key": "vom_hunters-charm-1", + "name": "Hunter's Charm (+1)", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity." + }, + { + "key": "vom_hunters-charm-2", + "name": "Hunter's Charm (+2)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity." + }, + { + "key": "vom_hunters-charm-3", + "name": "Hunter's Charm (+3)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity." + }, + { + "key": "vom_iceblink-greatsword", + "name": "Iceblink Greatsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage." + }, + { + "key": "vom_iceblink-longsword", + "name": "Iceblink Longsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage." + }, + { + "key": "vom_iceblink-rapier", + "name": "Iceblink Rapier", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage." + }, + { + "key": "vom_iceblink-scimitar", + "name": "Iceblink Scimitar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage." + }, + { + "key": "vom_iceblink-shortsword", + "name": "Iceblink Shortsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage." + }, + { + "key": "vom_impact-club", + "name": "Impact Club", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target on your turn, you can take a bonus action to spend 1 charge and attempt to shove the target. The club grants you a +1 bonus on your Strength (Athletics) check to shove the target. If you roll a 20 on your attack roll with the club, you have advantage on your Strength (Athletics) check to shove the target, and you can push the target up to 10 feet away." + }, + { + "key": "vom_impaling-lance", + "name": "Impaling Lance", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word." + }, + { + "key": "vom_impaling-morningstar", + "name": "Impaling Morningstar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word." + }, + { + "key": "vom_impaling-pike", + "name": "Impaling Pike", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word." + }, + { + "key": "vom_impaling-rapier", + "name": "Impaling Rapier", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word." + }, + { + "key": "vom_impaling-warpick", + "name": "Impaling Warpick", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word." + }, + { + "key": "vom_incense-of-recovery", + "name": "Incense of Recovery", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This block of perfumed incense appears to be normal, nonmagical incense until lit. The incense burns for 1 hour and gives off a lavender scent, accompanied by pale mauve smoke that lightly obscures the area within 30 feet of it. Each spellcaster that takes a short rest in the smoke regains one expended spell slot at the end of the short rest." + }, + { + "key": "vom_interplanar-paint", + "name": "Interplanar Paint", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This black, tarry substance can be used to paint a single black doorway on a flat surface. A pot contains enough paint to create one doorway. While painting, you must concentrate on a plane of existence other than the one you currently occupy. If you are not interrupted, the doorway can be painted in 5 minutes. Once completed, the painting opens a two-way portal to the plane you imagined. The doorway is mirrored on the other plane, often appearing on a rocky face or the wall of a building. The doorway lasts for 1 week or until 5 gallons of water with flecks of silver worth at least 2,000 gp is applied to one side of the door." + }, + { + "key": "vom_ironskin-oil", + "name": "Ironskin Oil", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This grayish fluid is cool to the touch and slightly gritty. 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 has resistance to piercing and slashing damage for 1 hour." + }, + { + "key": "vom_ivy-crown-of-prophecy", + "name": "Ivy Crown of Prophecy", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing this ivy, filigreed crown, you can use an action to cast the divination spell from it. The crown can't be used this way again until the next dawn." + }, + { + "key": "vom_jewelers-anvil", + "name": "Jeweler's Anvil", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process. It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil. If you use the anvil while making any check with jeweler's tools or tinker's tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead." + }, + { + "key": "vom_jungle-mess-kit", + "name": "Jungle Mess Kit", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This crucial piece of survival gear guarantees safe use of the most basic of consumables. The hinged metal container acts as a cook pot and opens to reveal a cup, plate, and eating utensils. This kit renders any spoiled, rotten, or even naturally poisonous food or drink safe to consume. It can purify only mundane, natural effects. It has no effect on food that is magically spoiled, rotted, or poisoned, and it can't neutralize brewed poisons, venoms, or similarly manufactured toxins. Once it has purified 3 cubic feet of food and drink, it can't be used to do so again until the next dawn." + }, + { + "key": "vom_justicars-mask", + "name": "Justicar's Mask", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This stern-faced mask is crafted of silver. While wearing the mask, your gaze can root enemies to the spot. When a creature that can see the mask starts its turn within 30 feet of you, you can use a reaction to force it to make a DC 15 Wisdom saving throw, if you can see the creature and aren't incapacitated. On a failure, the creature is restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the condition lasts until removed with the dispel magic spell or until you end it (no action required). Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order." + }, + { + "key": "vom_keffiyeh-of-serendipitous-escape", + "name": "Keffiyeh of Serendipitous Escape", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot by 5-foot carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again." + }, + { + "key": "vom_knockabout-billet", + "name": "Knockabout Billet", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This stout, oaken cudgel helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour." + }, + { + "key": "vom_kobold-firework", + "name": "Kobold Firework", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework\u2019s effects end, it is destroyed. A firework can\u2019t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water.\n Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn.\n Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds 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 firework\u2019s bright light.\n Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can\u2019t willingly enter the firework\u2019s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won\u2019t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can\u2019t be charmed, frightened, or possessed by an undead creature.\n Red Dragon\u2019s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.\n Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don\u2019t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water." + }, + { + "key": "vom_kraken-clutch-ring", + "name": "Kraken Clutch Ring", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This green copper ring is etched with the image of a kraken with splayed tentacles. The ring has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn, as long as it was immersed in water for at least 1 hour since the previous dawn. If the ring has at least 1 charge, you have advantage on grapple checks. While wearing this ring, you can expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: black tentacles (2 charges), call lightning (1 charge), or control weather (4 charges)." + }, + { + "key": "vom_kyshaarths-fang", + "name": "Kyshaarth's Fang", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This dagger's blade is composed of black, bone-like material. Tales suggest the weapon is fashioned from a Voidling's (see Tome of Beasts) tendril barb. When you hit with an attack using this magic weapon, the target takes an extra 2d6 necrotic damage. If you are in dim light or darkness, you regain a number of hit points equal to half the necrotic damage dealt." + }, + { + "key": "vom_labrys-of-the-raging-bull-battleaxe", + "name": "Labrys of the Raging Bull (Battleaxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you." + }, + { + "key": "vom_labrys-of-the-raging-bull-greataxe", + "name": "Labrys of the Raging Bull (Greataxe)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you." + }, + { + "key": "vom_language-pyramid", + "name": "Language Pyramid", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Script from dozens of languages flows across this sandstone pyramid's surface. While holding or carrying the pyramid, you understand the literal meaning of any spoken language that you hear. In addition, you understand any written language that you see, but you must be touching the surface on which the words are written. It takes 1 minute to read one page of text. The pyramid has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to imbue yourself with magical speech for 1 hour. For the duration, any creature that knows at least one language and that can hear you understands any words you speak. In addition, you can use an action to expend 1 of the pyramid's charges to imbue up to six creatures within 30 feet of you with magical understanding for 1 hour. For the duration, each target can understand any spoken language that it hears." + }, + { + "key": "vom_lantern-of-auspex", + "name": "Lantern of Auspex", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This elaborate lantern is covered in simple glyphs, and its glass panels are intricately etched. Two of the panels depict a robed woman holding out a single hand, while the other two panels depict the same woman with her face partially obscured by a hand of cards. The lantern's magic is activated when it is lit, which requires an action. Once lit, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 1 hour. You can use an action to open or close one of the glass panels on the lantern. If you open a panel, a vision of a random event that happened or that might happen plays out in the light's area. Closing a panel stops the vision. The visions are shown as nondescript smoky apparitions that play out silently in the lantern's light. At the GM's discretion, the vision might change to a different event each 1 minute that the panel remains open and the lantern lit. Once used, the lantern can't be used in this way again until 7 days have passed." + }, + { + "key": "vom_lantern-of-judgment", + "name": "Lantern of Judgment", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This mithral and gold lantern is emblazoned with a sunburst symbol. While holding the lantern, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. As a bonus action, you can speak a command word to cause one of the following effects: - The lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. - The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. - The lantern sheds dim light in a 5-foot radius.\n- Douse the lantern's light. When you cause the lantern to shed bright light, you can speak an additional command word to cause the light to become sunlight. The sunlight lasts for 1 minute after which the lantern goes dark and can't be used again until the next dawn. During this time, the lantern can function as a standard hooded lantern if provided with oil." + }, + { + "key": "vom_lantern-of-selective-illumination", + "name": "Lantern of Selective Illumination", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "This brass lantern is fitted with round panels of crown glass and burns for 6 hours on one 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. During a short rest, you can choose up to three creatures to be magically linked by the lantern. When the lantern is lit, its light can be perceived only by you and those linked creatures. To anyone else, the lantern appears dark and provides no illumination." + }, + { + "key": "vom_larkmail", + "name": "Larkmail", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. The links of this mail have been stained to create the optical illusion that you are wearing a brown-and-russet feathered tunic. While you wear this armor, you have advantage on Charisma (Performance) checks made with an instrument. In addition, while playing an instrument, you can use a bonus action and choose any number of creatures within 30 feet of you that can hear your song. Each target must succeed on a DC 15 Charisma saving throw or be charmed by you for 1 minute. Once used, this property can't be used again until the next dawn." + }, + { + "key": "vom_last-chance-quiver", + "name": "Last Chance Quiver", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn't produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired." + }, + { + "key": "vom_leaf-bladed-greatsword", + "name": "Leaf-Bladed Greatsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn." + }, + { + "key": "vom_leaf-bladed-longsword", + "name": "Leaf-Bladed Longsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn." + }, + { + "key": "vom_leaf-bladed-rapier", + "name": "Leaf-Bladed Rapier", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn." + }, + { + "key": "vom_leaf-bladed-scimitar", + "name": "Leaf-Bladed Scimitar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn." + }, + { + "key": "vom_leaf-bladed-shortsword", + "name": "Leaf-Bladed Shortsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn." + }, + { + "key": "vom_least-scroll-of-conjuring", + "name": "Least Scroll of Conjuring", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (\u201cRemove the debris blocking this passage.\u201d) or complex (\u201cSearch the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.\u201d) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |" + }, + { + "key": "vom_leather-armor-of-the-leaf", + "name": "Leather Armor of the Leaf", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_leather-armor-of-warding-1", + "name": "Leather Armor of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_leather-armor-of-warding-2", + "name": "Leather Armor of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_leather-armor-of-warding-3", + "name": "Leather Armor of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_leonino-wings", + "name": "Leonino Wings", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This cloak is decorated with the spotted white and brown pattern of a barn owl's wing feathers. While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of a Leoninos (see Creature Codex) owl-like feathered wings until you repeat the command word as an action. The wings give you a flying speed equal to your walking speed, and you have advantage on Dexterity (Stealth) checks made while flying in forests and urban settings. In addition, when you fly out of an enemy's reach, you don't provoke opportunity attacks. You can use the cloak 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. The cloak regains 2 hours of flying capability for every 12 hours it isn't in use." + }, + { + "key": "vom_lesser-scroll-of-conjuring", + "name": "Lesser Scroll of Conjuring", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (\u201cRemove the debris blocking this passage.\u201d) or complex (\u201cSearch the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.\u201d) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |" + }, + { + "key": "vom_lifeblood-gear", + "name": "Lifeblood Gear", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "As an action, you can attach this tiny bronze gear to a pile of junk or other small collection of mundane objects and create a Tiny or Small mechanical servant. This servant uses the statistics of a beast with a challenge rating of 1/4 or lower, except it has immunity to poison damage and the poisoned condition, and it can't be charmed or become exhausted. If it participates in combat, the servant lasts for up to 5 rounds or until destroyed. If commanded to perform mundane tasks, such as fetching items, cleaning, or other similar task, it lasts for up to 5 hours or until destroyed. Once affixed to the servant, the gear pulsates like a beating heart. If the gear is removed, you lose control of the servant, which then attacks indiscriminately for up to 5 rounds or until destroyed. Once the duration expires or the servant is destroyed, the gear becomes a nonmagical gear." + }, + { + "key": "vom_lightning-rod", + "name": "Lightning Rod", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This rod is made from the blackened wood of a lightning-struck tree and topped with a spike of twisted iron. It functions as a magic javelin that grants a +1 bonus to attack and damage rolls made with it. While holding it, you are immune to lightning damage, and each creature within 5 feet of you has resistance to lightning damage. The rod can hold up to 6 charges, but it has 0 charges when you first attune to it. Whenever you are subjected to lightning damage, the rod gains 1 charge. While the rod has 6 charges, you have resistance to lightning damage instead of immunity. The rod loses 1d6 charges daily at dawn." + }, + { + "key": "vom_linguists-cap", + "name": "Linguist's Cap", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "While wearing this simple hat, you have the ability to speak and read a single language. Each cap has a specific language associated with it, and the caps often come in styles or boast features unique to the cultures where their associated languages are most prominent. The GM chooses the language or determines it randomly from the lists of standard and exotic languages." + }, + { + "key": "vom_liquid-courage", + "name": "Liquid Courage", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magical cordial is deep red and smells strongly of fennel. You have advantage on the next saving throw against being frightened. The effect ends after you make such a saving throw or when 1 hour has passed." + }, + { + "key": "vom_liquid-shadow", + "name": "Liquid Shadow", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The contents of this bottle are inky black and seem to absorb the light. The dark liquid can cover a single Small or Medium creature. Applying the liquid takes 1 minute. For 1 hour, the coated creature has advantage on Dexterity (Stealth) checks. Alternately, you can use an action to hurl the bottle up to 20 feet, shattering it on impact. Magical darkness spreads from the point of impact to fill a 15-foot-radius sphere for 1 minute. This darkness works like the darkness spell." + }, + { + "key": "vom_living-juggernaut", + "name": "Living Juggernaut", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This broad, bulky suit of plate is adorned with large, blunt spikes and has curving bull horns affixed to its helm. While wearing this armor, you gain a +1 bonus to AC, and difficult terrain doesn't cost you extra movement." + }, + { + "key": "vom_living-stake", + "name": "Living Stake", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Fashioned from mandrake root, this stake longs to taste the heart's blood of vampires. Make a melee attack against a vampire in range, treating the stake as an improvised weapon. On a hit, the stake attaches to a vampire's chest. At the end of the vampire's next turn, roots force their way into the vampire's heart, negating fast healing and preventing gaseous form. If the vampire is reduced to 0 hit points while the stake is attached to it, it is immobilized as if it had been staked. A creature can take its action to remove the stake by succeeding on a DC 17 Strength (Athletics) check. If it is removed from the vampire's chest, the stake is destroyed. The stake has no effect on targets other than vampires." + }, + { + "key": "vom_lockbreaker", + "name": "Lockbreaker", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken." + }, + { + "key": "vom_locket-of-dragon-vitality", + "name": "Locket of Dragon Vitality", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Legends tell of a dragon whose hide was impenetrable and so tenacious that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon's name was lost, but its legacy remains. This magic amulet is one of two items that were crafted to hold its heart. An intricate engraving of a warrior's sword piercing a dragon's chest is detailed along the front of this untarnished silver locket. Within the locket is a clear crystal vial with a pulsing piece of a dragon's heart. The pulses become more frequent when you are close to death. Attuning to the locket requires you to mix your blood with the blood within the vial. The vial holds 3 charges of dragon blood that are automatically expended when you reach certain health thresholds. The locket regains 1 expended charge for each vial of dragon blood you place in the vial inside the locket up to a maximum of 3 charges. For the purpose of this locket, \u201cdragon\u201d refers to any creature with the dragon type, including drakes and wyverns. While wearing or carrying the locket, you gain the following effects: - When you reach 0 hit points, but do not die outright, the vial breaks and the dragon heart stops pulsing, rendering the item broken and irreparable. You immediately gain temporary hit points equal to your level + your Constitution modifier. If the locket has at least 1 charge of dragon blood, it does not break, but this effect can't be activated again until 3 days have passed. - When you are reduced to half of your maximum hit points, the locket expends 1 charge of dragon blood, and you become immune to any type of blood loss effect, such as the blood loss from a stirge's Blood Drain, for 1d4 + 1 hours. Any existing blood loss effects end immediately when this activates." + }, + { + "key": "vom_locket-of-remembrance", + "name": "Locket of Remembrance", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You can place a small keepsake of a creature, such as a miniature portrait, a lock of hair, or similar item, within the locket. The keepsake must be willingly given to you or must be from a creature personally connected to you, such as a relative or lover." + }, + { + "key": "vom_locksmiths-oil", + "name": "Locksmith's Oil", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This shimmering oil can be applied to a lock. Applying the oil takes 1 minute. For 1 hour, any creature that makes a Dexterity check to pick the lock using thieves' tools rolls a d4 ( 1d4) and adds the number rolled to the check." + }, + { + "key": "vom_lodestone-caltrops", + "name": "Lodestone Caltrops", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This small gray pouch appears empty, though it weighs 3 pounds. Reaching inside the bag reveals dozens of small, metal balls. As an action, you can upend the bag and spread the metal balls to cover a square area that is 5 feet on a side. Any creature that enters the area while wearing metal armor or carrying at least one metal item must succeed on a DC 13 Strength saving throw or stop moving this turn. A creature that starts its turn in the area must succeed on a DC 13 Strength saving throw to leave the area. Alternatively, a creature in the area can drop or remove whatever metal items are on it and leave the area without needing to make a saving throw. The metal balls remain for 1 minute. Once the bag's contents have been emptied three times, the bag can't be used again until the next dawn." + }, + { + "key": "vom_longbow-of-accuracy", + "name": "Longbow of Accuracy", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "The normal range of this bow is doubled, but its long range remains the same." + }, + { + "key": "vom_longsword-of-fallen-saints", + "name": "Longsword of Fallen Saints", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword." + }, + { + "key": "vom_longsword-of-volsung", + "name": "Longsword of Volsung", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon\u2019s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword\u2019s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can\u2019t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can\u2019t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword\u2019s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket\u2019s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket\u2019s temporary hit points, the sword isn\u2019t destroyed, but you can\u2019t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, \u201cdragon\u201d refers to any creature with the dragon type, including drakes and wyverns." + }, + { + "key": "vom_loom-of-fate", + "name": "Loom of Fate", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "If you spend 1 hour weaving on this portable loom, roll a 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. The loom can't be used this way again until the next dawn. Once you have used the loom 3 times, the fabric is complete, and the loom is no longer magical. The fabric becomes a shifting tapestry that represents the events where you used the loom's power to alter fate." + }, + { + "key": "vom_lucky-charm-of-the-monkey-king", + "name": "Lucky Charm of the Monkey King", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "This tiny stone statue of a grinning monkey holds a leather loop in its paws, allowing the charm to hang from a belt or pouch. While attuned to this charm, you can use a bonus action to gain a +1 bonus on your next ability check, attack roll, or saving throw. Once used, the charm can't be used again until the next dawn. You can be attuned to only one lucky charm at a time." + }, + { + "key": "vom_lucky-coin", + "name": "Lucky Coin", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This worn, clipped copper piece has 6 charges. You can use a reaction to expend 1 charge and gain a +1 bonus on your next ability check. The coin regains 1d6 charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the coin runs out of luck and becomes nonmagical." + }, + { + "key": "vom_lucky-eyepatch", + "name": "Lucky Eyepatch", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to saving throws while you wear this simple, black eyepatch. In addition, if you are missing the eye that the eyepatch covers and you roll a 1 on the d20 for a saving throw, you can reroll the die and must use the new roll. The eyepatch can't be used this way again until the next dawn." + }, + { + "key": "vom_lupine-crown", + "name": "Lupine Crown", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This grisly helm is made from the leather-reinforced skull and antlers of a deer with a fox skull and hide stretched over it. It is secured by a strap made from a magically preserved length of deer entrails. While wearing this helm, you gain a +1 bonus to AC, and you have advantage on Dexterity (Stealth) and Wisdom (Survival) checks." + }, + { + "key": "vom_luring-perfume", + "name": "Luring Perfume", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This pungent perfume has a woodsy and slightly musky scent. As an action, you can splash or spray the contents of this vial on yourself or another creature within 5 feet of you. For 1 minute, the perfumed creature attracts nearby humanoids and beasts. Each humanoid and beast within 60 feet of the perfumed creature and that can smell the perfume must succeed on a DC 15 Wisdom saving throw or be charmed by the perfumed creature until the perfume fades or is washed off with at least 1 gallon of water. While charmed, a creature is incapacitated, and, if the creature is more than 5 feet away from the perfumed creature, it must move on its turn toward the perfumed creature by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it." + }, + { + "key": "vom_magma-mantle", + "name": "Magma Mantle", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage. As an action, you can touch the brass clasp and speak the command word, which transforms the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or hits you with a melee attack takes 3d6 fire damage. In addition, for the duration, you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed. The cloak can't be used this way again until the next dawn." + }, + { + "key": "vom_maidens-tears", + "name": "Maiden's Tears", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This fruity mead is the color of liquid gold and is rumored to be brewed with a tear from the goddess of bearfolk herself. When you drink this mead, you regenerate lost hit points for 1 minute. At the start of your turn, you regain 10 hit points if you have at least 1 hit point." + }, + { + "key": "vom_mail-of-the-sword-master", + "name": "Mail of the Sword Master", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this armor, the maximum Dexterity modifier you can add to determine your Armor Class is 4, instead of 2. While wearing this armor, if you are wielding a sword and no other weapons, you gain a +2 bonus to damage rolls with that sword." + }, + { + "key": "vom_manticores-tail", + "name": "Manticore's Tail", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Ten spikes stick out of the head of this magic weapon. While holding the morningstar, you can fire one of the spikes as a ranged attack, using your Strength modifier for the attack and damage rolls. This attack has a normal range of 100 feet and a long range of 200 feet. On a hit, the spike deals 1d8 piercing damage. Once all of the weapon's spikes have been fired, the morningstar deals bludgeoning damage instead of the piercing damage normal for a morningstar until the next dawn, at which time the spikes regrow." + }, + { + "key": "vom_mantle-of-blood-vengeance", + "name": "Mantle of Blood Vengeance", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This red silk cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can visit retribution on any creature that dares spill your blood. When you take piercing, slashing, or necrotic damage from a creature, you can use a reaction to expend 1 charge to turn your blood into a punishing spray. The creature that damaged you must make a DC 13 Dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much damage on a successful one." + }, + { + "key": "vom_mantle-of-the-forest-lord", + "name": "Mantle of the Forest Lord", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Created by village elders for druidic scouts to better traverse and survey the perimeters of their lands, this cloak resembles thick oak bark but bends and flows like silk. While wearing this cloak, you can use an action to cast the tree stride spell on yourself at will, except trees need not be living in order to pass through them." + }, + { + "key": "vom_mantle-of-the-lion", + "name": "Mantle of the Lion", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle's lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle's bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle's bite against the prone creature as a bonus action." + }, + { + "key": "vom_mantle-of-the-void", + "name": "Mantle of the Void", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing this midnight-blue mantle covered in writhing runes, you gain a +1 bonus to saving throws, and if you succeed on a saving throw against a spell that allows you to make a saving throw to take only half the damage or suffer partial effects, you instead take no damage and suffer none of the spell's effects." + }, + { + "key": "vom_manual-of-exercise", + "name": "Manual of Exercise", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This book contains exercises and techniques to better perform a specific physical task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years." + }, + { + "key": "vom_manual-of-the-lesser-golem", + "name": "Manual of the Lesser Golem", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly. To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 3d6 psychic damage that can be regained only after a long rest. A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another. The statistics for each lesser golem can be found in the Creature Codex. | dice: 1d20 | Golem | Time | Cost |\n| ---------- | ---------------------- | ------- | --------- |\n| 1-7 | Lesser Hair Golem | 2 days | 100 gp |\n| 8-13 | Lesser Mud Golem | 5 days | 500 gp |\n| 14-17 | Lesser Glass Golem | 10 days | 2,000 gp |\n| 18-20 | Lesser Wood Golem | 15 days | 20,000 gp |" + }, + { + "key": "vom_manual-of-vine-golem", + "name": "Manual of Vine Golem", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This tome contains information and incantations necessary to make a Vine Golem (see Tome of Beasts 2). To decipher and use the manual, you must be a druid with at least two 3rd-level spell slots. A creature that can't use a manual of vine golems and attempts to read it takes 4d6 psychic damage. To create a vine golem, you must spend 20 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also use powders made from rare plants and crushed gems worth 30,000 gp to create the vine golem, all of which are consumed in the process. Once you finish creating the vine golem, the book decays into ash. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands." + }, + { + "key": "vom_mapping-ink", + "name": "Mapping Ink", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This viscous ink is typically found in 1d4 pots, and each pot contains 3 doses. You can use an action to pour one dose of the ink onto parchment, vellum, or cloth then fold the material. As long as the ink-stained material is folded and on your person, the ink captures your footsteps and surroundings on the material, mapping out your travels with great precision. You can unfold the material to pause the mapping and refold it to begin mapping again. Deduct the time the ink maps your travels in increments of 1 hour from the total mapping time. Each dose of ink can map your travels for 8 hours." + }, + { + "key": "vom_marvelous-clockwork-mallard", + "name": "Marvelous Clockwork Mallard", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard's key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft. If reduced to 0 hit points, it becomes nonfunctional and can't be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard's key." + }, + { + "key": "vom_masher-basher", + "name": "Masher Basher", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "A favored weapon of hill giants, this greatclub appears to be little more than a thick tree branch. When you hit a giant with this magic weapon, the giant takes an extra 1d8 bludgeoning damage. When you roll a 20 on an attack roll made with this weapon, the target is stunned until the end of its next turn." + }, + { + "key": "vom_mask-of-the-leaping-gazelle", + "name": "Mask of the Leaping Gazelle", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This painted wooden animal mask is adorned with a pair of gazelle horns. While wearing this mask, your walking speed increases by 10 feet, and your long jump is up to 25 feet with a 10-foot running start." + }, + { + "key": "vom_mask-of-the-war-chief", + "name": "Mask of the War Chief", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions. Cave Bear (Uncommon). This mask is carved in the likeness of a roaring cave bear. While wearing it, you have advantage on Charisma (Intimidation) checks. In addition, you can use an action to summon a cave bear (use the statistics of a brown bear) to serve you in battle. The bear is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as attack your enemies. In the absence of such orders, the bear acts in a fashion appropriate to its nature. It vanishes at the next dawn or when it is reduced to 0 hit points. The mask can\u2019t be used this way again until the next dawn. Behir (Very Rare). Carvings of stylized lightning decorate the closed, pointed snout of this blue, crocodilian mask. While wearing it, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a 30-foot line that is 5 feet wide Each creature in the line must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This mask can\u2019t be used this way again until the next dawn. Mammoth (Uncommon). This mask is carved in the likeness of a mammoth\u2019s head with a short trunk curling up between the eyes. While wearing it, you count as one size larger when determining your carrying capacity and the weight you can lift, drag, or push. In addition, you can use an action to trumpet like a mammoth. Choose up to six creatures within 30 feet of you and that can hear the trumpet. For 1 minute, each target is under the effect of the bane (if a hostile creature; save DC 13) or bless (if a friendly creature) spell (no concentration required). This mask can\u2019t be used this way again until the next dawn. Winter Wolf (Rare). Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can\u2019t be used this way again until the next dawn." + }, + { + "key": "vom_master-anglers-tackle", + "name": "Master Angler's Tackle", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This is a set of well-worn but finely crafted fishing gear. You have advantage on any Wisdom (Survival) checks made to catch fish or other seafood when using it. If you ever roll a 1 on your check while using the tackle, roll again. If the second roll is a 20, you still fail to catch anything edible, but you pull up something interesting or valuable\u2014a bottle with a note in it, a fragment of an ancient tablet carved in ancient script, a mermaid in need of help, or similar. The GM decides what you pull up and its value, if it has one." + }, + { + "key": "vom_matryoshka-dolls", + "name": "Matryoshka Dolls", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This antique set of four nesting dolls is colorfully painted though a bit worn from the years. When attuning to this item, you must give each doll a name, which acts as a command word to activate its properties. You must be within 30 feet of a doll to activate it. The dolls have a combined total of 5 charges, and the dolls regain all expended charges daily at dawn. The largest doll is lined with a thin sheet of lead. A spell or other effect that can sense the presence of magic, such as detect magic, reveals only the transmutation magic of the largest doll, and not any of the dolls or other small items that may be contained within it." + }, + { + "key": "vom_mayhem-mask", + "name": "Mayhem Mask", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This goat mask with long, curving horns is carved from dark wood and framed in goat's hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead. In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask can't be used again until the next dawn." + }, + { + "key": "vom_medal-of-valor", + "name": "Medal of Valor", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You are immune to the frightened condition while you wear this medal. If you are already frightened, the effect ends immediately when you put on the medal." + }, + { + "key": "vom_memory-philter", + "name": "Memory Philter", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This swirling liquid is the collected memory of a mortal who willingly traded that memory away to the fey. When you touch the philter, you feel a flash of the emotion contained within. You can unstopper and pour out the philter as an action, unless otherwise specified. The philter's effects take place immediately, either on you or on a creature you can see within 30 feet (your choice). If the target is unwilling, it can make a DC 15 Wisdom saving throw to resist the effect of the philter. A creature affected by a philter experiences the memory contained in the vial. A memory philter can be used only once, but the vial can be reused to store a new memory. Storing a new memory requires a few herbs, a 10-minute ritual, and the sacrifice of a memory. The required sacrifice is detailed in each entry below." + }, + { + "key": "vom_menders-mark", + "name": "Mender's Mark", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This slender brooch is fashioned of silver and shaped in the image of an angel. You can use an action to attach this brooch to a creature, pinning it to clothing or otherwise affixing it to their person. When you cast a spell that restores hit points on the creature wearing the brooch, the spell has a range of 30 feet if its range is normally touch. Only you can transfer the brooch from one creature to another. The creature wearing the brooch can't pass it to another creature, but it can remove the brooch as an action." + }, + { + "key": "vom_meteoric-plate", + "name": "Meteoric Plate", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This plate armor was magically crafted from plates of interlocking stone. Tiny rubies inlaid in the chest create a glittering mosaic of flames. When you fall while wearing this armor, you can tuck your knees against your chest and curl into a ball. While falling in this way, flames form around your body. You take half the usual falling damage when you hit the ground, and fire explodes from your form in a 20-foot-radius sphere. Each creature in this area must make a DC 15 Dexterity saving throw. On a failed save, a target takes fire damage equal to the falling damage you took, or half as much on a successful saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried." + }, + { + "key": "vom_mindshatter-bombard", + "name": "Mindshatter Bombard", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder\u2019s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard\u2019s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn\u2019t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can\u2019t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn\u2019t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_minor-minstrel", + "name": "Minor Minstrel", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This four-inch high, painted, ceramic figurine animates and sings one song, typically about 3 minutes in length, when you set it down and speak the command word. The song is chosen by the figurine's original creator, and the figurine's form is typically reflective of the song's style. A red-nosed dwarf holding a mug sings a drinking song; a human figure in mourner's garb sings a dirge; a well-dressed elf with a harp sings an elven love song; or similar, though some creators find it amusing to create a figurine with a song counter to its form. If you pick up the figurine before the song finishes, it falls silent." + }, + { + "key": "vom_mirror-of-eavesdropping", + "name": "Mirror of Eavesdropping", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This 8-inch diameter mirror is set in a delicate, silver frame. While holding this mirror within 30 feet of another mirror, you can spend 10 minutes magically connecting the mirror of eavesdropping to that other mirror. The mirror of eavesdropping can be connected to only one mirror at a time. While holding the mirror of eavesdropping within 1 mile of its connected mirror, you can use an action to speak its command word and activate it. While active, the mirror of eavesdropping displays visual information from the connected mirror, which has normal vision and darkvision out to 30 feet. The connected mirror's view is limited to the direction the mirror is facing, and it can be blocked by a solid barrier, such as furniture, a heavy cloth, or similar. You can use a bonus action to deactivate the mirror early. When the mirror has been active for a total of 10 minutes, you can't activate it again until the next dawn." + }, + { + "key": "vom_mirrored-breastplate", + "name": "Mirrored Breastplate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze." + }, + { + "key": "vom_mirrored-half-plate", + "name": "Mirrored Half Plate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze." + }, + { + "key": "vom_mirrored-plate", + "name": "Mirrored Plate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze." + }, + { + "key": "vom_mnemonic-fob", + "name": "Mnemonic Fob", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This small bauble consists of a flat crescent, which binds a small disc that freely spins in its housing. Each side of the disc is intricately etched with an incomplete pillar and pyre. \nPillar of Fire. While holding this bauble, you can use an action to remove the disc, place it on the ground, and speak its command word to transform it into a 5-foot-tall flaming pillar of intricately carved stone. The pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It is warm to the touch, but it doesn\u2019t burn. A second command word returns the pillar to its disc form. When the pillar has shed light for a total of 10 minutes, it returns to its disc form and can\u2019t be transformed into a pillar again until the next dawn. \nRecall Magic. While holding this bauble, you can use an action to spin the disc and regain one expended 1st-level spell slot. Once used, this property can\u2019t be used again until the next dawn." + }, + { + "key": "vom_mock-box", + "name": "Mock Box", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While you hold this small, square contraption, you can use an action to target a creature within 60 feet of you that can hear you. The target must succeed on a DC 13 Charisma saving throw or attack rolls against it have advantage until the start of its next turn." + }, + { + "key": "vom_molten-hellfire-breastplate", + "name": "Molten Hellfire Breastplate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor\u2019s heat while wearing it." + }, + { + "key": "vom_molten-hellfire-chain-mail", + "name": "Molten Hellfire Chain Mail", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor\u2019s heat while wearing it." + }, + { + "key": "vom_molten-hellfire-chain-shirt", + "name": "Molten Hellfire Chain Shirt", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor\u2019s heat while wearing it." + }, + { + "key": "vom_molten-hellfire-half-plate", + "name": "Molten Hellfire Half Plate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor\u2019s heat while wearing it." + }, + { + "key": "vom_molten-hellfire-plate", + "name": "Molten Hellfire Plate", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor\u2019s heat while wearing it." + }, + { + "key": "vom_molten-hellfire-ring-mail", + "name": "Molten Hellfire Ring Mail", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor\u2019s heat while wearing it." + }, + { + "key": "vom_molten-hellfire-scale-mail", + "name": "Molten Hellfire Scale Mail", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor\u2019s heat while wearing it." + }, + { + "key": "vom_molten-hellfire-splint", + "name": "Molten Hellfire Splint", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor\u2019s heat while wearing it." + }, + { + "key": "vom_mongrelmakers-handbook", + "name": "Mongrelmaker's Handbook", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This thin volume holds a scant few dozen vellum pages between its mottled, scaled cover. The pages are scrawled with tight, efficient text which is broken up by outlandish pencil drawings of animals and birds combined together. With the rituals contained in this book, you can combine two or more animals into an adult hybrid of all creatures used. Each ritual requires the indicated amount of time, the indicated cost in mystic reagents, a live specimen of each type of creature to be combined, and enough floor space to draw a combining rune which encircles the component creatures. Once combined, the hybrid creature is a typical example of its new kind, though some aesthetic differences may be detectable. You can't control the creatures you create with this handbook, though the magic of the combining ritual prevents your creations from attacking you for the first 24 hours of their new lives. | Creature | Time | Cost | Component Creatures |\n| ---------------- | -------- | -------- | -------------------------------------------------------- |\n| Flying Snake | 10 mins | 10 gp | A poisonous snake and a Small or smaller bird of prey |\n| Leonino | 10 mins | 15 gp | A cat and a Small or smaller bird of prey |\n| Wolpertinger | 10 mins | 20 gp | A rabbit, a Small or smaller bird of prey, and a deer |\n| Carbuncle | 1 hour | 500 gp | A cat and a bird of paradise |\n| Cockatrice | 1 hour | 150 gp | A lizard and a domestic bird such as a chicken or turkey |\n| Death Dog | 1 hour | 100 gp | A dog and a rooster |\n| Dogmole | 1 hour | 175 gp | A dog and a mole |\n| Hippogriff | 1 hour | 200 gp | A horse and a giant eagle |\n| Bearmit crab | 6 hours | 600 gp | A brown bear and a giant crab |\n| Griffon | 6 hours | 600 gp | A lion and a giant eagle |\n| Pegasus | 6 hours | 1,000 gp | A white horse and a giant owl |\n| Manticore | 24 hours | 2,000 gp | A lion, a porcupine, and a giant bat |\n| Owlbear | 24 hours | 2,000 gp | A brown bear and a giant eagle |" + }, + { + "key": "vom_monkeys-paw-of-fortune", + "name": "Monkey's Paw of Fortune", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This preserved monkey's paw hangs on a simple leather thong. This paw helps you alter your fate. If you are wearing this paw when you fail an attack roll, ability check, or saving throw, you can use your reaction to reroll the roll with a +10 bonus. You must take the second roll. When you use this property of the paw, one of its fingers curls tight to the palm. When all five fingers are curled tightly into a fist, the monkey's paw loses its magic." + }, + { + "key": "vom_moon-through-the-trees", + "name": "Moon Through the Trees", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This charm is comprised of six polished river stones bound into the shape of a star with glue made from the connective tissues of animals. The reflective surfaces of the stones shimmer with a magical iridescence. While you are within 20 feet of a living tree, you can use a bonus action to become invisible for 1 minute. While invisible, you can use a bonus action to become visible. If you do, each creature of your choice within 30 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this charm's blinding feature for the next 24 hours." + }, + { + "key": "vom_moonfield-lens", + "name": "Moonfield Lens", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This lens is rainbow-hued and protected by a sturdy leather case. It has 4 charges, and it regains 1d3 + 1 expended charges daily at dawn. As an action, you can hold the lens to your eye, speak its command word, and expend 2 charges to cause one of the following effects: - *** Find Loved One.** You know the precise location of one creature you love (platonic, familial, or romantic). This knowledge extends into other planes. - *** True Path.** For 1 hour, you automatically succeed on all Wisdom (Survival) checks to navigate in the wild. If you are underground, you automatically know the most direct route to reach the surface." + }, + { + "key": "vom_moonsteel-dagger", + "name": "Moonsteel Dagger", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, \u201cshapechanger\u201d refers to any creature with the Shapechanger trait." + }, + { + "key": "vom_moonsteel-rapier", + "name": "Moonsteel Rapier", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, \u201cshapechanger\u201d refers to any creature with the Shapechanger trait." + }, + { + "key": "vom_mordant-battleaxe", + "name": "Mordant Battleaxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon." + }, + { + "key": "vom_mordant-glaive", + "name": "Mordant Glaive", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon." + }, + { + "key": "vom_mordant-greataxe", + "name": "Mordant Greataxe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon." + }, + { + "key": "vom_mordant-greatsword", + "name": "Mordant Greatsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon." + }, + { + "key": "vom_mordant-halberd", + "name": "Mordant Halberd", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon." + }, + { + "key": "vom_mordant-longsword", + "name": "Mordant Longsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon." + }, + { + "key": "vom_mordant-scimitar", + "name": "Mordant Scimitar", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon." + }, + { + "key": "vom_mordant-shortsword", + "name": "Mordant Shortsword", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon." + }, + { + "key": "vom_mordant-sickle", + "name": "Mordant Sickle", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon." + }, + { + "key": "vom_mordant-whip", + "name": "Mordant Whip", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon." + }, + { + "key": "vom_mountain-hewer", + "name": "Mountain Hewer", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. The massive head of this axe is made from chiseled stone lashed to its haft by thick rope and leather strands. Small chips of stone fall from its edge intermittently, though it shows no sign of damage or wear. You can use your action to speak the command word to cause small stones to float and swirl around the axe, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The light remains until you use a bonus action to speak the command word again or until you drop or sheathe the axe. As a bonus action, choose a creature you can see. For 1 minute, that creature must succeed on a DC 15 Wisdom saving throw each time it is damaged by the axe or become frightened until the end of your next turn. Creatures of Large size or greater have disadvantage on this save. Once used, this property of the axe can't be used again until the next dawn." + }, + { + "key": "vom_mountaineers-hand-crossbow", + "name": "Mountaineer's Hand Crossbow", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed." + }, + { + "key": "vom_mountaineers-heavy-crossbow", + "name": "Mountaineer's Heavy Crossbow", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed." + }, + { + "key": "vom_mountaineers-light-crossbow", + "name": "Mountaineer's Light Crossbow ", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed." + }, + { + "key": "vom_muffled-chain-mail", + "name": "Muffled Chain Mail", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects." + }, + { + "key": "vom_muffled-half-plate", + "name": "Muffled Half Plate", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects." + }, + { + "key": "vom_muffled-padded", + "name": "Muffled Padded", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects." + }, + { + "key": "vom_muffled-plate", + "name": "Muffled Plate", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects." + }, + { + "key": "vom_muffled-ring-mail", + "name": "Muffled Ring Mail", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects." + }, + { + "key": "vom_muffled-scale-mail", + "name": "Muffled Scale Mail", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects." + }, + { + "key": "vom_muffled-splint", + "name": "Muffled Splint", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects." + }, + { + "key": "vom_mug-of-merry-drinking", + "name": "Mug of Merry Drinking", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "While you hold this broad, tall mug, any liquid placed inside it warms or cools to exactly the temperature you want it, though the mug can't freeze or boil the liquid. If you drop the mug or it is knocked from your hand, it always lands upright without spilling its contents." + }, + { + "key": "vom_murderous-bombard", + "name": "Murderous Bombard", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder\u2019s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard\u2019s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn\u2019t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can\u2019t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn\u2019t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_mutineers-blade", + "name": "Mutineer's Blade", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This finely balanced scimitar has an elaborate brass hilt. You gain a +2 bonus on attack and damage rolls made with this magic weapon. You can use a bonus action to speak the scimitar's command word, causing the blade to shed bright green light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar. When you roll a 20 on an attack roll made with this weapon, the target is overcome with the desire for mutiny. On the target's next turn, it must make one attack against its nearest ally, then the effect ends, whether or not the attack was successful." + }, + { + "key": "vom_nameless-cults", + "name": "Nameless Cults", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity. The tome is a spellbook that contains the following spells, all of which can be found in the Mythos Magic Chapter of Deep Magic for 5th Edition: black goat's blessing, curse of Yig, ectoplasm, eldritch communion, emanation of Yoth, green decay, hunger of Leng, mind exchange, seed of destruction, semblance of dread, sign of Koth, sleep of the deep, summon eldritch servitor, summon avatar, unseen strangler, voorish sign, warp mind and matter, and yellow sign. At the GM's discretion, the tome can contain other spells similarly related to the Great Old Ones. While attuned to the book, you can reference it whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, your proficiency bonus for that check is doubled." + }, + { + "key": "vom_necromantic-ink", + "name": "Necromantic Ink", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink's magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature." + }, + { + "key": "vom_neutralizing-bead", + "name": "Neutralizing Bead", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin." + }, + { + "key": "vom_nithing-pole", + "name": "Nithing Pole", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This pole is crafted to exact retribution for an act of cowardice or dishonor. It's a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the pole's curse. The carved shaft is draped in horsehide, topped with a horse's skull, and placed where its target is expected to pass by. Typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won't see it until it's too late. The pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as \u201cthe person who blinded Lars Gustafson\u201d isn't precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with a range of 333 feet instead of touch) on the target. The DC for the target's Wisdom saving throw is 15. If the saving throw is successful, the pole recasts the spell at the end of each round until the saving throw fails, the target retreats out of range, or the pole is destroyed. Anyone other than the pole's creator who tries to destroy or knock down the pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created, and the curse lasts 8 hours without requiring concentration. The pole becomes nonmagical once it has laid its curse on its intended target. An untriggered and forgotten nithing pole remains dangerous for centuries." + }, + { + "key": "vom_nullifiers-lexicon", + "name": "Nullifier's Lexicon", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This book has a black leather cover with silver bindings and a silver front plate. Void Speech glyphs adorn the front plate, which is pitted and tarnished. The pages are thin sheets of corrupted brass and are inscribed with more blasphemous glyphs. While you are attuned to the lexicon, you can speak, read, and write Void Speech, and you know the crushing curse* cantrip. At the GM's discretion, you know the chill touch cantrip instead." + }, + { + "key": "vom_oakwood-wand", + "name": "Oakwood Wand", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage." + }, + { + "key": "vom_octopus-bracers", + "name": "Octopus Bracers", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These bronze bracers are etched with depictions of frolicking octopuses. While wearing these bracers, you can use an action to speak their command word and transform your arms into tentacles. You can use a bonus action to repeat the command word and return your arms to normal. The tentacles are natural melee weapons, which you can use to make unarmed strikes. Your reach extends by 5 feet while your arms are tentacles. When you hit with a tentacle, it deals bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). If you hit a creature of your size or smaller than you, it is grappled. Each tentacle can grapple only one target. While grappling a target with a tentacle, you can't attack other creatures with that tentacle. While your arms are tentacles, you can't wield weapons that require two hands, and you can't wield shields. In addition, you can't cast a spell that has a somatic component. When the bracers' property has been used for a total of 10 minutes, the magic ceases to function until the next dawn." + }, + { + "key": "vom_oculi-of-the-ancestor", + "name": "Oculi of the Ancestor", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "An intricately depicted replica of an eyeball, right down to the blood vessels and other fine details, this item is carved from sacred hardwoods by soothsayers using a specialized ceremonial blade handcrafted specifically for this purpose. When you use an action to place the orb within the eye socket of a skull, it telepathically shows you the last thing that was experienced by the creature before it died. This lasts for up to 1 minute and is limited to only what the creature saw or heard in the final moments of its life. The orb can't show you what the creature might have detected using another sense, such as tremorsense." + }, + { + "key": "vom_odd-bodkin", + "name": "Odd Bodkin", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This dagger has a twisted, jagged blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature other than a construct or an undead with this weapon, it loses 1d4 hit points at the start of each of its turns from a jagged wound. Each time you successfully hit the wounded target with this dagger, the damage dealt by the wound increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the wounded creature receives magical healing." + }, + { + "key": "vom_odorless-oil", + "name": "Odorless Oil", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This odorless, colorless oil can cover a Medium or smaller object or creature, along with the equipment the creature is wearing or carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected target gives off no scent, can't be tracked by scent, and can't be detected with Wisdom (Perception) checks that rely on smell." + }, + { + "key": "vom_ogres-pot", + "name": "Ogre's Pot", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This cauldron boils anything placed inside it, whether venison or timber, to a vaguely edible paste. A spoonful of the paste provides enough nourishment to sustain a creature for one day. As a bonus action, you can speak the pot's command word and force it to roll directly to you at a speed of 40 feet per round as long as you and the pot are on the same plane of existence. It follows the shortest possible path, stopping when it moves to within 5 feet of you, and it bowls over or knocks down any objects or creatures in its path. A creature in its path must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. When this magic pot comes into contact with an object or structure, it deals 4d6 bludgeoning damage. If the damage doesn't destroy or create a path through the object or structure, the pot continues to deal damage at the end of each round, carving a path through the obstacle." + }, + { + "key": "vom_oil-of-concussion", + "name": "Oil of Concussion", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "You can apply this thick, gray oil to one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20." + }, + { + "key": "vom_oil-of-defoliation", + "name": "Oil of Defoliation", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Sometimes known as weedkiller oil, this greasy amber fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals an extra 1d6 necrotic damage to plants or plant creatures on a successful hit. The oil can also be applied directly to a willing, restrained, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree." + }, + { + "key": "vom_oil-of-extreme-bludgeoning", + "name": "Oil of Extreme Bludgeoning", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This viscous indigo-hued oil smells of iron. The oil can coat one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical, has a +1 bonus to attack and damage rolls, and deals an extra 1d4 force damage on a hit." + }, + { + "key": "vom_oil-of-numbing", + "name": "Oil of Numbing", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This astringent-smelling oil stings slightly when applied to flesh, but the feeling quickly fades. The oil can cover a Medium or smaller creature (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected creature has advantage on Constitution saving throws to maintain its concentration on a spell when it takes damage, and it has advantage on ability checks and saving throws made to endure pain. However, the affected creature's flesh is slightly numbed and senseless, and it has disadvantage on ability checks that require fine motor skills or a sense of touch." + }, + { + "key": "vom_oil-of-sharpening", + "name": "Oil of Sharpening", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20." + }, + { + "key": "vom_oni-mask", + "name": "Oni Mask", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This horned mask is fashioned into the fearsome likeness of a pale oni. The mask has 6 charges for the following properties. The mask regains 1d6 expended charges daily at dawn. Spells. While wearing the mask, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): charm person (1 charge), invisibility (2 charges), or sleep (1 charge). Change Shape. You can expend 3 charges as an action to magically polymorph into a Small or Medium humanoid, into a Large giant, or back into your true form. Other than your size, your statistics are the same in each form. The only equipment that is transformed is your weapon, which enlarges or shrinks so that it can be wielded in any form. If you die, you revert to your true form, and your weapon reverts to its normal size." + }, + { + "key": "vom_oracle-charm", + "name": "Oracle Charm", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This small charm resembles a human finger bone engraved with runes and complicated knotwork patterns. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can use an action to snap the charm in half to gain the benefit of an augury spell. Once used, the charm is destroyed." + }, + { + "key": "vom_orb-of-enthralling-patterns", + "name": "Orb of Enthralling Patterns", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This plain, glass orb shimmers with iridescence. While holding this orb, you can use an action to speak its command word, which causes it to levitate and emit multicolored light. Each creature other than you within 10 feet of the orb must succeed on a DC 13 Wisdom saving throw or look at only the orb for 1 minute. For the duration, a creature looking at the orb has disadvantage on Wisdom (Perception) checks to perceive anything that is not the orb. Creatures that failed the saving throw have no memory of what happened while they were looking at the orb. Once used, the orb can't be used again until the next dawn." + }, + { + "key": "vom_orb-of-obfuscation", + "name": "Orb of Obfuscation", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can\u2019t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check." + }, + { + "key": "vom_ouroboros-amulet", + "name": "Ouroboros Amulet", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Carved in the likeness of a serpent swallowing its own tail, this circular jade amulet is frequently worn by serpentfolk mystics and the worshippers of dark and forgotten gods. While wearing this amulet, you have advantage on saving throws against being charmed. In addition, you can use an action to cast the suggestion spell (save DC 13). The amulet can't be used this way again until the next dawn." + }, + { + "key": "vom_pact-paper", + "name": "Pact Paper", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This smooth paper is like vellum but is prepared from dozens of scales cast off by a Pact Drake (see Creature Codex). A contract can be inked on this paper, and the paper limns all falsehoods on it with a fiery glow. A command word clears the paper, allowing for several drafts. Another command word locks the contract in place and leaves space for signatures. Creatures signing the contract are afterward bound by the contract with all other signatories alerted when one of the signatories breaks the contract. The creature breaking the contract must succeed on a DC 15 Charisma saving throw or become blinded, deafened, and stunned for 1d6 minutes. A creature can repeat the saving throw at the end of each of minute, ending the conditions on itself on a success. After the conditions end, the creature has disadvantage on saving throws until it finishes a long rest. Once a contract has been locked in place and signed, the paper can't be cleared. If the contract has a duration or stipulation for its end, the pact paper is destroyed when the contract ends, releasing all signatories from any further obligations and immediately ending any effects on them." + }, + { + "key": "vom_padded-armor-of-the-leaf", + "name": "Padded Armor of the Leaf", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_padded-armor-of-warding-1", + "name": "Padded Armor of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_padded-armor-of-warding-2", + "name": "Padded Armor of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_padded-armor-of-warding-3", + "name": "Padded Armor of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_parasol-of-temperate-weather", + "name": "Parasol of Temperate Weather", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This fine, cloth-wrapped 2-foot-long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun's heat in the desert or geothermal heat in deep caverns, the parasol doesn't protect you from damage caused by super-heated environments or creatures, such as lava or an azer's Heated Body trait, or magic that deals fire damage, such as the fire bolt spell." + }, + { + "key": "vom_pavilion-of-dreams", + "name": "Pavilion of Dreams", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This foot-long box is 6 inches wide and 6 inches deep. With 1 minute of work, the box's poles and multicolored silks can be unfolded into a pavilion expansive enough to sleep eight Medium or smaller creatures comfortably. The pavilion can stand in winds of up to 60 miles per hour without suffering damage or collapsing, and its interior remains comfortable and dry no matter the weather conditions or temperature outside. Creatures who sleep within the pavilion are immune to spells and other magical effects that would disrupt their sleep or negatively affect their dreams, such as the monstrous messenger version of the dream spell or a night hag's Nightmare Haunting. Creatures who take a long rest in the pavilion, and who sleep for at least half that time, have shared dreams of future events. Though unclear upon waking, these premonitions sit in the backs of the creatures' minds for the next 24 hours. Before the duration ends, a creature can call on the premonitions, expending them and immediately gaining one of the following benefits.\n- If you are surprised during combat, you can choose instead to not be surprised.\n- If you are not surprised at the beginning of combat, you have advantage on the initiative roll.\n- You have advantage on a single attack roll, ability check, or saving throw.\n- If you are adjacent to a creature that is attacked, you can use a reaction to interpose yourself between the creature and the attack. You become the new target of the attack.\n- When in combat, you can use a reaction to distract an enemy within 30 feet of you that attacks an ally you can see. If you do so, the enemy has disadvantage on the attack roll.\n- When an enemy uses the Disengage action, you can use a reaction to move up to your speed toward that enemy. Once used, the pavilion can't be used again until the next dusk." + }, + { + "key": "vom_pearl-of-diving", + "name": "Pearl of Diving", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This white pearl shines iridescently in almost any light. While underwater and grasping the pearl, you have resistance to cold damage and to bludgeoning damage from nonmagical attacks." + }, + { + "key": "vom_periapt-of-eldritch-knowledge", + "name": "Periapt of Eldritch Knowledge", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This pendant consists of a hollow metal cylinder on a fine, silver chain and is capable of holding one scroll. When you put a spell scroll in the pendant, it is added to your list of known or prepared spells, but you must still expend a spell slot to cast it. If the spell has more powerful effects when cast at a higher level, you can expend a spell slot of a higher level to cast it. If you have metamagic options, you can apply any metamagic option you know to the spell, expending sorcery points as normal. When you cast the spell, the spell scroll isn't consumed. If the spell on the spell scroll isn't on your class's spell list, you can't cast it unless it is half the level of the highest spell level you can cast (minimum level 1). The pendant can hold only one scroll at a time, and you can remove or replace the spell scroll in the pendant as an action. When you remove or replace the spell scroll, you don't immediately regain spell slots expended on the scroll's spell. You regain expended spell slots as normal for your class." + }, + { + "key": "vom_periapt-of-proof-against-lies", + "name": "Periapt of Proof Against Lies", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A pendant fashioned from the claw or horn of a Pact Drake (see Creature Codex) is affixed to a thin gold chain. While you wear it, you know if you hear a lie, but this doesn't apply to evasive statements that remain within the boundaries of the truth. If you lie while wearing this pendant, you become poisoned for 10 minutes." + }, + { + "key": "vom_pestilent-spear", + "name": "Pestilent Spear", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The head of this spear is deadly sharp, despite the rust and slimy residue on it that always accumulate no matter how well it is cleaned. When you hit a creature with this magic weapon, it must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease." + }, + { + "key": "vom_phase-mirror", + "name": "Phase Mirror", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Unlike other magic items, multiple creatures can attune to the phase mirror by touching it as part of the same short rest. A creature remains attuned to the mirror as long as it is on the same plane of existence as the mirror or until it chooses to end its attunement to the mirror during a short rest. Phase mirrors look almost identical to standard mirrors, but their surfaces are slightly clouded. These mirrors are found in a variety of sizes, from handheld to massive disks. The larger the mirror, the more power it can take in, and consequently, the more creatures it can affect. When it is created, a mirror is connected to a specific plane. The mirror draws in starlight and uses that energy to move between its current plane and its connected plane. While holding or touching a fully charged mirror, an attuned creature can use an action to speak the command word and activate the mirror. When activated, the mirror transports all creatures attuned to it to the mirror's connected plane or back to the Material Plane at a destination of the activating creature's choice. This effect works like the plane shift spell, except it transports only attuned creatures, regardless of their distance from each other, and the destination must be on the Material Plane or the mirror's connected plane. If the mirror is broken, its magic ends, and each attuned creature is trapped in whatever plane it occupies when the mirror breaks. Once activated, the mirror stays active for 24 hours and any attuned creature can use an action to transport all attuned creatures back and forth between the two planes. After these 24 hours have passed, the power drains from the mirror, and it can't be activated again until it is recharged. Each phase mirror has a different recharge time and limit to the number of creatures that can be attuned to it, depending on the mirror's size." + }, + { + "key": "vom_phidjetz-spinner", + "name": "Phidjetz Spinner", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This dart was crafted by the monk Phidjetz, a martial recluse obsessed with dragons. The spinner consists of a golden central disk with four metal dragon heads protruding symmetrically from its center point: one red, one white, one blue and one black. As an action, you can spin the disk using the pinch grip in its center. You choose a single target within 30 feet and make a ranged attack roll. The spinner then flies at the chosen target. Once airborne, each dragon head emits a blast of elemental energy appropriate to its type. When you hit a creature, determine which dragon head affects it by rolling a d4 on the following chart. | d4 | Effect |\n| --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | Red. The target takes 1d6 fire damage and combustible materials on the target ignite, doing 1d4 fire damage each turn until it is put out. |\n| 2 | White. The target takes 1d6 cold damage and is restrained until the start of your next turn. |\n| 3 | Blue. The target takes 1d6 lightning damage and is paralyzed until the start of your next turn. |\n| 4 | Black. The target takes 1d6 acid damage and is poisoned until the start of your next turn. | After the attack, the spinner flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet." + }, + { + "key": "vom_philter-of-luck", + "name": "Philter of Luck", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When you drink this vibrant green, effervescent potion, you gain a finite amount of good fortune. Roll a d3 to determine where your fortune falls: ability checks (1), saving throws (2), or attack rolls (3). When you make a roll associated with your fortune, you can choose to tap into your good fortune and reroll the d20. This effect ends after you tap into your good fortune or when 1 hour has passed. | d3 | Use fortune for |\n| --- | --------------- |\n| 1 | ability checks |\n| 2 | saving throws |\n| 3 | attack rolls |" + }, + { + "key": "vom_phoenix-ember", + "name": "Phoenix Ember", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This egg-shaped red and black stone is hot to the touch. An ancient, fossilized phoenix egg, the stone holds the burning essence of life and rebirth. While you are carrying the stone, you have resistance to fire damage. Fiery Rebirth. If you drop to 0 hit points while carrying the stone, you can drop to 1 hit point instead. If you do, a wave of flame bursts out from you, filling the area within 20 feet of you. Each of your enemies in the area must make a DC 17 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Once used, this property can\u2019t be used again until the next dawn, and a small, burning crack appears in the egg\u2019s surface. Spells. The stone has 3 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: revivify (1 charge), raise dead (2 charges), or resurrection (3 charges, the spell functions as long as some bit of the target\u2019s body remains, even just ashes or dust). If you expend the last charge, roll a d20. On a 1, the stone shatters into searing fragments, and a firebird (see Tome of Beasts) arises from the ashes. On any other roll, the stone regains 1d3 charges." + }, + { + "key": "vom_pick-of-ice-breaking", + "name": "Pick of Ice Breaking", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The metal head of this war pick is covered in tiny arcane runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the war pick to attack a construct, elemental, fey, or other creature made almost entirely of ice or snow. When you roll a 20 on an attack roll made with this weapon against such a creature, the target takes an extra 2d8 piercing damage. When you hit an object made of ice or snow with this weapon, the object doesn't have a damage threshold when determining the damage you deal to it with this weapon." + }, + { + "key": "vom_pipes-of-madness", + "name": "Pipes of Madness", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You must be proficient with wind instruments to use these strange, pale ivory pipes. They have 5 charges. You can use an action to play them and expend 1 charge to emit a weird strain of alien music that is audible up to 600 feet away. Choose up to three creatures within 60 feet of you that can hear you play. Each target must succeed on a DC 15 Wisdom saving throw or be affected as if you had cast the confusion spell on it. The pipes regain 1d4 + 1 expended charges daily at dawn." + }, + { + "key": "vom_pistol-of-the-umbral-court", + "name": "Pistol of the Umbral Court", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This hand crossbow is made from coal-colored wood. Its limb is made from cold steel and boasts engravings of sharp teeth. The barrel is magically oiled and smells faintly of ash. The grip is made from rough leather. You gain a +2 bonus on attack and damage rolls made with this magic weapon. When you hit with an attack with this weapon, you can force the target of your attack to succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you. The target takes damage, as normal, whether it was pushed away or not. As a bonus action, you can increase the distance creatures are pushed to 20 feet for 1 minute. If the creature strikes a solid object before the movement is complete, it takes 1d6 bludgeoning damage for every 10 feet traveled. Once used, this property of the crossbow can't be used again until the next dawn." + }, + { + "key": "vom_plate-of-warding-1", + "name": "Plate of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_plate-of-warding-2", + "name": "Plate of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_plate-of-warding-3", + "name": "Plate of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_plumb-of-the-elements", + "name": "Plumb of the Elements", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This four-faceted lead weight is hung on a long leather strip, which can be wound around the haft or handle of any melee weapon. You can remove the plumb and transfer it to another weapon whenever you wish. Weapons with the plumb attached to it deal additional force damage equal to your proficiency bonus (up to a maximum of 3). As an action, you can activate the plumb to change this additional damage type to fire, cold, lightning, or back to force." + }, + { + "key": "vom_plunderers-sea-chest", + "name": "Plunderer's Sea Chest", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This oak chest, measuring 3 feet by 5 feet by 3 feet, is secured with iron bands, which depict naval combat and scenes of piracy. The chest opens into an extradimensional space that can hold up to 3,500 cubic feet or 15,000 pounds of material. The chest always weighs 200 pounds, regardless of its contents. Placing an item in the sea chest follows the normal rules for interacting with objects. Retrieving an item from the chest requires you to use an action. When you open the chest to access a specific item, that item is always magically on top. If the chest is destroyed, its contents are lost forever, though an artifact that was inside always turns up again, somewhere. If a bag of holding, portable hole, or similar object is placed within the chest, that item and the contents of the chest are immediately destroyed, and the magic of the chest is disrupted for one day, after which the chest resumes functioning as normal." + }, + { + "key": "vom_pocket-oasis", + "name": "Pocket Oasis", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "When you unfold and throw this 5-foot by 5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extra-dimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to 10 Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects. When creatures enter the extra-dimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell, and a vine dangles from the opening in place of a rope, allowing access to the oasis. The effect lasts for 24 hours or until all the creatures leave the extra-dimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis can't be used again for 24 hours." + }, + { + "key": "vom_pocket-spark", + "name": "Pocket Spark", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "What looks like a simple snuff box contains a magical, glowing ember. Though warm to the touch, the ember can be handled without damage. It can be used to ignite flammable materials quickly. Using it to light a torch, lantern, or anything else with abundant, exposed fuel takes a bonus action. Lighting any other fire takes an action. The ember is consumed when used. If the ember is consumed, the box creates a new ember at dawn." + }, + { + "key": "vom_poison-strand", + "name": "Poison Strand", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you hit with an attack using this magic whip, the target takes an extra 2d4 poison damage. If you hold one end of the whip and use an action to speak its command word, the other end magically extends and darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 17 Dexterity saving throw or become restrained. While restrained, the target takes 2d4 poison damage at the start of each of its turns, and you can use an action to pull the target up to 20 feet toward you. If you would move the target into damaging terrain, such as lava or a pit, it can make a DC 17 Strength saving throw. On a success, the target isn't pulled toward you. You can't use the whip to make attacks while it is restraining a target, and if you release your end of the whip, the target is no longer restrained. The restrained target can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the target is no longer restrained by the whip. When the whip has restrained creatures for a total of 1 minute, you can't restrain a creature with the whip again until the next dawn." + }, + { + "key": "vom_potent-cure-all", + "name": "Potent Cure-All", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "The milky liquid in this bottle shimmers when agitated, as small, glittering particles swirl within it. When you drink this potion, it reduces your exhaustion level by one, removes any reduction to one of your ability scores, removes the blinded, deafened, paralyzed, and poisoned conditions, and cures you of any diseases currently afflicting you." + }, + { + "key": "vom_potion-of-air-breathing", + "name": "Potion of Air Breathing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This potion's pale blue fluid smells like salty air, and a seagull's feather floats in it. You can breathe air for 1 hour after drinking this potion. If you could already breathe air, this potion has no effect." + }, + { + "key": "vom_potion-of-bad-taste", + "name": "Potion of Bad Taste", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This brown, sludgy potion tastes extremely foul. When you drink this potion, the taste of your flesh is altered to be unpalatable for 1 hour. During this time, if a creature hits you with a bite attack, it must succeed on a DC 10 Constitution saving throw or spend its next action gagging and retching. A creature with an Intelligence of 4 or lower avoids biting you again unless compelled or commanded by an outside force or if you attack it." + }, + { + "key": "vom_potion-of-bouncing", + "name": "Potion of Bouncing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "A small, red sphere bobs up and down in the clear, effervescent liquid inside this bottle but disappears when the bottle is opened. When you drink this potion, your body becomes rubbery, and you are immune to falling damage for 1 hour. If you fall at least 10 feet, your body bounces back the same distance. As a reaction while falling, you can angle your fall and position your legs to redirect this distance. For example, if you fall 60 feet, you can redirect your bounce to propel you 30 feet up and 30 feet forward from the position where you landed." + }, + { + "key": "vom_potion-of-buoyancy", + "name": "Potion of Buoyancy", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you drink this clear, effervescent liquid, your body becomes unnaturally buoyant for 1 hour. When you are immersed in water or other liquids, you rise to the surface (at a rate of up to 30 feet per round) to float and bob there. You have advantage on Strength (Athletics) checks made to swim or stay afloat in rough water, and you automatically succeed on such checks in calm waters." + }, + { + "key": "vom_potion-of-dire-cleansing", + "name": "Potion of Dire Cleansing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "For 1 hour after drinking this potion, you have resistance to poison damage, and you have advantage on saving throws against being blinded, deafened, paralyzed, and poisoned. In addition, if you are poisoned, this potion neutralizes the poison. Known for its powerful, somewhat burning smell, this potion is difficult to drink, requiring a successful DC 13 Constitution saving throw to drink it. On a failure, you are poisoned for 10 minutes and don't gain the benefits of the potion." + }, + { + "key": "vom_potion-of-ebbing-strength", + "name": "Potion of Ebbing Strength", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. The recipe for this potion is flawed and infused with dangerous Void energies. When you drink this potion, you are also poisoned. While poisoned, you take 2d4 poison damage at the end of each minute. If you are reduced to 0 hit points while poisoned, you have disadvantage on death saving throws. This bubbling, pale blue potion is commonly used by the derro and is almost always paired with a Potion of Dire Cleansing or Holy Verdant Bat Droppings (see page 147). Warriors who use this potion without a method of removing the poison don't intend to return home from battle." + }, + { + "key": "vom_potion-of-effulgence", + "name": "Potion of Effulgence", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you drink this potion, your skin glows with radiance, and you are filled with joy and bliss for 1 minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. While glowing, you are blinded and have disadvantage on Dexterity (Stealth) checks to hide. If a creature with the Sunlight Sensitivity trait starts its turn in the bright light you shed, it takes 2d4 radiant damage. This potion's golden liquid sparkles with motes of sunlight." + }, + { + "key": "vom_potion-of-empowering-truth", + "name": "Potion of Empowering Truth", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A withered snake's tongue floats in the shimmering gold liquid within this crystalline vial. When you drink this potion, you regain one expended spell slot or one expended use of a class feature, such as Divine Sense, Rage, Wild Shape, or other feature with limited uses. Until you finish a long rest, you can't speak a deliberate lie. You are aware of this effect after drinking the potion. Your words can be evasive, as long as they remain within the boundaries of the truth." + }, + { + "key": "vom_potion-of-freezing-fog", + "name": "Potion of Freezing Fog", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "After drinking this potion, you can use an action to exhale a cloud of icy fog in a 20-foot cube originating from you. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a DC 13 Constitution saving throw or take 2d4 cold damage. The effects of this potion end after you have exhaled one fog cloud or 1 hour has passed. This potion has a gray, cloudy appearance and swirls vigorously when shaken." + }, + { + "key": "vom_potion-of-malleability", + "name": "Potion of Malleability", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The glass bottle holding this thick, red liquid is strangely pliable, and compresses in your hand under the slightest pressure while it still holds the magical liquid. When you drink this potion, your body becomes extremely flexible and adaptable to pressure. For 1 hour, you have resistance to bludgeoning damage, can squeeze through a space large enough for a creature two sizes smaller than you, and have advantage on Dexterity (Acrobatics) checks made to escape a grapple." + }, + { + "key": "vom_potion-of-sand-form", + "name": "Potion of Sand Form", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This potion's container holds a gritty liquid that moves and pours like water filled with fine particles of sand. 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. While in this gaseous form, your appearance is that of a vortex of spiraling sand instead of a misty cloud. In addition, you have advantage on Dexterity (Stealth) checks while in a sandy environment, and, while motionless in a sandy environment, you are indistinguishable from an ordinary swirl of sand." + }, + { + "key": "vom_potion-of-skating", + "name": "Potion of Skating", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "For 1 hour after you drink this potion, you can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement. This sparkling blue liquid contains tiny snowflakes that disappear when shaken." + }, + { + "key": "vom_potion-of-transparency", + "name": "Potion of Transparency", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "The liquid in this vial is clear like water, and it gives off a slight iridescent sheen when shaken or swirled. When you drink this potion, you and everything you are wearing and carrying turn transparent, but not completely invisible, for 10 minutes. During this time, you have advantage on Dexterity (Stealth) checks, and ranged attacks against you have disadvantage." + }, + { + "key": "vom_potion-of-worg-form", + "name": "Potion of Worg Form", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Small flecks of brown hair are suspended in this clear, syrupy liquid. When you drink this potion, you transform into a worg for 1 hour. This works like the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. While in worg form, you can speak normally, and you can cast spells that have only verbal components. This transformation doesn't give you knowledge of the Goblin or Worg languages, and you are able to speak and understand those languages only if you knew them before the transformation." + }, + { + "key": "vom_prayer-mat", + "name": "Prayer Mat", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and the mat's colors change to the iconography and colors most appropriate for your deity. If you spend 10 minutes praying to your deity while kneeling on this mat, you regain one expended use of Channel Divinity. The mat can't be used this way again until the next dawn." + }, + { + "key": "vom_primal-doom-of-anguish", + "name": "Primal Doom of Anguish", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw." + }, + { + "key": "vom_primal-doom-of-pain", + "name": "Primal Doom of Pain", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw." + }, + { + "key": "vom_primal-doom-of-rage", + "name": "Primal Doom of Rage", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw." + }, + { + "key": "vom_primordial-scale", + "name": "Primordial Scale", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This armor is fashioned from the scales of a great, subterranean beast shunned by the gods. While wearing it, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you are in sunlight. In addition, while wearing this armor, you have advantage on saving throws against spells cast by agents of the gods, such as celestials, fiends, clerics, and cultists." + }, + { + "key": "vom_prospecting-compass", + "name": "Prospecting Compass", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This battered, old compass has engravings of lumps of ore and natural crystalline minerals. While holding this compass, you can use an action to name a type of metal or stone. The compass points to the nearest naturally occurring source of that metal or stone for 1 hour or until you name a different type of metal or stone. The compass can point to cut gemstones, but it can't point to processed metals, such as iron swords or gold coins. The compass can't be used this way again until the next dawn." + }, + { + "key": "vom_quick-change-mirror", + "name": "Quick-Change Mirror", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This utilitarian, rectangular standing mirror measures 4 feet tall and 2 feet wide. Despite its plain appearance, the mirror allows creatures to quickly change outfits. While in front of the mirror, you can use an action to speak the mirror's command word to be clothed in an outfit stored in the mirror. The outfit you are currently wearing is stored in the mirror or falls to the floor at your feet (your choice). The mirror can hold up to 12 outfits. An outfit must be a set of clothing or armor. An outfit can include other wearable items, such as a belt with pouches, a backpack, headwear, or footwear, but it can't include weapons or other carried items unless the weapon or carried item is sheathed, stored in a backpack, pocket, or pouch, or similarly attached to the outfit. The extent of how many attachments an outfit can have before it is considered more than one outfit or it is no longer considered an outfit is at the GM's discretion. To store an outfit you are wearing in the mirror, you must spend at least 1 minute rotating slowly in front of the mirror and speak the mirror's second command word. You can use a bonus action to speak a third command word to cause the mirror to display the outfits it contains. When found, the mirror contains 1d10 + 2 outfits. If the mirror is destroyed, all outfits it contains fall in a heap at its base." + }, + { + "key": "vom_quill-of-scribing", + "name": "Quill of Scribing", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "This quill is fashioned from the feather of some exotic beast, often a giant eagle, griffon, or hippogriff. When you take an action to speak the command word, the quill animates, transcribing each word spoken by you, and up to three other creatures you designate, onto whatever material is placed before it until the command word is spoken again, or it has scribed 250 words. Once used, the quill can't be used again for 8 hours." + }, + { + "key": "vom_quilted-bridge", + "name": "Quilted Bridge", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A practiced hand sewed together a collection of cloth remnants from magical garb to make this colorful and warm blanket. You can use an action to unfold it and pour out three drops of wine in tribute to its maker. If you do so, the blanket becomes a 5-foot wide, 10-foot-long bridge as sturdy as steel. You can fold the bridge back up as an action." + }, + { + "key": "vom_radiance-bomb", + "name": "Radiance Bomb", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This small apple-sized globule is made from a highly reflective silver material and has a single, golden rune etched on it. Typically, 1d4 + 4 radiance bombs are found together. You can use an action to throw the globule up to 60 feet. The globule explodes on impact and is destroyed. Each creature within a 10-foot radius of where the globule landed must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_radiant-bracers", + "name": "Radiant Bracers", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "These bronze bracers are engraved with the image of an ankh with outstretched wings. While wearing these bracers, you have resistance to necrotic damage, and you can use an action to speak the command word while crossing the bracers over your chest. If you do so, each undead that can see you within 30 feet of you must make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, an undead creature is turned for 1 minute or until it takes any damage. This feature works like the cleric's Turn Undead class feature, except it can't be used to destroy undead. The bracers can't be used to turn undead again until the next dawn." + }, + { + "key": "vom_radiant-libram", + "name": "Radiant Libram", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "The gilded pages of this holy tome are bound between thin plates of moonstone crystal that emit a gentle incandescence. Aureate celestial runes adorn nearly every inch of its blessed surface. In addition, while you are attuned to the book, the spells written in it count as prepared spells and don't count against the number of spells you can prepare each day. You don't gain additional spell slots from this feature. The following spells are written in the book: beacon of hope, bless, calm emotions, commune, cure wounds, daylight, detect evil and good, divine favor, flame strike, gentle repose, guidance, guiding bolt, heroism, lesser restoration, light, produce flame, protection from evil and good, sacred flame, sanctuary, and spare the dying. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Once used, this property of the book can't be used again until the next dawn." + }, + { + "key": "vom_rain-of-chaos", + "name": "Rain of Chaos", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This magic weapon imbues arrows fired from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a 1d8. The number rolled determines the damage type of the extra damage. | d8 | Damage Type |\n| --- | ----------- |\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Lightning |\n| 5 | Necrotic |\n| 6 | Poison |\n| 7 | Radiant |\n| 8 | Thunder |" + }, + { + "key": "vom_rainbow-extract", + "name": "Rainbow Extract", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This thin, oily liquid shimmers with the colors of the spectrum. For 1 hour after drinking this potion, you can use an action to change the color of your hair, skin, eyes, or all three to any color or mixture of colors in any hue, pattern, or saturation you choose. You can change the colors as often as you want for the duration, but the color changes disappear at the end of the duration." + }, + { + "key": "vom_rapier-of-fallen-saints", + "name": "Rapier of Fallen Saints", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword." + }, + { + "key": "vom_ravagers-axe", + "name": "Ravager's Axe", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Any attack with this axe that hits a structure or an object that isn't being worn or carried is a critical hit. When you roll a 20 on an attack roll made with this axe, the target takes an extra 1d10 cold damage and 1d10 necrotic damage as the axe briefly becomes a rift to the Void." + }, + { + "key": "vom_recondite-shield", + "name": "Recondite Shield", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While wearing this ring, you can use a bonus action to create a weightless, magic shield that shimmers with arcane energy. You must be proficient with shields to wield this semitranslucent shield, and you wield it in the same hand that wears the ring. The shield lasts for 1 hour or until you dismiss it (no action required). Once used, you can't use the ring in this way again until the next dawn." + }, + { + "key": "vom_recording-book", + "name": "Recording Book", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This book, which hosts a dormant Bookkeeper (see Creature Codex), appears to be a journal filled with empty pages. You can use an action to place the open book on a surface and speak its command word to activate it. It remains active until you use an action to speak the command word again. The book records all things said within 60 feet of it. It can distinguish voices and notes those as it records. The book can hold up to 12 hours' worth of conversation. You can use an action to speak a second command word to remove up to 1 hour of recordings in the book, while a third command word removes all the book's recordings. Any creature, other than you or targets you designate, that peruses the book finds the pages blank." + }, + { + "key": "vom_reef-splitter", + "name": "Reef Splitter", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "The head of this warhammer is constructed of undersea volcanic rock and etched with images of roaring flames and boiling water. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the hammer erupts with magma, and the target takes an extra 4d6 fire damage. In addition, if the target is underwater, the water around it begins to boil with the heat of your blow, and each creature other than you within 5 feet of the target takes 2d6 fire damage." + }, + { + "key": "vom_relocation-cable", + "name": "Relocation Cable", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This 60-foot length of fine wire cable weighs 2 pounds. If you hold one end of the cable and use an action to speak its command word, the other end plunges into the ground, burrowing through dirt, sand, snow, mud, ice, and similar material to emerge from the ground at a destination you can see up to its maximum length away. The cable can't burrow through solid rock. On the turn it is activated, you can use a bonus action to magically travel from one end of the cable to the other, appearing in an unoccupied space within 5 feet of the other end. On subsequent turns, any creature in contact with one end of the cable can use an action to appear in an unoccupied space within 5 feet of the other end of it. A creature magically traveling from one end of the cable to the other doesn't provoke opportunity attacks. You can retract the cable by using a bonus action to speak the command word a second time." + }, + { + "key": "vom_resolute-bracer", + "name": "Resolute Bracer", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This ornamental bracer features a reservoir sewn into its lining. As an action, you can fill the reservoir with a single potion or vial of liquid, such as a potion of healing or antitoxin. While attuned to this bracer, you can use a bonus action to speak the command word and absorb the liquid as if you had consumed it. Liquid stored in the bracer for longer than 8 hours evaporates." + }, + { + "key": "vom_retribution-armor", + "name": "Retribution Armor", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature. - You have resistance to necrotic damage, and you are immune to poison damage. - You can't be charmed or poisoned, and you don't suffer from exhaustion.\n- You have darkvision out to a range of 60 feet.\n- You have advantage on saving throws against effects that turn undead.\n- You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you. You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don't activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell." + }, + { + "key": "vom_revenants-shawl", + "name": "Revenant's Shawl", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This shawl is made of old raven feathers woven together with elk sinew and small bones. When you are reduced to 0 hit points while wearing the shawl, it explodes in a burst of freezing wind. Each creature within 10 feet of you must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. You then regain 4d6 hit points, and the shawl disintegrates into fine black powder." + }, + { + "key": "vom_rift-orb", + "name": "Rift Orb", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This orb is a sphere of obsidian 3 inches in diameter. When you speak the command word in Void Speech, you can throw the sphere as an action to a point within 60 feet. When the sphere reaches the point you choose or if it strikes a solid object on the way, it immediately stops and generates a tiny rift into the Void. The area within 20 feet of the rift orb becomes difficult terrain, and gravity begins drawing everything in the affected area toward the rift. Each creature in the area at the start of its turn, or when it enters the area for the first time on a turn, must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward the rift. A creature that touches the rift takes 4d10 necrotic damage. Unattended objects in the area are pulled 10 feet toward the rift at the start of your turn. Nonmagical objects pulled into the rift are destroyed. The rift orb functions for 1 minute, after which time it becomes inert. It can't be used again until the following midnight." + }, + { + "key": "vom_ring-mail-of-warding-1", + "name": "Ring Mail of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_ring-mail-of-warding-2", + "name": "Ring Mail of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_ring-mail-of-warding-3", + "name": "Ring Mail of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_ring-of-arcane-adjustment", + "name": "Ring of Arcane Adjustment", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This stylized silver ring is favored by spellcasters accustomed to fighting creatures capable of shrugging off most spells. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you cast a spell of 5th level or lower that has only one target and the target succeeds on the saving throw, you can use a reaction and expend 1 charge from the ring to change the spell's target to a new target within the spell's range. The new target is then affected by the spell, but the new target has advantage on the saving throw. You can't move the spell more than once this way, even if the new target succeeds on the saving throw. You can't move a spell that affects an area, that has multiple targets, that requires an attack roll, or that allows the target to make a saving throw to reduce, but not prevent, the effects of the spell, such as blight or feeblemind." + }, + { + "key": "vom_ring-of-bravado", + "name": "Ring of Bravado", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This polished brass ring has 3 charges. While wearing the ring, you are inspired to daring acts that risk life and limb, especially if such acts would impress or intimidate others who witness them. When you choose a course of action that could result in serious harm or possible death (your GM has final say in if an action qualifies), you can expend 1 of the ring's charges to roll a d10 and add the number rolled to any d20 roll you make to achieve success or avoid damage, such as a Strength (Athletics) check to scale a sheer cliff and avoid falling or a Dexterity saving throw made to run through a hallway filled with swinging blades. The ring regains all expended charges daily at dawn. In addition, if you fail on a roll boosted by the ring, and you failed the roll by only 1, the ring regains 1 expended charge, as its magic recognizes a valiant effort." + }, + { + "key": "vom_ring-of-deceivers-warning", + "name": "Ring of Deceiver's Warning", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This copper ring is set with a round stone of blue quartz. While you wear the ring, the stone's color changes to red if a shapechanger comes within 30 feet of you. For the purpose of this ring, \u201cshapechanger\u201d refers to any creature with the Shapechanger trait." + }, + { + "key": "vom_ring-of-dragons-discernment", + "name": "Ring of Dragon's Discernment", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "A large, orange cat's eye gem is held in the fittings of this ornate silver ring, looking as if it is grasped by scaled talons. While wearing this ring, your senses are sharpened. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can take the Search action as a bonus action. In addition, you are able to discern the value of any object made of precious metals or minerals or rare materials by handling it for 1 round." + }, + { + "key": "vom_ring-of-featherweight-weapons", + "name": "Ring of Featherweight Weapons", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "If you normally have disadvantage on attack rolls made with weapons with the Heavy property due to your size, you don't have disadvantage on those attack rolls while you wear this ring. This ring has no effect on you if you are Medium or larger or if you don't normally have disadvantage on attack rolls with heavy weapons." + }, + { + "key": "vom_ring-of-giant-mingling", + "name": "Ring of Giant Mingling", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While wearing this ring, your size changes to match the size of those around you. If you are a Large creature and start your turn within 100 feet of four or more Medium creatures, this ring makes you Medium. Similarly, if you are a Medium creature and start your turn within 100 feet of four or more Large creatures, this ring makes you Large. These effects work like the effects of the enlarge/reduce spell, except they persist as long as you wear the ring and satisfy the conditions." + }, + { + "key": "vom_ring-of-hoarded-life", + "name": "Ring of Hoarded Life", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This ring stores hit points sacrificed to it, holding them until the attuned wearer uses them. The ring can store up to 30 hit points at a time. When found, it contains 2d10 stored hit points. While wearing this ring, you can use an action to spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the ring stores the total, up to 30 hit points. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts as long as hit points remain stored in the ring. You can't store hit points in the ring if you don't have blood. When hit points are stored in the ring, you can cause one of the following effects: - You can use a bonus action to remove stored hit points from the ring and regain that number of hit points.\n- You can use an action to remove stored hit points from the ring while touching the ring to a creature. If you do so, the creature regains hit points equal to the amount of hit points you removed from the ring.\n- When you are reduced to 0 hit points and are not killed outright, you can use a reaction to empty the ring of stored hit points and regain hit points equal to that amount. Hit Dice spent on this ring's features can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_ring-of-imperious-command", + "name": "Ring of Imperious Command", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Embossed in gold on this heavy iron ring is the image of a crown. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing this ring, you have advantage on Charisma (Intimidation) checks, and you can project your voice up to 300 feet with perfect clarity. In addition, you can use an action and expend 1 of the ring's charges to command a creature you can see within 30 feet of you to kneel before you. The target must make a DC 15 Charisma saving throw. On a failure, the target spends its next turn moving toward you by the shortest and most direct route then falls prone and ends its turn." + }, + { + "key": "vom_ring-of-lights-comfort", + "name": "Ring of Light's Comfort", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "A disc of white chalcedony sits within an encompassing band of black onyx, set into fittings on this pewter ring. While wearing this ring in dim light or darkness, you can use a bonus action to speak the ring's command word, causing it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The ring automatically sheds this light if you start your turn within 60 feet of an undead or lycanthrope. The light lasts until you use a bonus action to repeat the command word. In addition, you can't be charmed, frightened, or possessed by undead or lycanthropes." + }, + { + "key": "vom_ring-of-nights-solace", + "name": "Ring of Night's Solace", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "A disc of black onyx sits within an encompassing band of white chalcedony, set into fittings on this pewter ring. While wearing this ring in bright light, you are draped in a comforting cloak of shadow, protecting you from the harshest glare. If you have the Sunlight Sensitivity trait or a similar trait that causes you to have disadvantage on attack rolls or Wisdom (Perception) checks while in bright light or sunlight, you don't suffer those effects while wearing this ring. In addition, you have advantage on saving throws against being blinded." + }, + { + "key": "vom_ring-of-powerful-summons", + "name": "Ring of Powerful Summons", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When you summon a creature with a conjuration spell while wearing this ring, the creature gains a +1 bonus to attack and damage rolls and 1d4 + 4 temporary hit points." + }, + { + "key": "vom_ring-of-remembrance", + "name": "Ring of Remembrance", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This ring is a sturdy piece of string, tied at the ends to form a circle. While wearing it, you can use an action to invoke its power by twisting it on your finger. If you do so, you have advantage on the next Intelligence check you make to recall information. The ring can't be used this way again until the next dawn." + }, + { + "key": "vom_ring-of-sealing", + "name": "Ring of Sealing", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This ring appears to be made of golden chain links. It has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with a melee attack while wearing this ring, you can use a bonus action and expend 1 of the ring's charges to cause mystical golden chains to spring from the ground and wrap around the creature. The target must make a DC 17 Wisdom saving throw. On a failure, the magical chains hold the target firmly in place, and it is restrained. The target can't move or be moved by any means. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. However, if the target fails three consecutive saving throws, the chains bind the target permanently. A successful dispel magic (DC 17) cast on the chains destroys them." + }, + { + "key": "vom_ring-of-shadows", + "name": "Ring of Shadows", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "While wearing this ebony ring in dim light or darkness, you have advantage on Dexterity (Stealth) checks. When you roll a 20 on a Dexterity (Stealth) check, the ring's magic ceases to function until the next dawn." + }, + { + "key": "vom_ring-of-small-mercies", + "name": "Ring of Small Mercies", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "While wearing this plain, beaten pewter ring, you can use an action to cast the spare the dying spell from it at will." + }, + { + "key": "vom_ring-of-stored-vitality", + "name": "Ring of Stored Vitality", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While you are attuned to and wearing this ring of polished, white chalcedony, you can feed some of your vitality into the ring to charge it. You can use an action to suffer 1 level of exhaustion. For each level of exhaustion you suffer, the ring regains 1 charge. The ring can store up to 3 charges. As the ring increases in charges, its color reddens, becoming a deep red when it has 3 charges. Your level of exhaustion can be reduced by normal means. If you already suffer from 3 or more levels of exhaustion, you can't suffer another level of exhaustion to restore a charge to the ring. While wearing the ring and suffering exhaustion, you can use an action to expend 1 or more charges from the ring to reduce your exhaustion level. Your exhaustion level is reduced by 1 for each charge you expend." + }, + { + "key": "vom_ring-of-the-dolphin", + "name": "Ring of the Dolphin", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This gold ring bears a jade carving in the shape of a leaping dolphin. While wearing this ring, you have a swimming speed of 40 feet. In addition, you can hold your breath for twice as long while underwater." + }, + { + "key": "vom_ring-of-the-frog", + "name": "Ring of the Frog", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "A pale chrysoprase cut into the shape of a frog is the centerpiece of this tarnished copper ring. While wearing this ring, you have a swimming speed of 20 feet, and you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow." + }, + { + "key": "vom_ring-of-the-frost-knight", + "name": "Ring of the Frost Knight", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This white gold ring is covered in a thin sheet of ice and always feels cold to the touch. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 charge to surround yourself in a suit of enchanted ice that resembles plate armor. For 1 hour, your AC can't be less than 16, regardless of what kind of armor you are wearing, and you have resistance to cold damage. The icy armor melts, ending the effect early, if you take 20 fire damage or more." + }, + { + "key": "vom_ring-of-the-groves-guardian", + "name": "Ring of the Grove's Guardian", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This pale gold ring looks as though made of delicately braided vines wrapped around a small, rough obsidian stone. While wearing this ring, you have advantage on Wisdom (Perception) checks. You can use an action to speak the ring's command word to activate it and draw upon the vitality of the grove to which the ring is bound. You regain 2d10 hit points. Once used, this property can't be used again until the next dawn." + }, + { + "key": "vom_ring-of-the-jarl", + "name": "Ring of the Jarl", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This thick band of hammered yellow gold is warm to the touch even in the coldest of climes. While you wear it, you have resistance to cold damage. If you are also wearing boots of the winterlands, you are immune to cold damage instead. Bolstering Shout. When you roll for initiative while wearing this ring, you can use a reaction to shout a war cry, bolstering your allies. Each friendly creature within 30 feet of you and that can hear you gains a +2 bonus on its initiative roll, and it has advantage on attack rolls for a number of rounds equal to your Charisma modifier (minimum of 1 round). Once used, this property of the ring can\u2019t be used again until the next dawn. Wergild. While wearing this ring, you can use an action to create a nonmagical duplicate of the ring that is worth 100 gp. You can bestow this ring upon another as a gift. The ring can\u2019t be used for common barter or trade, but it can be used for debts and payment of a warlike nature. You can give this ring to a subordinate warrior in your service or to someone to whom you owe a blood-debt, as a weregild in lieu of further fighting. You can create up to 3 of these rings each week. Rings that are not gifted within 24 hours of their creation vanish again." + }, + { + "key": "vom_ring-of-the-water-dancer", + "name": "Ring of the Water Dancer", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This thin braided purple ring is fashioned from a single piece of coral. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. In addition, while walking atop any liquid, your movement speed increases by 10 feet and you gain a +1 bonus to your AC." + }, + { + "key": "vom_ring-of-ursa", + "name": "Ring of Ursa", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wooden ring is set with a strip of fossilized honey. While wearing this ring, you gain the following benefits: - Your Strength score increases by 2, to a maximum of 20.\n- You have advantage on Charisma (Persuasion) checks made to interact with bearfolk. In addition, while attuned to the ring, your hair grows thick and abundant. Your facial features grow more snout-like, and your teeth elongate. If you aren't a bearfolk, you gain the following benefits while wearing the ring:\n- You can now make a bite attack as an unarmed strike. When you hit with it, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - You gain a powerful build and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + }, + { + "key": "vom_river-token", + "name": "River Token", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This small pebble measures 3/4 of an inch in diameter and weighs an ounce. The pebbles are often shaped like salmon, river clams, or iridescent river rocks. Typically, 1d4 + 4 river tokens are found together. The token gives off a distinct shine in sunlight and radiates a scent of fresh, roiling water. It is sturdy but crumbles easily if crushed. As an action, you can destroy the token by crushing it and sprinkling the remains into a river, calming the waters to a gentle current and soothing nearby water-dwelling creatures for 1 hour. Water-dwelling beasts in the river with an Intelligence of 3 or lower are soothed and indifferent toward passing humanoids for the duration. The token's magic soothes but doesn't fully suppress the hostilities of all other water-dwelling creatures. For the duration, each other water-dwelling creature must succeed on a DC 15 Wisdom saving throw to attack or take hostile actions toward passing humanoids. The token's soothing magic ends on a creature if that creature is attacked." + }, + { + "key": "vom_riverine-blade", + "name": "Riverine Blade", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The crossguard of this distinctive sword depicts a stylized Garroter Crab (see Tome of Beasts) with claws extended, and the pommel is set with a smooth, spherical, blue-black river rock. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While on a boat or while standing in any depth of water, you have advantage on Dexterity checks and saving throws." + }, + { + "key": "vom_rod-of-blade-bending", + "name": "Rod of Blade Bending", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This simple iron rod functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. Blade Bend. While holding the rod, you can use an action to activate it, creating a magical field around you for 10 minutes. When a creature attacks you with a melee weapon that deals piercing or slashing damage while the field is active, it must make a DC 15 Wisdom saving throw. On a failure, the creature\u2019s attack misses. On a success, the creature\u2019s attack hits you, but you have resistance to any piercing or slashing damage dealt by the attack as the weapon bends partially away from your body. Once used, this property can\u2019t be used again until the next dawn." + }, + { + "key": "vom_rod-of-bubbles", + "name": "Rod of Bubbles", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This rod appears to be made of foamy bubbles, but it is completely solid to the touch. This rod has 3 charges. While holding it, you can use an action to expend 1 of its charges to conjure a bubble around a creature or object within 30 feet. If the target is a creature, it must make a DC 15 Strength saving throw. On a failed save, the target becomes trapped in a 10-foot sphere of water. A Huge or larger creature automatically succeeds on this saving throw. A creature trapped within the bubble is restrained unless it has a swimming speed and can't breathe unless it can breathe water. If the target is an object, it becomes soaked in water, any fire effects are extinguished, and any acid effects are negated. The bubble floats in the exact spot where it was conjured for up to 1 minute, unless blown by a strong wind or moved by water. The bubble has 50 hit points, AC 8, immunity to acid damage and vulnerability to piercing damage. The inside of the bubble also has resistance to all damage except piercing damage. The bubble disappears after 1 minute or when it is reduced to 0 hit points. When not in use, this rod can be commanded to take liquid form and be stored in a small vial. The rod regains 1d3 expended charges daily at dawn." + }, + { + "key": "vom_rod-of-conveyance", + "name": "Rod of Conveyance", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The top of this rod is capped with a bronze horse head, and its foot is decorated with a horsehair plume. By placing the rod between your legs, you can use an action to temporarily transform the rod into a horse-like construct. This works like the phantom steed spell, except you can use a bonus action to end the effect early to use the rod again at a later time. Deduct the time the horse was active in increments of 1 minute from the spell's 1-hour duration. When the rod has been a horse for a total of 1 hour, the magic ceases to function until the next dawn." + }, + { + "key": "vom_rod-of-deflection", + "name": "Rod of Deflection", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This thin, flexible rod is made of braided silver and brass wire and topped with a spoon-like cup. While holding the rod, you can use a reaction to deflect a ranged weapon attack against you. You can simply cause the attack to miss, or you can attempt to redirect the attack against another target, even your attacker. The attack must have enough remaining range to reach the new target. If the additional distance between yourself and the new target is within the attack's long range, it is made at disadvantage as normal, using the original attack roll as the first roll. The rod has 3 charges. You can expend a charge as a reaction to redirect a ranged spell attack as if it were a ranged weapon attack, up to the spell's maximum range. The rod regains 1d3 expended charges daily at dawn." + }, + { + "key": "vom_rod-of-ghastly-might", + "name": "Rod of Ghastly Might", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below. If you press **button 1**, the rod's head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits. If you press **button 2**, the rod's head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn. If you press **button 3**, a 2-foot blade springs from the tip of the rod's handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it. If you press **button 4**, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod's handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone. If you press **button 5**, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you. Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead. Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This works like the contagion spell. Once used, this property can\u2019t be used again until the next dusk. Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target\u2019s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can\u2019t be used again until the next dusk." + }, + { + "key": "vom_rod-of-hellish-grounding", + "name": "Rod of Hellish Grounding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This curious jade rod is tipped with a knob of crimson crystal that glows and shimmers with eldritch phosphorescence. While holding or carrying the rod, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Acrobatics) checks. Hellish Desiccation. While holding this rod, you can use an action to fire a crimson ray at an object or creature made of metal that you can see within 60 feet of you. The ray forms a 5-foot wide line between you and the target. Each creature in that line that isn\u2019t a construct or an undead must make a DC 15 Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one. Creatures and objects made of metal are unaffected. If this damage reduces a creature to 0 hit points, it is desiccated. A desiccated creature is reduced to a withered corpse, but everything it is wearing and carrying is unaffected. The creature can be restored to life only by means of a true resurrection or a wish spell. Once used, this property can\u2019t be used again until the next dawn." + }, + { + "key": "vom_rod-of-icicles", + "name": "Rod of Icicles", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This white crystalline rod is shaped like an icicle. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to attack one creature you can see within 60 feet of you. The rod launches an icicle at the target and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 piercing damage and 2d6 cold damage. On a critical hit, the target is also paralyzed until the end of its next turn as it momentarily freezes. If you take fire damage while holding this rod, you become immune to fire damage for 1 minute, and the rod loses 2 charges. If the rod has only 1 charge remaining when you take fire damage, you become immune to fire damage, as normal, but the rod melts into a puddle of water and is destroyed." + }, + { + "key": "vom_rod-of-reformation", + "name": "Rod of Reformation", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This rod of polished white oak is wrapped in a knotted cord with three iron rings binding each end. If you are holding the rod and fail a saving throw against a transmutation spell or other effect that would change your body or remove or alter parts of you, you can choose to succeed instead. The rod can\u2019t be used this way again until the next dawn. The rod has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rings fall off, the cord unknots, and the entire rod slowly falls to pieces and is destroyed. Cure Transformation. While holding the rod, you can use an action to expend 1 charge while touching a creature that has been affected by a transmutation spell or other effect that changed its physical form, such as the polymorph spell or a medusa's Petrifying Gaze. The rod restores the creature to its original form. If the creature is willingly transformed, such as a druid using Wild Shape, you must make a melee weapon attack roll, using the rod. You are proficient with the rod if you are proficient with clubs. On a hit, you can expend 1 of the rod\u2019s charges to force the target to make a DC 15 Constitution saving throw. On a failure, the target reverts to its original form. Mend Form. While holding the rod, you can use an action to expend 2 charges to reattach a creature's severed limb or body part. The limb must be held in place while you use the rod, and the process takes 1 minute to complete. You can\u2019t reattach limbs or other body parts to dead creatures. If the limb is lost, you can spend 4 charges instead to regenerate the missing piece, which takes 2 minutes to complete. Reconstruct Form. While holding the rod, you can use an action to expend 5 charges to reconstruct the form of a creature or object that has been disintegrated, burned to ash, or similarly destroyed. An item is completely restored to its original state. A creature\u2019s body is fully restored to the state it was in before it was destroyed. The creature isn\u2019t restored to life, but this reconstruction of its form allows the creature to be restored to life by spells that require the body to be present, such as raise dead." + }, + { + "key": "vom_rod-of-repossession", + "name": "Rod of Repossession", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This short, metal rod is engraved with arcane runes and images of open hands. The rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges and target an object within 30 feet of you that isn't being worn or carried. If the object weighs no more than 25 pounds, it floats to your open hand. If you have no hands free, the object sticks to the tip of the rod until the end of your next turn or until you remove it as a bonus action." + }, + { + "key": "vom_rod-of-sacrificial-blessing", + "name": "Rod of Sacrificial Blessing", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This silvery rod is set with rubies on each end. One end holds rubies shaped to resemble an open, fanged maw, and the other end's rubies are shaped to resemble a heart. While holding this rod, you can use an action to spend one or more Hit Dice, up to half your maximum Hit Dice, while pointing the heart-shaped ruby end of the rod at a target within 60 feet of you. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target regains hit points equal to the total hit points you lost. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_rod-of-sanguine-mastery", + "name": "Rod of Sanguine Mastery", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This rod is topped with a red ram's skull with two backswept horns. As an action, you can spend one or more Hit Dice, up to half of your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and a target within 60 feet of you must make a DC 17 Dexterity saving throw, taking necrotic damage equal to the total on a failed save, or half as much damage on a successful one. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal." + }, + { + "key": "vom_rod-of-swarming-skulls", + "name": "Rod of Swarming Skulls", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "An open-mouthed skull caps this thick, onyx rod. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While holding the rod, you can use an action and expend 1 of the rod's charges to unleash a swarm of miniature spectral blue skulls at a target within 30 feet. The target must make a DC 15 Wisdom saving throw. On a failure, it takes 3d6 psychic damage and becomes paralyzed with fear until the end of its next turn. On a success, it takes half the damage and isn't paralyzed. Creatures that can't be frightened are immune to this effect." + }, + { + "key": "vom_rod-of-the-disciplinarian", + "name": "Rod of the Disciplinarian", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This black lacquered wooden rod is banded in steel, has a flanged head, and functions as a magic mace. As a bonus action, you can brandish the rod at a creature and demand it refrain from a particular activity\u2014 attacking, casting, moving, or similar. The activity can be as specific (don't attack the person next to you) or as open (don't cast a spell) as you want, but the activity must be a conscious act on the creature's part, must be something you can determine is upheld or broken, and can't immediately jeopardize the creature's life. For example, you can forbid a creature from lying only if you are capable of determining if the creature is lying, and you can't forbid a creature that needs to breathe from breathing. The creature can act normally, but if it performs the activity you forbid, you can use a reaction to make a melee attack against it with the rod. You can forbid only one creature at a time. If you forbid another creature from performing an activity, the previous creature is no longer forbidden from performing activities. Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order." + }, + { + "key": "vom_rod-of-the-infernal-realms", + "name": "Rod of the Infernal Realms", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "The withered, clawed hand of a demon or devil tops this iron rod. While holding this rod, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 2. Frightful Eyes. While holding this rod, you can use a bonus action to cause your eyes to glow with infernal fire for 1 minute. While your eyes are glowing, a creature that starts its turn or enters a space within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until your eyes stop glowing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, you can\u2019t use this property again until the next dawn." + }, + { + "key": "vom_rod-of-the-jester", + "name": "Rod of the Jester", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wooden rod is decorated with colorful scarves and topped with a carving of a madly grinning head. Caper. While holding the rod, you can dance and perform general antics that attract attention. Make a DC 10 Charisma (Performance) check. On a success, one creature that can see and hear you must succeed on a DC 15 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for 1 minute. The effect ends if the target can no longer see or hear you or if you are incapacitated. You can affect one additional creature for each 5 points by which you beat the DC (two creatures with a result of 15, three creatures with a result of 20, and so on). Once used, this property can\u2019t be used again until the next dawn. Hideous Laughter. While holding the rod, you can use an action to cast the hideous laughter spell (save DC 15) from it. Once used, this property can\u2019t be used again until the next dawn. Slapstick. You can use an action to swing the rod in the direction of a creature within 5 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be pushed up to 5 feet away from you and knocked prone. If the target fails the saving throw by 5 or more, it is also stunned until the end of its next turn." + }, + { + "key": "vom_rod-of-the-mariner", + "name": "Rod of the Mariner", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This thin bone rod is topped with the carved figurine of an albatross in flight. The rod has 5 charges. You can use an action to expend 1 or more of its charges and point the rod at one or more creatures you can see within 30 feet of you, expending 1 charge for each creature. Each target must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute. A cursed creature has disadvantage on attack rolls and saving throws while within 100 feet of a body of water that is at least 20 feet deep. The rod regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod crumbles to dust and is destroyed, and you must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute as if you had been the target of the rod's power." + }, + { + "key": "vom_rod-of-the-wastes", + "name": "Rod of the Wastes", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "Created by a holy order of knights to protect their most important members on missions into badlands and magical wastelands, these red gold rods are invaluable tools against the forces of evil. This rod has a rounded head, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. While holding or carrying the rod, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks made in badlands and wasteland terrain, and you have advantage on saving throws against being charmed or otherwise compelled by aberrations and fiends. If you are charmed or magically compelled by an aberration or fiend, the rod flashes with crimson light, alerting others to your predicament. Aberrant Smite. If you use Divine Smite when you hit an aberration or fiend with this rod, you use the highest number possible for each die of radiant damage rather than rolling one or more dice for the extra radiant damage. You must still roll damage dice for the rod\u2019s damage, as normal. Once used, this property can\u2019t be used again until the next dawn. Spells. You can use an action to cast one of the following spells from the rod: daylight, lesser restoration, or shield of faith. Once you cast a spell with this rod, you can\u2019t cast that spell again until the next dawn." + }, + { + "key": "vom_rod-of-thorns", + "name": "Rod of Thorns", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Several long sharp thorns sprout along the edge of this stout wooden rod, and it functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to cast the spike growth spell (save DC 15) from it. Embed Thorn. When you hit a creature with this rod, you can expend 1 of its charges to embed a thorn in the creature. At the start of each of the creature\u2019s turns, it must succeed on a DC 15 Constitution saving throw or take 2d6 piercing damage from the embedded thorn. If the creature succeeds on two saving throws, the thorn falls out and crumbles to dust. The successes don\u2019t need to be consecutive. If the creature dies while the thorn is embedded, its body transforms into a patch of nonmagical brambles, which fill its space with difficult terrain." + }, + { + "key": "vom_rod-of-underworld-navigation", + "name": "Rod of Underworld Navigation", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This finely carved rod is decorated with gold and small dragon scales. While underground and holding this rod, you know how deep below the surface you are. You also know the direction to the nearest exit leading upward. As an action while underground and holding this rod, you can use the find the path spell to find the shortest, most direct physical route to a location you are familiar with on the surface. Once used, the find the path property can't be used again until 3 days have passed." + }, + { + "key": "vom_rod-of-vapor", + "name": "Rod of Vapor", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This wooden rod is topped with a dragon's head, carved with its mouth yawning wide. While holding the rod, you can use an action to cause a thick mist to issue from the dragon's mouth, filling your space. As long as you maintain concentration, you leave a trail of mist behind you when you move. The mist forms a line that is 5 feet wide and as long as the distance you travel. This mist you leave behind you lasts for 2 rounds; its area is heavily obscured on the first round and lightly obscured on the second, then it dissipates. When the rod has produced enough mist to fill ten 5-foot-square areas, its magic ceases to function until the next dawn." + }, + { + "key": "vom_rod-of-verbatim", + "name": "Rod of Verbatim", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "Tiny runic script covers much of this thin brass rod. While holding the rod, you can use a bonus action to activate it. For 10 minutes, it translates any language spoken within 30 feet of it into Common. The translation can be auditory, or it can appear as glowing, golden script, a choice you make when you activate it. If the translation appears on a surface, the surface must be within 30 feet of the rod and each word remains for 1 round after it was spoken. The rod's translation is literal, and it doesn't replicate or translate emotion or other nuances in speech, body language, or culture. Once used, the rod can't be used again until 1 hour has passed." + }, + { + "key": "vom_rod-of-warning", + "name": "Rod of Warning", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This plain, wooden rod is topped with an orb of clear, polished crystal. You can use an action activate it with a command word while designating a particular kind of creature (orcs, wolves, etc.). When such a creature comes within 120 feet of the rod, the crystal glows, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to deactivate the rod's light or change the kind of creature it detects. The rod doesn't need to be in your possession to function, but you must have it in hand to activate it, deactivate it, or change the kind of creature it detects." + }, + { + "key": "vom_rogues-aces", + "name": "Rogue's Aces", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "These four, colorful parchment cards have long bailed the daring out of hazardous situations. You can use an action to flip a card face-up, activating it. A card is destroyed after it activates. Ace of Pentacles. The pentacles suit represents wealth and treasure. When you activate this card, you cast the knock spell from it on an object you can see within 60 feet of you. In addition, you have advantage on Dexterity checks to pick locks using thieves\u2019 tools for the next 24 hours. Ace of Cups. The cups suit represents water and its calming, soothing, and cleansing properties. When you activate this card, you cast the calm emotions spell (save DC 15) from it. In addition, you have advantage on Charisma (Deception) checks for the next 24 hours." + }, + { + "key": "vom_root-of-the-world-tree", + "name": "Root of the World Tree", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Crafted from the root burl of a sacred tree, this rod is 2 feet long with a spiked, knobby end. Runes inlaid with gold decorate the full length of the rod. This rod functions as a magic mace. Blood Anointment. You can perform a 1-minute ritual to anoint the rod in your blood. If you do, your hit point maximum is reduced by 2d4 until you finish a long rest. While your hit point maximum is reduced in this way, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and, when you hit a fey or giant with this weapon, that creature takes an extra 2d6 necrotic damage. Holy Anointment. If you spend 1 minute anointing the rod with a flask of holy water, you can cast the augury spell from it. The runes carved into the rod glow and move, forming an answer to your query." + }, + { + "key": "vom_rope-seed", + "name": "Rope Seed", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "If you soak this 5-foot piece of twine in at least one pint of water, it grows into a 50-foot length of hemp rope after 1 minute." + }, + { + "key": "vom_rowan-staff", + "name": "Rowan Staff", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Favored by those with ties to nature and death, this staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have an advantage on saving throws against spells. The staff has 10 charges for the following properties. It regains 1d4 + 1 expended charges daily at midnight, though it regains all its charges if it is bathed in moonlight at midnight. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spell. While holding this staff, you can use an action to expend 1 or more of its charges to cast animate dead, using your spell save DC and spellcasting ability. The target bones or corpse can be a Medium or smaller humanoid or beast. Each charge animates a separate target. These undead creatures are under your control for 24 hours. You can use an action to expend 1 charge each day to reassert your control of up to four undead creatures created by this staff for another 24 hours. Deanimate. You can use an action to strike an undead creature with the staff in combat. If the attack hits, the target must succeed on a DC 17 Constitution saving throw or revert to an inanimate pile of bones or corpse in its space. If the undead has the Incorporeal Movement trait, it is destroyed instead. Deanimating an undead creature expends a number of charges equal to twice the challenge rating of the creature (minimum of 1). If the staff doesn\u2019t have enough charges to deanimate the target, the staff doesn\u2019t deanimate the target." + }, + { + "key": "vom_rowdys-club", + "name": "Rowdy's Club", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This knobbed stick is marked with nicks, scratches, and notches. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the club, you can use an action to tap it against your open palm, the side of your leg, a surface within reach, or similar. If you do, you have advantage on your next Charisma (Intimidation) check. If you are also wearing a rowdy's ring (see page 87), you can use an action to frighten a creature you can see within 30 feet of you instead. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Once this special action has been used three times, it can't be used again until the next dawn." + }, + { + "key": "vom_rowdys-ring", + "name": "Rowdy's Ring", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The face of this massive ring is a thick slab of gold-plated lead, which is attached to twin rings that are worn over the middle and ring fingers. The slab covers your fingers from the first and second knuckles, and it often has a threatening word or image engraved on it. While wearing the ring, your unarmed strike uses a d4 for damage and attacks made with the ring hand count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + }, + { + "key": "vom_royal-jelly", + "name": "Royal Jelly", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This oil is distilled from the pheromones of queen bees and smells faintly of bananas. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying. For larger creatures, one additional vial is required for each size category above Medium. Applying the oil takes 10 minutes. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour." + }, + { + "key": "vom_ruby-crusher", + "name": "Ruby Crusher", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This greatclub is made entirely of fused rubies with a grip wrapped in manticore hide A roaring fire burns behind its smooth facets. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to speak this magic weapon's command word, causing it to be engulfed in flame. These flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the greatclub is aflame, it deals fire damage instead of bludgeoning damage. The flames last until you use a bonus action to speak the command word again or until you drop the weapon. When you hit a Large or larger creature with this greatclub, the creature must succeed on a DC 17 Constitution saving throw or be pushed up to 30 feet away from you. If the creature strikes a solid object, such as a door or wall, during this movement, it and the object take 1d6 bludgeoning damage for each 10 feet the creature traveled before hitting the object." + }, + { + "key": "vom_rug-of-safe-haven", + "name": "Rug of Safe Haven", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This small, 3-foot-by-5-foot rug is woven with a tree motif and a tasseled fringe. While the rug is laid out on the ground, you can speak its command word as an action to create an extradimensional space beneath the rug for 1 hour. The extradimensional space can be reached by lifting a corner of the rug and stepping down as if through a trap door in a floor. The space can hold as many as eight Medium or smaller creatures. The entrance can be hidden by pulling the rug flat. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window in the shape and style of the rug. Anything inside the extradimensional space is gently pushed out to the nearest unoccupied space when the duration ends. The rug can't be used this way again until the next dawn." + }, + { + "key": "vom_rust-monster-shell", + "name": "Rust Monster Shell", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to magically coat the armor in rusty flakes for 1 minute. While the armor is coated in rusty flakes, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative \u20131 penalty to damage rolls. If its penalty drops to \u20135, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_sacrificial-knife", + "name": "Sacrificial Knife", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot." + }, + { + "key": "vom_saddle-of-the-cavalry-casters", + "name": "Saddle of the Cavalry Casters", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This magic saddle adjusts its size and shape to fit the animal to which it is strapped. While a mount wears this saddle, creatures have disadvantage on opportunity attacks against the mount or its rider. While you sit astride this saddle, you have advantage on any checks to remain mounted and on Constitution saving throws to maintain concentration on a spell when you take damage." + }, + { + "key": "vom_sanctuary-shell", + "name": "Sanctuary Shell", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This seashell is intricately carved with protective runes. If you are carrying the shell and are reduced to 0 hit points or incapacitated, the shell activates, creating a bubble of force that expands to surround you and forces any other creatures out of your space. This sphere works like the wall of force spell, except that any creature intent on aiding you can pass through it. The protective sphere lasts for 10 minutes, or until you regain at least 1 hit point or are no longer incapacitated. When the protective sphere ends, the shell crumbles to dust." + }, + { + "key": "vom_sand-arrow", + "name": "Sand Arrow", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The shaft of this arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a hit, the sand catches in the fittings and joints of metal armor, and the target's speed is reduced by 10 feet until it cleans or removes the armor. In addition, the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn." + }, + { + "key": "vom_sand-suit", + "name": "Sand Suit", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Created from the treated body of a destroyed Apaxrusl (see Tome of Beasts 2), this leather armor constantly sheds fine sand. The faint echoes of damned souls also emanate from the armor. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, you can move through nonmagical, unworked earth and stone at your speed. While doing so, you don't disturb the material you move through. Because the souls that once infused the apaxrusl remain within the armor, you are susceptible to effects that sense, target, or harm fiends, such as a paladin's Divine Smite or a ranger's Primeval Awareness. This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. As a reaction, when you are hit by an attack, you can expend 1 charge and make the armor flow like sand. Roll a 1d12 and reduce the damage you take by the number rolled." + }, + { + "key": "vom_sandals-of-sand-skating", + "name": "Sandals of Sand Skating", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These leather sandals repel sand, leaving your feet free of particles and grit. While you wear these sandals in a desert, on a beach, or in an otherwise sandy environment, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced while in nonmagical difficult terrain made of sand. In addition, when you take the Dash action across sand, the extra movement you gain is double your speed instead of equal to your speed. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash across sand." + }, + { + "key": "vom_sandals-of-the-desert-wanderer", + "name": "Sandals of the Desert Wanderer", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "While you wear these soft leather sandals, you have resistance to fire damage. In addition, you ignore difficult terrain created by loose or deep sand, and you can tolerate temperatures of up to 150 degrees Fahrenheit." + }, + { + "key": "vom_sanguine-lance", + "name": "Sanguine Lance", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This fiendish lance runs red with blood. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature that has blood with this lance, the target takes an extra 1d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt." + }, + { + "key": "vom_satchel-of-seawalking", + "name": "Satchel of Seawalking", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This eel-hide leather pouch is always filled with an unspeakably foul-tasting, coarse salt. You can use an action to toss a handful of the salt onto the surface of an unoccupied space of water. The water in a 5-foot cube becomes solid for 1 minute, resembling greenish-blue glass. This cube is buoyant and can support up to 750 pounds. When the duration expires, the hardened water cracks ominously and returns to a liquid state. If you toss the salt into an occupied space, the water congeals briefly then disperses harmlessly. If the satchel is opened underwater, the pouch is destroyed as its contents permanently harden. Once five handfuls of the salt have been pulled from the satchel, the satchel can't be used again until the next dawn." + }, + { + "key": "vom_scale-mail-of-warding-1", + "name": "Scale Mail of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_scale-mail-of-warding-2", + "name": "Scale Mail of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_scale-mail-of-warding-3", + "name": "Scale Mail of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_scalehide-cream", + "name": "Scalehide Cream", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn't combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses." + }, + { + "key": "vom_scarab-of-rebirth", + "name": "Scarab of Rebirth", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This coin-sized figurine of a scarab is crafted from an unidentifiable blue-gray metal, but it appears mundane in all other respects. When you speak its command word, it whirs to life and burrows into your flesh. You can speak the command word again to remove the scarab. While the scarab is embedded in your flesh, you gain the following:\n- You no longer need to eat or drink.\n- You can magically sense the presence of undead and pinpoint the location of any undead within 30 feet of you.\n- Your hit point maximum is reduced by 10.\n- If you die, you return to life with half your maximum hit points at the start of your next turn. The scarab can't return you to life if you were beheaded, disintegrated, crushed, or similar full-body destruction. Afterwards, the scarab exits your body and goes dormant. It can't be used again until 14 days have passed." + }, + { + "key": "vom_scarf-of-deception", + "name": "Scarf of Deception", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing this scarf, you appear different to everyone who looks upon you for less than 1 minute. In addition, you smell, sound, feel, and taste different to every creature that perceives you. Creatures with truesight or blindsight can see your true form, but their other senses are still confounded. If a creature studies you for 1 minute, it can make a DC 15 Wisdom (Perception) check. On a success, it perceives your real form." + }, + { + "key": "vom_scent-sponge", + "name": "Scent Sponge", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This sea sponge collects the scents of creatures and objects. You can use an action to touch the sponge to a creature or object, and the scent of the target is absorbed into the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been absorbed, the target gives off no smell and can't be detected or tracked by creatures, spells, or other effects that rely on smell to detect or track the target. You can use an action to wipe the sponge on a creature or object, masking its natural scent with the scent stored in the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been masked, the target gives off the smell of the creature or object that was stored in the sponge. The effect ends early if the target's scent is replaced by another scent from the sponge or if the scent is cleaned away, which requires vigorous washing for 10 minutes with soap and water or similar materials. The sponge can hold a scent indefinitely, but it can hold only one scent at a time." + }, + { + "key": "vom_scepter-of-majesty", + "name": "Scepter of Majesty", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "While holding this bejeweled, golden rod, you can use an action to cast the enthrall spell (save DC 15) from it, exhorting those in range to follow you and obey your commands. When you finish speaking, 1d6 creatures that failed their saving throw are affected as if by the dominate person spell. Each such creature treats you as its ruler, obeying your commands and automatically fighting in your defense should anyone attempt to harm you. If you are also attuned to and wearing a Headdress of Majesty (see page 146), your charmed subjects have advantage on attack rolls against any creature that attacked you or that cast an obvious spell on you within the last round. The scepter can't be used this way again until the next dawn." + }, + { + "key": "vom_scimitar-of-fallen-saints", + "name": "Scimitar of Fallen Saints", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword." + }, + { + "key": "vom_scimitar-of-the-desert-winds", + "name": "Scimitar of the Desert Winds", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding or carrying this scimitar, you can tolerate temperatures as low as \u201350 degrees Fahrenheit or as high as 150 degrees Fahrenheit without any additional protection." + }, + { + "key": "vom_scorn-pouch", + "name": "Scorn Pouch", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The heart of a lover scorned turns black and potent. Similarly, this small leather pouch darkens from brown to black when a creature hostile to you moves within 10 feet of you." + }, + { + "key": "vom_scorpion-feet", + "name": "Scorpion Feet", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "These thick-soled leather sandals offer comfortable and safe passage across shifting sands. While you wear them, you gain the following benefits:\n- Your speed isn't reduced while in magical or nonmagical difficult terrain made of sand.\n- You have advantage on all ability checks and saving throws against natural hazards where sand is a threatening element.\n- You have immunity to poison damage and advantage on saving throws against being poisoned.\n- You leave no tracks or other traces of your passage through sandy terrain." + }, + { + "key": "vom_scoundrels-gambit", + "name": "Scoundrel's Gambit", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This fluted silver tube, barely two inches long, bears tiny runes etched between the grooves. While holding this tube, you can use an action to cast the magic missile spell from it. Once used, the tube can't be used to cast magic missile again until 12 hours have passed." + }, + { + "key": "vom_scourge-of-devotion", + "name": "Scourge of Devotion", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "This cat o' nine tails is used primarily for self-flagellation, and its tails have barbs of silver woven into them. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and the weapon deals slashing damage instead of bludgeoning damage. You can spend 10 minutes using the scourge in a self-flagellating ritual, which can be done during a short rest. If you do so, your hit point maximum is reduced by 2d8. In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage while your hit point maximum is reduced. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts until you finish a long rest." + }, + { + "key": "vom_scouts-coat", + "name": "Scout's Coat", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This lightweight, woolen coat is typically left naturally colored or dyed in earth tones or darker shades of green. While wearing the coat, you can tolerate temperatures as low as \u2013100 degrees Fahrenheit." + }, + { + "key": "vom_screaming-skull", + "name": "Screaming Skull", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This skull looks like a normal animal or humanoid skull. You can use an action to place the skull on the ground, a table, or other surface and activate it with a command word. The skull's magic triggers when a creature comes within 5 feet of it without speaking that command word. The skull emits a green glow from its eye sockets, shedding dim light in a 15-foot radius, levitates up to 3 feet in the air, and emits a piercing scream for 1 minute that is audible up to 600 feet away. The skull can't be used this way again until the next dawn. The skull has AC 13 and 5 hit points. If destroyed while active, it releases a burst of necromantic energy. Each creature within 5 feet of the skull must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn." + }, + { + "key": "vom_scrimshaw-comb", + "name": "Scrimshaw Comb", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Aside from being carved from bone, this comb is a beautiful example of functional art. It has 3 charges. As an action, you can expend a charge to cast invisibility. Unlike the standard version of this spell, you are invisible only to undead creatures. However, you can attack creatures who are not undead (and thus unaffected by the spell) without ending the effect. Casting a spell breaks the effect as normal. The comb regains 1d3 expended charges daily at dawn." + }, + { + "key": "vom_scrimshaw-parrot", + "name": "Scrimshaw Parrot", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This parrot is carved from bits of whalebone and decorated with bright feathers and tiny jewels. You can use an action to affix the parrot to your shoulder or arm. While the parrot is affixed, you gain the following benefits: - You have advantage on Wisdom (Perception) checks that rely on sight.\n- You can use an action to cast the comprehend languages spell from it at will.\n- You can use an action to speak the command word and activate the parrot. It records up to 2 minutes of sounds within 30 feet of it. You can touch the parrot at any time (no action required), stopping the recording. Commanding the parrot to record new sounds overwrites the previous recording. You can use a bonus action to speak a different command word, and the parrot repeats the sounds it heard. Effects that limit or block sound, such as a closed door or the silence spell, similarly limit or block the sounds the parrot records." + }, + { + "key": "vom_scroll-of-fabrication", + "name": "Scroll of Fabrication", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You can draw a picture of any object that is Large or smaller on the face of this blank scroll. When the drawing is complete, it becomes a real, nonmagical, three-dimensional object. Thus, a drawing of a backpack becomes an actual backpack you can use to store and carry items. Any object created by the scroll can be destroyed by the dispel magic spell, by taking it into the area of an antimagic field, or by similar circumstances. Nothing created by the scroll can have a value greater than 25 gp. If you draw an object of greater value, such as a diamond, the object appears authentic, but close inspection reveals it to be made from glass, paste, bone or some other common or worthless material. The object remains for 24 hours or until you dismiss it as a bonus action. The scroll can't be used this way again until the next dawn." + }, + { + "key": "vom_scroll-of-treasure-finding", + "name": "Scroll of Treasure Finding", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Each scroll of treasure finding works for a specific type of treasure. You can use an action to read the scroll and sense whether that type of treasure is present within 1 mile of you for 1 hour. This scroll reveals the treasure's general direction, but not its specific location or amount. The GM chooses the type of treasure or determines it by rolling a d100 and consulting the following table. | dice: 1d% | Treasure Type |\n| ----------- | ------------- |\n| 01-10 | Copper |\n| 11-20 | Silver |\n| 21-30 | Electrum |\n| 31-40 | Gold |\n| 41-50 | Platinum |\n| 51-75 | Gemstone |\n| 76-80 | Art objects |\n| 81-00 | Magic items |" + }, + { + "key": "vom_scrolls-of-correspondence", + "name": "Scrolls of Correspondence", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "These vellum scrolls always come in pairs. Anything written on one scroll also appears on the matching scroll, as long as they are both on the same plane of existence. Each scroll can hold up to 75 words at a time. While writing on one scroll, you are aware that the words are appearing on a paired scroll, and you know if no creature bears the paired scroll. The scrolls don't translate words written on them, and the reader and writer must be able to read and write the same language to understanding the writing on the scrolls. While holding one of the scrolls, you can use an action to tap it three times with a quill and speak a command word, causing both scrolls to go blank. If one of the scrolls in the pair is destroyed, the other scroll becomes nonmagical." + }, + { + "key": "vom_sea-witchs-blade", + "name": "Sea Witch's Blade", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "This slim, slightly curved blade has a ghostly sheen and a wickedly sharp edge. You can use a bonus action to speak this magic sword's command word (\u201cmemory\u201d) and cause the air around the blade to shimmer with a pale, violet glow. This glow sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While the sword is glowing, it deals an extra 2d6 psychic damage to any target it hits. The glow lasts until you use a bonus action to speak the command word again or until you drop or sheathe the sword. When a creature takes psychic damage from the sword, you can choose to have the creature make a DC 15 Wisdom saving throw. On a failure, you take 2d6 psychic damage, and the creature is stunned until the end of its next turn. Once used, this feature of the sword shouldn't be used again until the next dawn. Each time it is used before then, the psychic damage you take increases by 2d6." + }, + { + "key": "vom_searing-whip", + "name": "Searing Whip", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Inspired by the searing breath weapon of a light drake (see Tome of Beasts 2), this whip seems to have filaments of light interwoven within its strands. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, the creature takes an extra 1d4 radiant damage. When you roll a 20 on an attack roll made with this weapon, the target is blinded until the end of its next turn. The whip has 3 charges, and it regains 1d3 expended charges daily at dawn or when exposed to a daylight spell for 1 minute. While wielding the whip, you can use an action to expend 1 of its charges to transform the whip into a searing beam of light. Choose one creature you can see within 30 feet of you and make one attack roll with this whip against that creature. If the attack hits, that creature and each creature in a line that is 5 feet wide between you and the target takes damage as if hit by this whip. All of this damage is radiant. If the target is undead, you have advantage on the attack roll." + }, + { + "key": "vom_second-wind", + "name": "Second Wind", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This plain, copper band holds a clear, spherical crystal. When you run out of breath or are choking, you can use a reaction to activate the ring. The crystal shatters and air fills your lungs, allowing you to continue to hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum 30 seconds). A shattered crystal magically reforms at the next dawn." + }, + { + "key": "vom_seelie-staff", + "name": "Seelie Staff", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This white ash staff is decorated with gold and tipped with an uncut crystal of blue quartz. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of fragrant flower petals, which blow away in a sudden wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 radiant damage to the target. If the fey has an evil alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, 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: charm person (1 charge), conjure woodland beings (4 charges), disguise self (1 charge), pass without trace (2 charges), or tree stride (5 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges." + }, + { + "key": "vom_selkets-bracer", + "name": "Selket's Bracer", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This bronze bracer is crafted in the shape of a scorpion, its legs curled around your wrist, tail raised and ready to strike. While wearing this bracer, you are immune to the poisoned condition. The bracer has 4 charges and regains 1d4 charges daily at dawn. You can expend 1 charge as a bonus action to gain tremorsense out to a range of 30 feet for 1 minute. In addition, you can expend 2 charges as a bonus action to coat a weapon you touch with venom. The poison remains for 1 minute or until an attack using the weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn." + }, + { + "key": "vom_seneschals-gloves", + "name": "Seneschal's Gloves", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "These white gloves have elegant tailoring and size themselves perfectly to fit your hands. The gloves must be attuned to a specific, habitable place with walls, a roof, and doors before you can attune to them. To attune the gloves to a location, you must leave the gloves in the location for 24 hours. Once the gloves are attuned to a location, you can attune to them. While you wear the gloves, you can unlock any nonmagical lock within the attuned location by touching the lock, and any mundane portal you open in the location while wearing these gloves opens silently. As an action, you can snap your fingers and every nonmagical portal within 30 feet of you immediately closes and locks (if possible) as long as it is unobstructed. (Obstructed portals remain open.) Once used, this property of the gloves can't be used again until the next dawn." + }, + { + "key": "vom_sentinel-portrait", + "name": "Sentinel Portrait", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This painting appears to be a well-rendered piece of scenery, devoid of subjects. You can spend 5 feet of movement to step into the painting. The painting then appears to be a portrait of you, against whatever background was already present. While in the painting, you are immobile unless you use a bonus action to exit the painting. Your senses still function, and you can use them as if you were in the portrait's space. You remain unharmed if the painting is damaged, but if it is destroyed, you are immediately shunted into the nearest unoccupied space." + }, + { + "key": "vom_serpent-staff", + "name": "Serpent Staff", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Fashioned from twisted ash wood, this staff 's head is carved in the likeness of a serpent preparing to strike. You have resistance to poison damage while you hold this staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the carved snake head twists and magically consumes the rest of the staff, destroying it. Spells. While holding the staff, 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: cloudkill (5 charges), detect poison and disease (1 charge), poisoned volley* (2 charges), or protection from poison (2 charges). You can also use an action to cast the poison spray spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Serpent Form. While holding the staff, you can use an action cast polymorph on yourself, transforming into a serpent or snake that has a challenge rating of 2 or lower. While you are in the form of a serpent, you retain your Intelligence, Wisdom, and Charisma scores. You can remain in serpent form for up to 1 minute, and you can revert to your normal form as an action. Once used, this property can\u2019t be used again until the next dawn." + }, + { + "key": "vom_serpentine-bracers", + "name": "Serpentine Bracers", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These bracers are a pair of golden snakes with ruby eyes, which coil around your wrist and forearm. While wearing both bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield. You can use an action to speak the bracers' command word and drop them on the ground in two unoccupied spaces within 10 feet of you. The bracers become two constrictor snakes under your control and act on their own initiative counts. By using a bonus action to speak the command word again, you return a bracer to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command each snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snakes take and where they move during their next turns, or you can issue them a general command, such as attack your enemies or guard a location. If a snake is reduced to 0 hit points, it dies, reverts to its bracer form, and can't be commanded to become a snake again until 2 days have passed. If a snake reverts to bracer form before losing all its hit points, it regains all of them and can't be commanded to become a snake again until the next dawn." + }, + { + "key": "vom_serpents-scales", + "name": "Serpent's Scales", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing this armor made from the skin of a giant snake, you gain a +1 bonus to AC, and you have resistance to poison damage. While wearing the armor, you can use an action to cast polymorph on yourself, transforming into a giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_serpents-tooth", + "name": "Serpent's Tooth", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "When you hit with an attack using this magic spear, the target takes an extra 1d6 poison damage. In addition, while you hold the spear, you have advantage on Dexterity (Acrobatics) checks." + }, + { + "key": "vom_shadow-tome", + "name": "Shadow Tome", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This unassuming book possesses powerful illusory magics. When you write on its pages while attuned to it, you can choose for the contents to appear to be something else entirely. A shadow tome used as a spellbook could be made to look like a cookbook, for example. To read the true text, you must speak a command word. A second speaking of the word hides the true text once more. A true seeing spell can see past the shadow tome\u2019s magic and reveals the true text to the reader. Most shadow tomes already contain text, and it is rare to find one filled with blank pages. When you first attune to the book, you can choose to keep or remove the book\u2019s previous contents." + }, + { + "key": "vom_shadowhounds-muzzle", + "name": "Shadowhound's Muzzle", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This black leather muzzle seems to absorb light. As an action, you can place this muzzle around the snout of a grappled, unconscious, or willing canine with an Intelligence of 3 or lower, such as a mastiff or wolf. The canine transforms into a shadowy version of itself for 1 hour. It uses the statistics of a shadow, except it retains its size. It has its own turns and acts on its own initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the shadow canine is reduced to 0 hit points, the canine reverts to its original form, and the muzzle is destroyed. At the end of the duration or if you remove the muzzle (by stroking the canine's snout), the canine reverts to its original form, and the muzzle remains intact. If you become unattuned to this item while the muzzle is on a canine, its transformation becomes permanent, and the creature becomes independent with a will of its own. Once used, the muzzle can't be used to transform a canine again until the next dawn." + }, + { + "key": "vom_shark-tooth-crown", + "name": "Shark Tooth Crown", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Shark's teeth of varying sizes adorn this simple leather headband. The teeth pile one atop the other in a jumble of sharp points and flat sides. Three particularly large teeth are stained with crimson dye. The teeth move slightly of their own accord when you are within 1 mile of a large body of saltwater. The effect is one of snapping and clacking, producing a sound not unlike a crab's claw. While wearing this headband, you have advantage on Wisdom (Survival) checks to find your way when in a large body of saltwater or pilot a vessel on a large body of saltwater. In addition, you can use a bonus action to cast the command spell (save DC 15) from the crown. If the target is a beast with an Intelligence of 3 or lower that can breathe water, it automatically fails the saving throw. The headband can't be used this way again until the next dawn." + }, + { + "key": "vom_sharkskin-vest", + "name": "Sharkskin Vest", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing this armor, you gain a +1 bonus to AC, and you have advantage on Strength (Athletics) checks made to swim. While wearing this armor underwater, you can use an action to cast polymorph on yourself, transforming into a reef shark. While you are in the form of the reef shark, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_sheeshah-of-revelations", + "name": "Sheeshah of Revelations", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This finely crafted water pipe is made from silver and glass. Its vase is etched with arcane symbols. When you spend 1 minute using the sheeshah to smoke normal or flavored tobacco, you enter a dreamlike state and are granted a cryptic or surreal vision giving you insight into your current quest or a significant event in your near future. This effect works like the divination spell. Once used, you can't use the sheeshah in this way again until 7 days have passed or until the events hinted at in your vision have come to pass, whichever happens first." + }, + { + "key": "vom_shepherds-flail", + "name": "Shepherd's Flail", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. True Authority (Requires Attunement). You must be attuned to a crook of the flock (see page 72) to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, \u201cbeast\u201d refers to any creature with the beast type. The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at dawn." + }, + { + "key": "vom_shield-of-gnawing", + "name": "Shield of Gnawing", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The wooden rim of this battered oak shield is covered in bite marks. While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you can use the Shove action as a bonus action while raging." + }, + { + "key": "vom_shield-of-missile-reversal", + "name": "Shield of Missile Reversal", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you would be struck by a ranged attack, you can use a reaction to cause the outer surface of the shield to emit a flash of magical energy, sending the missile hurtling back at your attacker. Make a ranged weapon attack roll against your attacker using the attacker's bonuses on the roll. If the attack hits, roll damage as normal, using the attacker's bonuses." + }, + { + "key": "vom_shield-of-the-fallen", + "name": "Shield of the Fallen", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "Your allies can use this shield to move you when you aren't capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the floating disk spell. Once used, the shield can't be used this way again for 1d12 hours." + }, + { + "key": "vom_shifting-shirt", + "name": "Shifting Shirt", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This nondescript, smock-like garment changes its appearance on command. While wearing this shirt, you can use a bonus action to speak the shirt's command word and cause it to assume the appearance of a different set of clothing. You decide what it looks like, including color, style, and accessories\u2014from filthy beggar's clothes to glittering court attire. The illusory appearance lasts until you use this property again or remove the shirt." + }, + { + "key": "vom_shimmer-ring", + "name": "Shimmer Ring", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This ring is crafted of silver with an inlay of mother-of-pearl. While wearing the ring, you can use an action to speak a command word and cause the ring to shed white and sparkling bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word. The ring has 6 charges for the following properties. It regains 1d6 charges daily at dawn. Bestow Shimmer. While wearing the ring, you can use a bonus action to expend 1 of its charges to charge a weapon you wield with silvery energy until the start of your next turn. When you hit with an attack using the charged weapon, the target takes an extra 1d6 radiant damage. Shimmering Aura. While wearing the ring, you can use an action to expend 1 of its charges to surround yourself with a silvery, shimmering aura of light for 1 minute. This bright light extends from you in a 5-foot radius and is sunlight. While you are surrounded in this light, you have resistance to radiant damage. Shimmering Bolt. 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 bolt of silvery light and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 radiant damage for each charge you expend." + }, + { + "key": "vom_shoes-of-the-shingled-canopy", + "name": "Shoes of the Shingled Canopy", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These well-made, black leather shoes have brass buckles shaped like chimneys. While wearing the shoes, you have proficiency in the Acrobatics skill. In addition, while falling, you can use a reaction to cast the feather fall spell by holding your nose. The shoes can't be used this way again until the next dusk." + }, + { + "key": "vom_shortbow-of-accuracy", + "name": "Shortbow of Accuracy", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "The normal range of this bow is doubled, but its long range remains the same." + }, + { + "key": "vom_shortsword-of-fallen-saints", + "name": "Shortsword of Fallen Saints", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword." + }, + { + "key": "vom_shrutinandan-sitar", + "name": "Shrutinandan Sitar", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "An exquisite masterpiece of craftsmanship, this instrument is named for a prestigious musical academy. You must be proficient with stringed instruments to use this instrument. A creature that plays the instrument without being proficient with stringed instruments must succeed on a DC 17 Wisdom saving throw or take 2d6 psychic damage. The exquisite sounds of this sitar are known to weaken the power of demons. Each creature that can hear you playing this sitar has advantage on saving throws against the spells and special abilities of demons. Spells. You can use an action to play the sitar and cast one of the following spells from it, using your spell save DC and spellcasting ability: create food and water, fly, insect plague, invisibility, levitate, protection from evil and good, or reincarnate. Once the sitar has been used to cast a spell, you can\u2019t use it to cast that spell again until the next dawn. Summon. If you spend 1 minute playing the sitar, you can summon animals to fight by your side. This works like the conjure animals spell, except you can summon only 1 elephant, 1d2 tigers, or 2d4 wolves." + }, + { + "key": "vom_sickle-of-thorns", + "name": "Sickle of Thorns", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can swing the sickle to cut nonmagical vegetation up to 60 feet away from you. Each cut is a separate action with one action equaling one swing of your arm. Thus, you can lead a party through a jungle or briar thicket at a normal pace, simply swinging the sickle back and forth ahead of you to clear the path. It can't be used to cut trunks of saplings larger than 1 inch in diameter. It also can't cut through unliving wood (such as a door or wall). When you hit a plant creature with a melee attack with this weapon, that target takes an extra 1d6 slashing damage. This weapon can make very precise cuts, such as to cut fruit or flowers high up in a tree without damaging the tree." + }, + { + "key": "vom_siege-arrow", + "name": "Siege Arrow", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This magic arrow's tip is enchanted to soften stone and warp wood. When this arrow hits an object or structure, it deals double damage then becomes a nonmagical arrow." + }, + { + "key": "vom_signaling-ammunition", + "name": "Signaling Ammunition", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This magic ammunition creates a trail of light behind it as it flies through the air. If the ammunition flies through the air and doesn't hit a creature, it releases a burst of light that can be seen for up to 1 mile. If the ammunition hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or be outlined in golden light until the end of its next turn. While the creature is outlined in light, it can't benefit from being invisible and any attack against it has advantage if the attacker can see the outlined creature." + }, + { + "key": "vom_signaling-compass", + "name": "Signaling Compass", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The exterior of this clamshell metal case features a polished, mirror-like surface on one side and an ornate filigree on the other. Inside is a magnetic compass. While the case is closed, you can use an action to speak the command word and project a harmless beam of light up to 1 mile. As an action while holding the compass, you can flash a concentrated beam of light at a creature you can see within 60 feet of you. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The compass can't be used this way again until the next dawn." + }, + { + "key": "vom_signet-of-the-magister", + "name": "Signet of the Magister", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This heavy, gold ring is set with a round piece of carnelian, which is engraved with the symbol of an eagle perched upon a crown. While wearing the ring, you have advantage on saving throws against enchantment spells and effects. You can use an action to touch the ring to a creature\u2014requiring a melee attack roll unless the creature is willing or incapacitated\u2014and magically brand it with the ring\u2019s crest. When a branded creature harms you, it takes 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a success, a creature is immune to this property of the ring for the next 24 hours, but the brand remains until removed. You can remove the brand as an action. The remove curse spell also removes the brand. Once you brand a creature, you can\u2019t brand another creature until the next dawn. Instruments of Law. If you are also attuned to and wearing a Justicar\u2019s mask (see page 149), you can cast the locate creature to detect a branded creature at will from the ring. If you are also attuned to and carrying a rod of the disciplinarian (see page 83), the psychic damage from the brand increases to 3d6 and the save DC increases to 16." + }, + { + "key": "vom_silver-skeleton-key", + "name": "Silver Skeleton Key", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 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: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 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: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can\u2019t be used this way again until the next dawn." + }, + { + "key": "vom_silver-string", + "name": "Silver String", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These silver wires magically adjust to fit any stringed instrument, making its sound richer and more melodious. You have advantage on Charisma (Performance) checks made when playing the instrument." + }, + { + "key": "vom_silvered-oar", + "name": "Silvered Oar", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This is a 6-foot-long birch wood oar with leaves and branches carved into its length. The grooves of the carvings are filled with silver, which glows softly when it is outdoors at night. You can activate the oar as an action to have it row a boat unassisted, obeying your mental commands. You can instruct it to row to a destination familiar to you, allowing you to rest while it performs its task. While rowing, it avoids contact with objects on the boat, but it can be grabbed and stopped by anyone at any time. The oar can move a total weight of 2,000 pounds at a speed of 3 miles per hour. It floats back to your hand if the weight of the craft, crew, and carried goods exceeds that weight." + }, + { + "key": "vom_skalds-harp", + "name": "Skald's Harp", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This ornate harp is fashioned from maple and engraved with heroic scenes of warriors battling trolls and dragons inlaid in bone. The harp is strung with fine silver wire and produces a sharp yet sweet sound. You must be proficient with stringed instruments to use this harp. When you play the harp, its music enhances some of your bard class features. Song of Rest. When you play this harp as part of your Song of Rest performance, each creature that spends one or more Hit Dice during the short rest gains 10 temporary hit points at the end of the short rest. The temporary hit points last for 1 hour. Countercharm. When you play this harp as part of your Countercharm performance, you and any friendly creatures within 30 feet of you also have resistance to thunder damage and have advantage on saving throws against being paralyzed. When this property has been used for a total of 10 minutes, this property can\u2019t be used again until the next dawn." + }, + { + "key": "vom_skipstone", + "name": "Skipstone", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This small bark-colored stone measures 3/4 of an inch in diameter and weighs 1 ounce. Typically, 1d4 + 1 skipstones are found together. You can use an action to throw the stone up to 60 feet. The stone crumbles to dust on impact and is destroyed. Each creature within a 5-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be thrown forward in time until the start of your next turn. Each creature disappears, during which time it can't act and is protected from all effects. At the start of your next turn, each creature reappears in the space it previously occupied or the nearest unoccupied space, and it is unaware that any time has passed." + }, + { + "key": "vom_skullcap-of-deep-wisdom", + "name": "Skullcap of Deep Wisdom", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "TThis scholar\u2019s cap is covered in bright stitched runes, and the interior is rough, like bark or sharkskin. This cap has 9 charges. It regains 1d8 + 1 expended charges daily at midnight. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells, using your spell save DC or save DC 15, whichever is higher: destructive resonance (2 charges), nether weapon (4 charges), protection from the void (1 charge), or void strike (3 charges). These spells are Void magic spells, which can be found in Deep Magic for 5th Edition. At the GM\u2019s discretion, these spells can be replaced with other spells of similar levels and similarly related to darkness, destruction, or the Void. Dangers of the Void. The first time you cast a spell from the cap each day, your eyes shine with a sickly green light until you finish a long rest. If you spend at least 3 charges from the cap, a trickle of blood also seeps from beneath the cap until you finish a long rest. In addition, each time you cast a spell from the cap, you must succeed on a DC 12 Intelligence saving throw or your Intelligence is reduced by 2 until you finish a long rest. This DC increases by 1 for each charge you spent to cast the spell. Void Calls to Void. When you cast a spell from the cap while within 1 mile of a creature that understands Void Speech, the creature immediately knows your name, location, and general appearance." + }, + { + "key": "vom_slatelight-ring", + "name": "Slatelight Ring", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This decorated thick gold band is adorned with a single polished piece of slate. While wearing this ring, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing this ring increases its range by 60 feet. In addition, you can use an action to cast the faerie fire spell (DC 15) from it. The ring can't be used this way again until the next dawn." + }, + { + "key": "vom_sleep-pellet", + "name": "Sleep Pellet", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This small brass pellet measures 1/2 of an inch in diameter. Typically, 1d6 + 4 sleep pellets are found together. You can use the pellet as a sling bullet and shoot it at a creature using a sling. On a hit, the pellet is destroyed, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Alternatively, you can use an action to swallow the pellet harmlessly. Once before 1 minute has passed, you can use an action to exhale a cloud of sleeping gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. An unconscious creature awakens if it takes damage or if another creature uses an action to wake it." + }, + { + "key": "vom_slick-cuirass", + "name": "Slick Cuirass", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This suit of leather armor has a shiny, greasy look to it. While wearing the armor, you have advantage on ability checks and saving throws made to escape a grapple. In addition, while squeezing through a smaller space, you don't have disadvantage on attack rolls and Dexterity saving throws." + }, + { + "key": "vom_slimeblade-greatsword", + "name": "Slimeblade Greatsword", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed." + }, + { + "key": "vom_slimeblade-longsword", + "name": "Slimeblade Longsword", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed." + }, + { + "key": "vom_slimeblade-rapier", + "name": "Slimeblade Rapier", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed." + }, + { + "key": "vom_slimeblade-scimitar", + "name": "Slimeblade Scimitar", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed." + }, + { + "key": "vom_slimeblade-shortsword", + "name": "Slimeblade Shortsword", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed." + }, + { + "key": "vom_sling-stone-of-screeching", + "name": "Sling Stone of Screeching", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This sling stone is carved with an open mouth that screams in hellish torment when hurled with a sling. Typically, 1d4 + 1 sling stones of screeching are found together. When you fire the stone from a sling, it changes into a screaming bolt, forming a line 5 feet wide that extends out from you to a target within 30 feet. Each creature in the line excluding you and the target must make a DC 13 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Make a ranged weapon attack against the target. On a hit, the target takes damage from the sling stone plus 3d8 thunder damage and is knocked prone. Once a sling stone of screeching has dealt its damage to a creature, it becomes a nonmagical sling stone." + }, + { + "key": "vom_slippers-of-the-cat", + "name": "Slippers of the Cat", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While you wear these fine, black cloth slippers, you have advantage on Dexterity (Acrobatics) checks to keep your balance. When you fall while wearing these slippers, you land on your feet, and if you succeed on a DC 13 Dexterity saving throw, you take only half the falling damage." + }, + { + "key": "vom_slipshod-hammer", + "name": "Slipshod Hammer", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This large smith's hammer appears well-used and rough in make and maintenance. If you use this hammer as part of a set of smith's tools, you can repair metal items in half the time, but the appearance of the item is always sloppy and haphazard. When you roll a 20 on an attack roll made with this magic weapon against a target wearing metal armor, the target's armor is partly damaged and takes a permanent and cumulative \u20132 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10." + }, + { + "key": "vom_sloughide-bombard", + "name": "Sloughide Bombard", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder\u2019s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard\u2019s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn\u2019t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can\u2019t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn\u2019t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_smoking-plate-of-heithmir", + "name": "Smoking Plate of Heithmir", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This armor is soot-colored plate with grim dwarf visages on the pauldrons. The pauldrons emit curling smoke and are warm to the touch. You gain a +3 bonus to AC and are resistant to cold damage while wearing this armor. In addition, when you are struck by an attack while wearing this armor, you can use a reaction to fill a 30-foot cone in front of you with dense smoke. The smoke spreads around corners, and its area is heavily obscured. Each creature in the smoke when it appears and each creature that ends its turn in the smoke must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. A wind of at least 20 miles per hour disperses the smoke. Otherwise, the smoke lasts for 5 minutes. Once used, this property of the armor can't be used again until the next dawn." + }, + { + "key": "vom_smugglers-bag", + "name": "Smuggler's Bag", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This leather-bottomed, draw-string canvas bag appears to be a sturdy version of a common sack. If you use an action to speak the command word while holding the bag, all the contents within shift into an extradimensional space, leaving the bag empty. The bag can then be filled with other items. If you speak the command word again, the bag's current contents transfer into the extradimensional space, and the items in the extradimensional space transfer to the bag. The extradimensional space and the bag itself can each hold up to 1 cubic foot of items or 30 pounds of gear." + }, + { + "key": "vom_smugglers-coat", + "name": "Smuggler's Coat", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "When you attune yourself to this coat, it conforms to you in a color and style of your choice. It has no visible pockets, but they appear if you place your hands against the side of the coat and expect pockets. Once your hand is withdrawn, the pockets vanish and take anything placed in them to an extradimensional space. The coat can hold up to 40 pounds of material in up to 10 different extradimensional pockets. Nothing can be placed inside the coat that won't fit in a pocket. Retrieving an item from a pocket requires you to use an action. When you reach into the coat for a specific item, the correct pocket always appears with the desired item magically on top. As a bonus action, you can force the pockets to become visible on the coat. While you maintain concentration, the coat displays its four outer pockets, two on each side, four inner pockets, and two pockets on each sleeve. While the pockets are visible, any creature you allow can store or retrieve an item as an action. If the coat is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. Placing the coat inside an extradimensional space, such as a bag of holding, instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened." + }, + { + "key": "vom_snake-basket", + "name": "Snake Basket", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The bowl of this simple, woven basket has hig-sloped sides, making it almost spherical. A matching woven lid sits on top of it, and leather straps secure the lid through loops on the base. The basket can hold up to 10 pounds. As an action, you can speak the command word and remove the lid to summon a swarm of poisonous snakes. You can't summon the snakes if items are in the basket. The snakes return to the basket, vanishing, after 1 minute or when the swarm is reduced to 0 hit points. If the basket is unavailable or otherwise destroyed, the snakes instead dissipate into a fine sand. The swarm is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the swarm moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the swarm acts in a fashion appropriate to its nature. Once the basket has been used to summon a swarm of poisonous snakes, it can't be used in this way again until the next dawn." + }, + { + "key": "vom_soldras-staff", + "name": "Soldra's Staff", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Crafted by a skilled wizard and meant to be a spellcaster's last defense, this staff is 5 feet long, made of yew wood that curves at its top, is iron shod at its mid-section, and capped with a silver dragon's claw that holds a lustrous, though rough and uneven, black pearl. When you make an attack with this staff, it howls and whistles hauntingly like the wind. When you cast a spell from this staff, it chirps like insects on a hot summer night. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. It has 3 charges. While holding the staff, 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: faerie fire (1 charge) or gust of wind (2 charges). The staff regains 1d3 expended charges daily at dawn. Once daily, it can regain 1 expended charge by exposing the staff 's pearl to moonlight for 1 minute." + }, + { + "key": "vom_song-saddle-of-the-khan", + "name": "Song-Saddle of the Khan", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Made from enchanted leather and decorated with songs lyrics written in calligraphy, this well-crafted saddle is enchanted with the impossible speed of a great horseman. While this saddle is attached to a horse, that horse's speed is increased by 10 feet. In addition, the horse can Disengage as a bonus action." + }, + { + "key": "vom_soul-bond-chalice", + "name": "Soul Bond Chalice", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "The broad, shallow bowl of this silver chalice rests in the outstretched wings of the raven figure that serves as the chalice's stem. The raven's talons, perched on a branch, serve as the chalice's base. A pair of interlocking gold rings adorn the sides of the bowl. As a 1-minute ritual, you and another creature that isn't a construct or undead and that has an Intelligence of 6 or higher can fill the chalice with wine and mix in three drops of blood from each of you. You and the other participant can then drink from the chalice, mingling your spirits and creating a magical connection between you. This connection is unaffected by distance, though it ceases to function if you aren't on the same plane of existence. The bond lasts until one or both of you end it of your own free will (no action required), one or both of you use the chalice to bond with another creature, or one of you dies. You and your bonded partner each gain the following benefits: - You are proficient in each saving throw that your bonded partner is proficient in.\n- If you are within 5 feet of your bonded partner and you fail a saving throw, your bonded partner can make the saving throw as well. If your bonded partner succeeds, you can choose to succeed on the saving throw that you failed.\n- You can use a bonus action to concentrate on the magical bond between you to determine your bonded partner's status. You become aware of the direction and distance to your bonded partner, whether they are unharmed or wounded, any conditions that may be currently affecting them, and whether or not they are afflicted with an addiction, curse, or disease. If you can see your bonded partner, you automatically know this information just by looking at them.\n- If your bonded partner is wounded, you can use a bonus action to take 4d8 slashing damage, healing your bonded partner for the same amount. If your bonded partner is reduced to 0 hit points, you can do this as a reaction.\n- If you are under the effects of a spell that has a duration but doesn't require concentration, you can use an action to touch your bonded partner to share the effects of the spell with them, splitting the remaining duration (rounded down) between you. For example, if you are affected by the mage armor spell and it has 4 hours remaining, you can use an action to touch your bonded partner to give them the benefits of the mage armor spell, reducing the duration to 2 hours on each of you.\n- If your bonded partner dies, you must make a DC 15 Constitution saving throw. On a failure, you drop to 0 hit points. On a success, you are stunned until the end of your next turn by the shock of the bond suddenly being broken. Once the chalice has been used to bond two creatures, it can't be used again until 7 days have passed." + }, + { + "key": "vom_soul-jug", + "name": "Soul Jug", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "If you unstopper the jug, your soul enters it. This works like the magic jar spell, except it has a duration of 9 hours and the jug acts as the gem. The jug must remain unstoppered for you to move your soul to a nearby body, back to the jug, or back to your own body. Possessing a target is an action, and your target can foil the attempt by succeeding on a DC 17 Charisma saving throw. Only one soul can be in the jug at a time. If a soul is in the jug when the duration ends, the jug shatters." + }, + { + "key": "vom_spear-of-the-north", + "name": "Spear of the North", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This spear has an ivory haft, and tiny snowflakes occasionally fall from its tip. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic spear, the target takes an extra 1d6 cold damage. You can use an action to transform the spear into a pair of snow skis. While wearing the snow skis, you have a walking speed of 40 feet when you walk across snow or ice, and you can walk across icy surfaces without needing to make an ability check. You can use a bonus action to transform the skis back into the spear. While the spear is transformed into a pair of skis, you can't make attacks with it." + }, + { + "key": "vom_spear-of-the-stilled-heart", + "name": "Spear of the Stilled Heart", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This rowan wood spear has a thick knot in the center of the haft that uncannily resembles a petrified human heart. When you hit with an attack using this magic spear, the target takes an extra 1d6 necrotic damage. The spear has 3 charges, and it regains all expended charges daily at dusk. When you hit a creature with an attack using it, you can expend 1 charge to deal an extra 3d6 necrotic damage to the target. You regain hit points equal to the necrotic damage dealt." + }, + { + "key": "vom_spear-of-the-western-whale", + "name": "Spear of the Western Whale", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Fashioned in the style of a whaling spear, this long, barbed weapon is made from bone and heavy, yet pliant, ash wood. Its point is lined with decorative engravings of fish, clam shells, and waves. While you carry this spear, you have advantage on any Wisdom (Survival) checks to acquire food via fishing, and you have advantage on all Strength (Athletics) checks to swim. When set on the ground, the spear always spins to point west. When thrown in a westerly direction, the spear deals an extra 2d6 cold damage to the target." + }, + { + "key": "vom_spearbiter", + "name": "Spearbiter", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The front of this shield is fashioned in the shape of a snarling wolf \u2019s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker\u2019s weapon, the wolf \u2019s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker\u2019s attack roll against you, the attacker\u2019s attack misses you. You can\u2019t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf \u2019s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf \u2019s head to snap at the attacker\u2019s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield." + }, + { + "key": "vom_spectral-blade", + "name": "Spectral Blade", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "This blade seems to flicker in and out of existence but always strikes true. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can choose for its attacks to deal force damage instead of piercing damage. As an action while holding this sword or as a reaction when you deal damage to a creature with it, you can turn incorporeal until the start of your next turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object." + }, + { + "key": "vom_spell-disruptor-horn", + "name": "Spell Disruptor Horn", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This horn is carved with images of a Spellhound (see Tome of Beasts 2) and invokes the antimagic properties of the hound's howl. You use an action to blow this horn, which emits a high-pitched, multiphonic sound that disrupts all magical effects within 30 feet of you. Any spell of 3rd level or lower in the area ends. For each spell of 4th-level or higher in the area, the horn makes a check with a +3 bonus. The DC equals 10 + the spell's level. On a success, the spell ends. In addition, each spellcaster within 30 feet of you and that can hear the horn must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Once used, the horn can't be used again until the next dawn." + }, + { + "key": "vom_spice-box-of-zest", + "name": "Spice Box of Zest", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This small, square wooden box is carved with scenes of life in a busy city. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together. If a creature consumes a meal cooked with a spice, it gains a benefit based on the spice used in the meal. The effects last for 1 hour unless otherwise noted." + }, + { + "key": "vom_spice-box-spoon", + "name": "Spice Box Spoon", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This lacquered wooden spoon carries an entire cupboard within its smooth contours. When you swirl this spoon in any edible mixture, such as a drink, stew, porridge, or other dish, it exudes a flavorful aroma and infuses the mixture. This culinary wonder mimics any imagined variation of simple seasonings, from salt and pepper to aromatic herbs and spice blends. These flavors persist for 1 hour." + }, + { + "key": "vom_spider-grenade", + "name": "Spider Grenade", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Silver runes decorate the hairy legs and plump abdomen of this fist-sized preserved spider. You can use an action to throw the spider up to 30 feet. It explodes on impact and is destroyed. Each creature within a 20-foot radius of where the spider landed must succeed on a DC 13 Dexterity saving throw or be restrained by sticky webbing. A creature restrained by the webs can use its action to make a DC 13 Strength check. If it succeeds, it is no longer restrained. In addition, the webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. The webs also naturally unravel after 1 hour." + }, + { + "key": "vom_spider-staff", + "name": "Spider Staff", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Delicate web-like designs are carved into the wood of this twisted staff, which is often topped with the carved likeness of a spider. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of spiders appears and consumes the staff then vanishes. Spells. While holding the staff, 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: giant insect (4 charges), spider climb (2 charges), or web (2 charges). Spider Swarm. While holding the staff, you can use an action and expend 1 charge to cause a swarm of spiders to appear in a space that you can see within 60 feet of you. The swarm is friendly to you and your companions but otherwise acts on its own. The swarm of spiders remains for 1 minute, until you dismiss it as an action, or until you move more than 100 feet away from it." + }, + { + "key": "vom_splint-of-warding-1", + "name": "Splint of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_splint-of-warding-2", + "name": "Splint of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_splint-of-warding-3", + "name": "Splint of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_splinter-staff", + "name": "Splinter Staff", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This roughly made staff has cracked and splintered ends and can be wielded as a magic quarterstaff. When you roll a 20 on an attack roll made with this weapon, you embed a splinter in the target's body, and the pain and discomfort of the splinter is distracting. While the splinter remains embedded, the target has disadvantage on Dexterity, Intelligence, and Wisdom checks, and, if it is concentrating on a spell, it must succeed on a DC 10 Constitution saving throw at the start of each of its turns to maintain concentration on the spell. A creature, including the target, can take its action to remove the splinter by succeeding on a DC 13 Wisdom (Medicine) check." + }, + { + "key": "vom_spyglass-of-summoning", + "name": "Spyglass of Summoning", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Arcane runes encircle this polished brass spyglass. You can view creatures and objects as far as 600 feet away through the spyglass, and they are magnified to twice their size. You can magnify your view of a creature or object to up to four times its size by twisting the end of the spyglass." + }, + { + "key": "vom_staff-of-binding", + "name": "Staff of Binding", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Made from stout oak with steel bands and bits of chain running its entire length, the staff feels oddly heavy. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff constricts in upon itself and is destroyed. Spells. While holding the staff, 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: arcane lock (2 charges), hold monster (5 charges), hold person (2 charges), lock armor* (2 charges), or planar binding (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Unbound. While holding the staff, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained." + }, + { + "key": "vom_staff-of-camazotz", + "name": "Staff of Camazotz", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This staff of petrified wood is topped with a stylized carving of a bat with spread wings, a mouth baring great fangs, and a pair of ruby eyes. It has 10 charges and regains 1d6 + 4 charges daily at dawn. As long as the staff holds at least 1 charge, you can communicate with bats as if you shared a language. Bat and bat-like beasts and monstrosities never attack you unless magically forced to do so or unless you attack them first. While holding the staff, 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: darkness (2 charges), dominate monster (8 charges), or flame strike (5 charges)." + }, + { + "key": "vom_staff-of-channeling", + "name": "Staff of Channeling", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This plain, wooden staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When you cast a spell while holding this staff, you can expend 1 or more of its charges as part of the casting to increase the level of the spell. Expending 1 charge increases the spell's level by 1, expending 3 charges increases the spell's level by 2, and expending 5 charges increases the spell's level by 3. When you increase a spell's level using the staff, the spell casts as if you used a spell slot of a higher level, but you don't expend that higher-level spell slot. You can't use the magic of this staff to increase a spell to a slot level higher than the highest spell level you can cast. For example, if you are a 7th-level wizard, and you cast magic missile, expending a 2nd-level spell slot, you can expend 3 of the staff 's charges to cast the spell as a 4th-level spell, but you can't expend 5 of the staff 's charges to cast the spell as a 5th-level spell since you can't cast 5th-level spells." + }, + { + "key": "vom_staff-of-desolation", + "name": "Staff of Desolation", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit an object or structure with a melee attack using the staff, you deal double damage (triple damage on a critical hit). 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: thunderwave (1 charge), shatter (2 charges), circle of death (6 charges), disintegrate (6 charges), or earthquake (8 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed." + }, + { + "key": "vom_staff-of-dissolution", + "name": "Staff of Dissolution", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "A gray crystal floats in the crook of this twisted staff. The crystal breaks into fragments as it slowly revolves, and those fragments break into smaller pieces then into clouds of dust. In spite of this, the crystal never seems to reduce in size. You have resistance to necrotic damage while you hold this staff. 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: blight (4 charges), disintegrate (6 charges), or shatter (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust." + }, + { + "key": "vom_staff-of-fate", + "name": "Staff of Fate", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "One half of this staff is crafted of white ash and capped in gold, while the other is ebony and capped in silver. The staff has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff splits into two halves with a resounding crack and becomes nonmagical. Fortune. While holding the staff, you can use an action to expend 1 of its charges and touch a creature with the gold end of the staff, giving it good fortune. The target can choose to use its good fortune and have advantage on one ability check, attack roll, or saving throw. This effect ends after the target has used the good fortune three times or when 24 hours have passed. Misfortune. While holding the staff, you can use an action to touch a creature with the silver end of the staff. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on one of the following (your choice): ability checks, attack rolls, or saving throws. If the target fails the saving throw, the staff regains 1 expended charge. This effect lasts until removed by the remove curse spell or until you use an action to expend 1 of its charges and touch the creature with the gold end of the staff. Spells. While holding the staff, 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: augury (2 charges), bane (1 charge), bless (1 charge), remove curse (3 charges), or divination (4 charges). You can also use an action to cast the guidance spell from the staff without using any charges." + }, + { + "key": "vom_staff-of-feathers", + "name": "Staff of Feathers", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Several eagle feathers line the top of this long, thin staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes into a mass of eagle feathers and is destroyed. Feather Travel. When you are targeted by a ranged attack while holding the staff, you can use a reaction to teleport up to 10 feet to an unoccupied space that you can see. When you do, you briefly transform into a mass of feathers, and the attack misses. Once used, this property can\u2019t be used again until the next dawn. Spells. While holding the staff, 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: conjure animals (2 giant eagles only, 3 charges), fly (3 charges), or gust of wind (2 charges)." + }, + { + "key": "vom_staff-of-giantkin", + "name": "Staff of Giantkin", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This stout, oaken staff is 7 feet long, bound in iron, and topped with a carving of a broad, thick-fingered hand. While holding this magic quarterstaff, your Strength score is 20. This has no effect on you if your Strength is already 20 or higher. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the hand slowly clenches into a fist, and the staff becomes a nonmagical quarterstaff." + }, + { + "key": "vom_staff-of-ice-and-fire", + "name": "Staff of Ice and Fire", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Made from the branch of a white ash tree, this staff holds a sapphire at one end and a ruby at the other. 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 and spellcasting ability: flaming sphere (2 charges), freezing sphere (6 charges), sleet storm (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff and its gems crumble into ash and snow and are destroyed." + }, + { + "key": "vom_staff-of-master-lu-po", + "name": "Staff of Master Lu Po", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges. Some of the staff \u2019s properties require the target to make a saving throw to resist or lessen the property\u2019s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn. Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell\u2019s attacks, you use your Wisdom modifier as your spellcasting ability. Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents. Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll. Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker. Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage 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. Swamp Hag's Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn\u2019t poisoned. Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so." + }, + { + "key": "vom_staff-of-midnight", + "name": "Staff of Midnight", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Fashioned from a single branch of polished ebony, this sturdy staff is topped by a lustrous jet. While holding it and in dim light or darkness, you gain a +1 bonus to AC and saving throws. This staff has 10 charges. While holding the staff, 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: circle of death (6 charges), darkness (2 charges), or vampiric touch (3 charges). You can also use an action to cast the chill touch cantrip from the staff without using any charges. The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dark powder and is destroyed." + }, + { + "key": "vom_staff-of-minor-curses", + "name": "Staff of Minor Curses", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This twisted, wooden staff has 10 charges. While holding it, you can use an action to inflict a minor curse on a creature you can see within 30 feet of you. The target must succeed on a DC 10 Constitution saving throw or be affected by the chosen curse. A minor curse causes a non-debilitating effect or change in the creature, such as an outbreak of boils on one section of the target's skin, intermittent hiccupping, transforming the target's ears into small, donkey-like ears, or similar effects. The curse never interrupts spellcasting and never causes disadvantage on ability checks, attack rolls, or saving throws. The curse lasts for 24 hours or until removed by the remove curse spell or similar magic. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a cloud of noxious gas, and you are targeted with a minor curse of the GM's choice." + }, + { + "key": "vom_staff-of-parzelon", + "name": "Staff of Parzelon", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This tarnished silver staff is tipped with the unholy visage of a fiendish lion skull carved from labradorite\u2014a likeness of the Arch-Devil Parzelon (see Creature Codex). The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, 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: charm person (1 charge), dominate person (5 charges), lightning bolt (3 charges), locate creature (4 charges), locate object (2 charges), magic missile (1 charge), scrying (5 charges), or suggestion (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: comprehend languages, detect evil and good, detect magic, identify, or message. Extract Ageless Knowledge. As an action, you can touch the head of the staff to a corpse. You must form a question in your mind as part of this action. If the corpse has an answer to your question, it reveals the information to you. The answer is always brief\u2014no more than one sentence\u2014and very specific to the framed question. The corpse doesn\u2019t need a mouth to answer; you receive the information telepathically. The corpse knows only what it knew in life, and it is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This property doesn\u2019t return the creature\u2019s soul to its body, only its animating spirit. Thus, the corpse can\u2019t learn new information, doesn\u2019t comprehend anything that has happened since it died, and can\u2019t speculate about future events. Once the staff has been used to ask a corpse 5 questions, it can\u2019t be used to extract knowledge from that same corpse again until 3 days have passed." + }, + { + "key": "vom_staff-of-portals", + "name": "Staff of Portals", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This iron-shod wooden staff is heavily worn, and it can be wielded as a quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. While holding the staff, 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: arcane lock (2 charges), dimension door (4 charges), knock (2 charges), or passwall (5 charges)." + }, + { + "key": "vom_staff-of-scrying", + "name": "Staff of Scrying", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This is a graceful, highly polished wooden staff crafted from willow. A crystal ball tops the staff, and smooth gold bands twist around its shaft. 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: detect thoughts (2 charges), locate creature (4 charges), locate object (2 charges), scrying (5 charges), or true seeing (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a bright flash of light erupts from the crystal ball, and the staff vanishes." + }, + { + "key": "vom_staff-of-spores", + "name": "Staff of Spores", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Mold and mushrooms coat this gnarled wooden staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff rots into tiny clumps of slimy, organic matter and is destroyed. Mushroom Disguise. While holding the staff, you can use an action to expend 2 charges to cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like a mushroom for up to 1 hour. You can appear to be a mushroom of any color or shape as long as it is no more than one size larger or smaller than you. This illusion ends early if you move or speak. The changes wrought by this effect fail to hold up to physical inspection. For example, if you appear to have a spongy cap in place of your head, someone touching the cap would feel your face or hair instead. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that you are disguised. Speak with Plants. While holding the staff, you can use an action to expend 1 of its charges to cast the speak with plants spell from it. Spore Cloud. While holding the staff, you can use an action to expend 3 charges to release a cloud of spores in a 20-foot radius from you. The spores remain for 1 minute, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. When a creature, other than you, enters the cloud of spores for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage and become poisoned until the start of its next turn. A wind of at least 10 miles per hour disperses the spores and ends the effect." + }, + { + "key": "vom_staff-of-the-armada", + "name": "Staff of the Armada", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This gold-shod staff is constructed out of a piece of masting from a galleon. The staff can be wielded as a magic quarterstaff that grants you a +1 bonus to attack and damage rolls made with it. While you are on board a ship, this bonus increases to +2. The staff has 10 charges and regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. Spells. While holding the staff, 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: control water (4 charges), fog cloud (1 charge), gust of wind (2 charges), or water walk (3 charges). You can also use an action to cast the ray of frost cantrip from the staff without using any charges." + }, + { + "key": "vom_staff-of-the-artisan", + "name": "Staff of the Artisan", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This simple, wooden staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It 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. Create Object. You can use an action to expend 2 charges to conjure an inanimate object in your hand or on the ground in an unoccupied space you can see within 10 feet of you. The object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object you have seen. You can\u2019t create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan\u2019s tools used to craft such objects. The object sheds dim light in a 5-foot radius. The object disappears after 1 hour, when you use this property again, or if the object takes or deals any damage. Spells. While holding the staff, 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: animate objects (5 charges), fabricate (4 charges) or floating disk (1 charge). You can also use an action to cast the mending spell from the staff without using any charges." + }, + { + "key": "vom_staff-of-the-cephalopod", + "name": "Staff of the Cephalopod", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This ugly staff is fashioned from a piece of gnarled driftwood and is crowned with an octopus carved from brecciated jasper. Its gray and red stone tentacles wrap around the top half of the staff. While holding this staff, you have a swimming speed of 30 feet. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the jasper octopus crumbles to dust, and the staff becomes a nonmagical piece of driftwood. Spells. While holding this staff, 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: black tentacles (4 charges), conjure animals (only beasts that can breathe water, 3 charges), darkness (2 charges), or water breathing (3 charges). Ink Cloud. While holding this staff, you can use an action and expend 1 charge to cause an inky, black cloud to spread out in a 30-foot radius from you. The cloud can form in or out of water. The cloud remains for 10 minutes, making the area heavily obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour or a steady current (if underwater) disperses the cloud and ends the effect." + }, + { + "key": "vom_staff-of-the-four-winds", + "name": "Staff of the Four Winds", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Made of gently twisting ash and engraved with spiraling runes, the staff feels strangely lighter than its size would otherwise suggest. This staff has 10 charges. While holding the staff, 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: circle of wind* (1 charge), feather fall (1 charge), gust of wind (2 charges), storm god's doom* (3 charges), wind tunnel* (1 charge), wind walk (6 charges), wind wall (3 charges), or wresting wind* (2 charges). You can also use an action to cast the wind lash* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to breezes, wind, or movement. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into ashes and is taken away with the breeze." + }, + { + "key": "vom_staff-of-the-lantern-bearer", + "name": "Staff of the Lantern Bearer", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "An iron hook is affixed to the top of this plain, wooden staff. While holding this staff, you can use an action to cast the light spell from it at will, but the light can emanate only from the staff 's hook. If a lantern hangs from the staff 's hook, you gain the following benefits while holding the staff: - You can control the light of the lantern, lighting or extinguishing it as a bonus action. The lantern must still have oil, if it requires oil to produce a flame.\n- The lantern's flame can't be extinguished by wind or water.\n- If you are a spellcaster, you can use the staff as a spellcasting focus. When you cast a spell that deals fire or radiant damage while using this staff as your spellcasting focus, you gain a +1 bonus to the spell's attack roll, or the spell's save DC increases by 1 (your choice)." + }, + { + "key": "vom_staff-of-the-peaks", + "name": "Staff of the Peaks", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This staff is made of rock crystal yet weighs the same as a wooden staff. The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls. In addition, you are immune to the effects of high altitude and severe cold weather, such as hypothermia and frostbite. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters into fine stone fragments and is destroyed. Spells. While holding this staff, 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: control weather (8 charges), fault line* (6 charges), gust of wind (2 charges), ice storm (4 charges), jump (1 charge), snow boulder* (4 charges), or wall of stone (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Stone Strike. When you hit a creature or object made of stone or earth with this staff, you can expend 5 of its charges to shatter the target. The target must make a DC 17 Constitution saving throw, taking an extra 10d6 force damage on a failed save, or half as much damage on a successful one. If the target is an object that is being worn or carried, the creature wearing or carrying it must make the saving throw, but only the object takes the damage. If this damage reduces the target to 0 hit points, it shatters and is destroyed." + }, + { + "key": "vom_staff-of-the-scion", + "name": "Staff of the Scion", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This unwholesome staff is crafted of a material that appears to be somewhere between weathered wood and dried meat. It weeps beads of red liquid that are thick and sticky like tree sap but smell of blood. A crystalized yellow eye with a rectangular pupil, like the eye of a goat, sits at its top. You can wield the staff as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the eye liquifies as the staff shrivels and twists into a blackened, smoking ruin and is destroyed. Ember Cloud. While holding the staff, you can use an action and expend 2 charges to release a cloud of burning embers from the staff. Each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The ember cloud remains until the start of your next turn, making the area lightly obscured for creatures other than you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. Fiery Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 fire damage to the target. If you take fire damage while wielding the staff, you have advantage on attack rolls with it until the end of your next turn. While holding the staff, you have resistance to fire damage. Spells. While holding the staff, 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: augury (2 charges), barkskin (2 charges), confusion (4 charges), entangle (1 charge), or wall of fire (4 charges)." + }, + { + "key": "vom_staff-of-the-treant", + "name": "Staff of the Treant", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This unassuming staff appears to be little more than the branch of a tree. While holding this staff, your skin becomes bark-like, and the hair on your head transforms into a chaplet of green leaves. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. Nature\u2019s Guardian. While holding this staff, you have resistance to cold and necrotic damage, but you have vulnerability to fire and radiant damage. In addition, you have advantage on attack rolls against aberrations and undead, but you have disadvantage on saving throws against spells and other magical effects from fey and plant creatures. One with the Woods. While holding this staff, your AC can\u2019t be less than 16, regardless of what kind of armor you are wearing, and you can\u2019t be tracked when you travel through terrain with excessive vegetation, such as a forest or grassland. Tree Friend. While holding this staff, you can use an action to animate a tree you can see within 60 feet of you. The tree uses the statistics of an animated tree and is friendly to you and your companions. Roll initiative for the tree, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don\u2019t directly harm other trees or the natural world. If you don\u2019t issue any commands to the three, it defends itself from hostile creatures but otherwise takes no actions. Once used, this property can\u2019t be used again until the next dawn. Venerated Tree. If you spend 1 hour in silent reverence at the base of a Huge or larger tree, you can use an action to plant this staff in the soil above the tree\u2019s roots and awaken the tree as a treant. The treant isn\u2019t under your control, but it regards you as a friend as long as you don\u2019t harm it or the natural world around it. Roll a d20. On a 1, the staff roots into the ground, growing into a sapling, and losing its magic. Otherwise, after you awaken a treant with this staff, you can\u2019t do so again until 30 days have passed." + }, + { + "key": "vom_staff-of-the-unhatched", + "name": "Staff of the Unhatched", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This staff carved from a burnt ash tree is topped with an unhatched dragon\u2019s (see Creature Codex) skull. This staff can be wielded as a magic quarterstaff. The staff has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Necrotic Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d8 necrotic damage to the target. Spells. While holding the staff, you can use an action to expend 1 charge to cast bane or protection from evil and good from it using your spell save DC. You can also use an action to cast one of the following spells from the staff without using any charges, using your spell save DC and spellcasting ability: chill touch or minor illusion." + }, + { + "key": "vom_staff-of-the-white-necromancer", + "name": "Staff of the White Necromancer", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Crafted from polished bone, this strange staff is carved with numerous arcane symbols and mystical runes. The staff has 10 charges. While holding the staff, 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: false life (1 charge), gentle repose (2 charges), heartstop* (2 charges), death ward (4 charges), raise dead (5 charges), revivify (3 charges), shared sacrifice* (2 charges), or speak with dead (3 charges). You can also use an action to cast the bless the dead* or spare the dying spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bone staff crumbles to dust." + }, + { + "key": "vom_staff-of-thorns", + "name": "Staff of Thorns", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This gnarled and twisted oak staff has numerous thorns growing from its surface. Green vines tightly wind their way up along the shaft. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the thorns immediately fall from the staff and it becomes a nonmagical quarterstaff. Spells. While holding the staff, 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: barkskin (2 charges), entangle (1 charge), speak with plants (3 charges), spike growth (2 charges), or wall of thorns (6 charges). Thorned Strike. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 piercing damage." + }, + { + "key": "vom_staff-of-voices", + "name": "Staff of Voices", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The length of this wooden staff is carved with images of mouths whispering, speaking, and screaming. This staff can be wielded as a magic quarterstaff. While holding this staff, you can't be deafened, and you can act normally in areas where sound is prevented, such as in the area of a silence spell. Any creature that is not deafened can hear your voice clearly from up to 1,000 feet away if you wish them to hear it. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the mouths carved into the staff give a collective sigh and close, and the staff becomes a nonmagical quarterstaff. Spells. While holding the staff, 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: divine word (7 charges), magic mouth (2 charges), speak with animals (1 charge), speak with dead (3 charges), speak with plants (3 charges), or word of recall (6 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges. Thunderous Shout. While holding the staff, you can use an action to expend 1 charge and release a chorus of mighty shouts in a 15-foot cone from it. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and is deafened until the end of its next turn. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_staff-of-winter-and-ice", + "name": "Staff of Winter and Ice", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This pure white, pine staff is topped with an ornately faceted shard of ice. The entire staff is cold to the touch. You have resistance to cold damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its resistance to cold damage but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, 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: Boreas\u2019s breath* (2 charges), cone of cold (5 charges), curse of Boreas* (6 charges), ice storm (4 charges), flurry* (1 charge), freezing fog* (3 charges), freezing sphere (6 charges), frostbite* (5 charges), frozen razors* (3 charges), gliding step* (1 charge), sleet storm (3 charges), snow boulder* (4 charges), triumph of ice* (7 charges), or wall of ice (6 charges). You can also use an action to cast the chill touch or ray of frost spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM\u2019s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to ice, snow, or wintry weather. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take cold damage equal to 16 \u00d7 the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of cold damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 \u00d7 the number of charges in the staff |\n| 11 to 20 ft. away | 6 \u00d7 the number of charges in the staff |\n| 21 to 30 ft. away | 4 \u00d7 the number of charges in the staff |" + }, + { + "key": "vom_standard-of-divinity-glaive", + "name": "Standard of Divinity (Glaive)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon." + }, + { + "key": "vom_standard-of-divinity-halberd", + "name": "Standard of Divinity (Halberd)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon." + }, + { + "key": "vom_standard-of-divinity-lance", + "name": "Standard of Divinity (Lance)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon." + }, + { + "key": "vom_standard-of-divinity-pike", + "name": "Standard of Divinity (Pike)", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon." + }, + { + "key": "vom_steadfast-splint", + "name": "Steadfast Splint", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This armor makes you difficult to manipulate both mentally and physically. While wearing this armor, you have advantage on saving throws against being charmed or frightened, and you have advantage on ability checks and saving throws against spells and effects that would move you against your will." + }, + { + "key": "vom_stinger", + "name": "Stinger", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to poison are also immune to this dagger's paralyzing venom. The dagger can't be used this way again until the next dawn." + }, + { + "key": "vom_stolen-thunder", + "name": "Stolen Thunder", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This bodhr\u00e1n drum is crafted of wood from an ash tree struck by lightning, and its head is made from stretched mammoth skin, painted with a stylized thunderhead. While attuned to this drum, you can use it as an arcane focus. While holding the drum, you are immune to thunder damage. While this drum is on your person but not held, you have resistance to thunder damage. The drum has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the drum regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the drum gives you. If you expend the drum's last charge, roll a 1d20. On a 1, it becomes a nonmagical drum. However, if you make a Charisma (Performance) check while playing the nonmagical drum, and you roll a 20, the passion of your performance rekindles the item's power, restoring its properties and giving it 1 charge. If you are hit by a melee attack while using the drum as a shield, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn't pushed. The drum emits a thunderous boom audible out to 300 feet." + }, + { + "key": "vom_stone-staff", + "name": "Stone Staff", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Sturdy and smooth, this impressive staff is crafted from solid stone. Most stone staves are crafted by dwarf mages and few ever find their way into non-dwarven hands. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. 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 and spellcasting ability: earthskimmer* (4 charges), entomb* (6 charges), flesh to stone (6 charges), meld into stone (3 charges), stone shape (4 charges), stoneskin (4 charges), or wall of stone (5 charges). You can also use an action to cast the pummelstone* or true strike spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, hundreds of cracks appear across the staff 's surface and it crumbles into tiny bits of stone." + }, + { + "key": "vom_stonechewer-gauntlets", + "name": "Stonechewer Gauntlets", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "These impractically spiked gauntlets are made from adamantine, are charged with raw elemental earth magic, and limit the range of motion in your fingers. While wearing these gauntlets, you can't carry a weapon or object, and you can't climb or otherwise perform precise actions requiring the use of your hands. When you hit a creature with an unarmed strike while wearing these gauntlets, the unarmed strike deals an extra 1d4 piercing damage." + }, + { + "key": "vom_stonedrift-staff", + "name": "Stonedrift Staff", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "This staff is fashioned from petrified wood and crowned with a raw chunk of lapis lazuli veined with gold. The staff can be wielded as a magic quarterstaff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Spells. 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: animate objects (only stone objects, 5 charges), earthquake (8 charges), passwall (only stone surfaces, 5 charges), or stone shape (4 charges). Elemental Speech. You can speak and understand Primordial while holding this staff. Favor of the Earthborn. While holding the staff, you have advantage on Charisma checks made to influence earth elementals or other denizens of the Plane of Earth. Stone Glide. If the staff has at least 1 charge, you have a burrowing speed equal to your walking speed, and you can burrow through earth and stone while holding this staff. While doing so, you don\u2019t disturb the material you move through." + }, + { + "key": "vom_storytellers-pipe", + "name": "Storyteller's Pipe", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This long-shanked wooden smoking pipe is etched with leaves along the bowl. Although it is serviceable as a typical pipe, you can use an action to blow out smoke and shape the smoke into wispy images for 10 minutes. This effect works like the silent image spell, except its range is limited to a 10-foot cone in front of you, and the images can be no larger than a 5-foot cube. The smoky images last for 3 rounds before fading, but you can continue blowing smoke to create more images for the duration or until the pipe burns through the smoking material in it, whichever happens first." + }, + { + "key": "vom_studded-leather-armor-of-the-leaf", + "name": "Studded Leather Armor of the Leaf", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_studded-leather-of-warding-1", + "name": "Studded-Leather of Warding (+1)", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_studded-leather-of-warding-2", + "name": "Studded-Leather of Warding (+2)", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_studded-leather-of-warding-3", + "name": "Studded-Leather of Warding (+3)", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead." + }, + { + "key": "vom_sturdy-crawling-cloak", + "name": "Sturdy Crawling Cloak", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can\u2019t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing." + }, + { + "key": "vom_sturdy-scroll-tube", + "name": "Sturdy Scroll Tube", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This ornate scroll case is etched with arcane symbology. Scrolls inside this case are immune to damage and are protected from the elements, as long as the scroll case remains closed and intact. The scroll case itself has immunity to all forms of damage, except force damage and thunder damage." + }, + { + "key": "vom_stygian-crook", + "name": "Stygian Crook", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This staff of gnarled, rotted wood ends in a hooked curvature like a twisted shepherd's crook. 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: bestow curse (3 charges), blight (4 charges), contagion (5 charges), false life (1 charge), or hallow (5 charges). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff turns to live maggots and is destroyed." + }, + { + "key": "vom_superior-potion-of-troll-blood", + "name": "Superior Potion of Troll Blood", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "When you drink this potion, you regain 5 hit points at the start of each of your turns. After it has restored 50 hit points, the potion's effects end." + }, + { + "key": "vom_supreme-potion-of-troll-blood", + "name": "Supreme Potion of Troll Blood", + "type": null, + "rarity": "Legendary", + "requires_attunement": false, + "description": "When you drink this potion, you regain 8 hit points at the start of each of your turns. After it has restored 80 hit points, the potion's effects end." + }, + { + "key": "vom_survival-knife", + "name": "Survival Knife", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape." + }, + { + "key": "vom_swarmfoe-hide", + "name": "Swarmfoe Hide", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action." + }, + { + "key": "vom_swarmfoe-leather", + "name": "Swarmfoe Leather", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action." + }, + { + "key": "vom_swashing-plumage", + "name": "Swashing Plumage", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This plumage, a colorful bouquet of tropical hat feathers, has a small pin at its base and can be affixed to any hat or headband. Due to its distracting, ostentatious appearance, creatures hostile to you have disadvantage on opportunity attacks against you." + }, + { + "key": "vom_sweet-nature", + "name": "Sweet Nature", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid with this weapon, the humanoid takes an extra 1d6 slashing damage. If you use the axe to damage a plant creature or an object made of wood, the axe's blade liquifies into harmless honey, and it can't be used again until 24 hours have passed." + }, + { + "key": "vom_swolbold-wraps", + "name": "Swolbold Wraps", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "When wearing these cloth wraps, your forearms and hands swell to half again their normal size without negatively impacting your fine motor skills. You gain a +1 bonus to attack and damage rolls made with unarmed strikes while wearing these wraps. In addition, your unarmed strike uses a d4 for damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you hit a target with an unarmed strike and the target is no more than one size larger than you, you can use a bonus action to automatically grapple the target. Once this special bonus action has been used three times, it can't be used again until the next dawn." + }, + { + "key": "vom_tactile-unguent", + "name": "Tactile Unguent", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "Cat burglars, gearworkers, locksmiths, and even street performers use this gooey substance to increase the sensitivity of their hands. When found, a container contains 1d4 + 1 doses. As an action, one dose can be applied to a creature's hands. For 1 hour, that creature has advantage on Dexterity (Sleight of Hand) checks and on tactile Wisdom (Perception) checks." + }, + { + "key": "vom_tailors-clasp", + "name": "Tailor's Clasp", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This ornate brooch is shaped like a jeweled weaving spider or scarab beetle. While it is attached to a piece of fabric, it can be activated as an action. When activated, it skitters across the fabric, mending any tears, adjusting frayed hems, and reinforcing seams. This item works only on nonmagical objects made out of fibrous material, such as clothing, rope, and rugs. It continues repairing the fabric for up to 10 minutes or until the repairs are complete. Once used, it can't be used again until 1 hour has passed." + }, + { + "key": "vom_talisman-of-the-snow-queen", + "name": "Talisman of the Snow Queen", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "The coldly beautiful and deadly Snow Queen (see Tome of Beasts) grants these delicate-looking snowflake-shaped mithril talismans to her most trusted spies and servants. Each talisman is imbued with a measure of her power and is magically tied to the queen. It can be affixed to any piece of clothing or worn as an amulet. While wearing the talisman, you gain the following benefits: \u2022 You have resistance to cold damage. \u2022 You have advantage on Charisma checks when interacting socially with creatures that live in cold environments, such as frost giants, winter wolves, and fraughashar (see Tome of Beasts). \u2022 You can use an action to cast the ray of frost cantrip from it at will, using your level and using Intelligence as your spellcasting ability. Blinding Snow. While wearing the talisman, you can use an action to create a swirl of snow that spreads out from you and into the eyes of nearby creatures. Each creature within 15 feet of you must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Once used, this property can\u2019t be used again until the next dawn. Eyes of the Queen. While you are wearing the talisman, the Snow Queen can use a bonus action to see through your eyes if both of you are on the same plane of existence. This effect lasts until she ends it as a bonus action or until you die. You can\u2019t make a saving throw to prevent the Snow Queen from seeing through your eyes. However, being more than 5 feet away from the talisman ends the effect, and becoming blinded prevents her from seeing anything further than 10 feet away from you. When the Snow Queen is looking through your eyes, the talisman sheds an almost imperceptible pale blue glow, which you or any creature within 10 feet of you notice with a successful DC 20 Wisdom (Perception) check. An identify spell fails to reveal this property of the talisman, and this property can\u2019t be removed from the talisman except by the Snow Queen herself." + }, + { + "key": "vom_talking-tablets", + "name": "Talking Tablets", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "These two enchanted brass tablets each have gold styli chained to them by small, silver chains. As long as both tablets are on the same plane of existence, any message written on one tablet with its gold stylus appears on the other tablet. If the writer writes words in a language the reader doesn't understand, the tablets translate the words into a language the reader can read. While holding a tablet, you know if no creature bears the paired tablet. When the tablets have transferred a total of 150 words between them, their magic ceases to function until the next dawn. If one of the tablets is destroyed, the other one becomes a nonmagical block of brass worth 25 gp." + }, + { + "key": "vom_talking-torches", + "name": "Talking Torches", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "These heavy iron and wood torches are typically found in pairs or sets of four. While holding this torch, you can use an action to speak a command word and cause it to produce a magical, heatless flame that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to repeat the command word to extinguish the light. If more than one talking torch remain lit and touching for 1 minute, they become magically bound to each other. A torch remains bound until the torch is destroyed or until it is bound to another talking torch or set of talking torches. While holding or carrying the torch, you can communicate telepathically with any creature holding or carrying one of the torches bound to your torch, as long as both torches are lit and within 5 miles of each other." + }, + { + "key": "vom_tamers-whip", + "name": "Tamer's Whip", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This whip is braided from leather tanned from the hides of a dozen different, dangerous beasts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a beast using this weapon, you have advantage on the attack roll.\nWhen you roll a 20 on the attack roll made with this weapon and the target is a beast, the beast must succeed on a DC 15 Wisdom saving throw or become charmed or frightened (your choice) for 1 minute.\nIf the creature is charmed, it understands and obeys one-word commands, such as \u201cattack,\u201d \u201capproach,\u201d \u201cstay,\u201d or similar. If it is charmed and understands a language, it obeys any command you give it in that language. The charmed or frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_tarian-graddfeydd-ddraig", + "name": "Tarian Graddfeydd Ddraig", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This metal shield has an outer coating consisting of hardened resinous insectoid secretions embedded with flakes from ground dragon scales collected from various dragon wyrmlings and one dragon that was killed by shadow magic. While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you have resistance to acid, cold, fire, lightning, necrotic, and poison damage dealt by the breath weapons of dragons. While wielding the shield in an area of dim or bright light, you can use an action to reflect the light off the shield's dragon scale flakes to cause a cone of multicolored light to flash from it (15-foot cone if in dim light; 30-foot cone if in bright light). Each creature in the area must make a DC 17 Dexterity saving throw. For each target, roll a d6 and consult the following table to determine which color is reflected at it. The shield can't be used this way again until the next dawn. | d6 | Effect |\n| --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | **Red**. The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 2 | **White**. The target takes 4d6 cold damage and is restrained until the start of your next turn on a failed save, or half as much damage and is not restrained on a successful one. |\n| 3 | **Blue**. The target takes 4d6 lightning damage and is paralyzed until the start of your next turn on a failed save, or half as much damage and is not paralyzed on a successful one. |\n| 4 | **Black**. The target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. If the target failed the save, it also takes an extra 2d6 acid damage on the start of your next turn. |\n| 5 | **Green**. The target takes 4d6 poison damage and is poisoned until the start of your next turn on a failed save, or half as much damage and is not poisoned on a successful one. |\n| 6 | **Shadow**. The target takes 4d6 necrotic damage and its Strength score is reduced by 1d4 on a failed save, or half as much damage and does not reduce its Strength score on a successful one. The target dies if this Strength reduction reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. |" + }, + { + "key": "vom_teapot-of-soothing", + "name": "Teapot of Soothing", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This cast iron teapot is adorned with the simple image of fluffy clouds that seem to slowly shift and move across the pot as if on a gentle breeze. Any water placed inside the teapot immediately becomes hot tea at the perfect temperature, and when poured, it becomes the exact flavor the person pouring it prefers. The teapot can serve up to 6 creatures, and any creature that spends 10 minutes drinking a cup of the tea gains 2d6 temporary hit points for 24 hours. The creature pouring the tea has advantage on Charisma (Persuasion) checks for 10 minutes after pouring the first cup. Once used, the teapot can't be used again until the next dawn." + }, + { + "key": "vom_tenebrous-flail-of-screams", + "name": "Tenebrous Flail of Screams", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The handle of this flail is made of mammoth bone wrapped in black leather made from bat wings. Its pommel is adorned with raven's claws, and the head of the flail dangles from a flexible, preserved braid of entrails. The head is made of petrified wood inlaid with owlbear and raven beaks. When swung, the flail lets out an otherworldly screech. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this flail, the target takes an extra 1d6 psychic damage. When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn." + }, + { + "key": "vom_tenebrous-mantle", + "name": "Tenebrous Mantle", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This black cloak appears to be made of pure shadow and shrouds you in darkness. While wearing it, you gain the following benefits: - You have advantage on Dexterity (Stealth) checks.\n- You have resistance to necrotic damage.\n- You can cast the darkness and misty step spells from it at will. Casting either spell from the cloak requires an action. Instead of a silvery mist when you cast misty step, you are engulfed in the darkness of the cloak and emerge from the cloak's darkness at your destination.\n- You can use an action to cast the black tentacles or living shadows (see Deep Magic for 5th Edition) spell from it. The cloak can't be used this way again until the following dusk." + }, + { + "key": "vom_thirsting-scalpel", + "name": "Thirsting Scalpel", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls with this magic weapon, which deals slashing damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d6 slashing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 13 Constitution saving throw or lose 2d6 hit points at the start of each of its turns from a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. In addition, once every 7 days while the scalpel is on your person, you must succeed on a DC 15 Charisma saving throw or become driven to feed blood to the scalpel. You have advantage on attack rolls with the scalpel until it is sated. The dagger is sated when you roll a 20 on an attack roll with it, after you deal 14 slashing damage with it, or after 1 hour elapses. If the hour elapses and you haven't sated its thirst for blood, the dagger deals 14 slashing damage to you. If the dagger deals damage to you as a result of the curse, you can't heal the damage for 24 hours. The remove curse spell removes your attunement to the item and frees you from the curse. Alternatively, casting the banishment spell on the dagger forces the bearded devil's essence to leave it. The scalpel then becomes a +1 dagger with no other properties." + }, + { + "key": "vom_thirsting-thorn", + "name": "Thirsting Thorn", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while carrying the sword, you have resistance to necrotic damage. Each time you reduce a creature to 0 hit points with this weapon, you can regain 2d8+2 hit points. Each time you regain hit points this way, you must succeed a DC 12 Wisdom saving throw or be incapacitated by terrible visions until the end of your next turn. If you reach your maximum hit points using this effect, you automatically fail the saving throw. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. If you have not damaged a creature with this sword within the past 24 hours, you have disadvantage on attack rolls with weapons other than this one as its hunger for blood drives you to slake its thirst." + }, + { + "key": "vom_thornish-nocturnal", + "name": "Thornish Nocturnal", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The ancient elves constructed these nautical instruments to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the nocturnal, you can spend 1 minute using the nocturnal to determine the precise local time, provided you can see the sun or stars. You can use an action to protect up to four vessels that are within 1 mile of the nocturnal from unwanted effects of the local weather for 1 hour. For example, vessels protected by the nocturnal can't be damaged by storms or blown onto jagged rocks by adverse wind. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel." + }, + { + "key": "vom_three-section-boots", + "name": "Three-Section Boots", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These boots are often decorated with eyes, flames, or other bold patterns such as lightning bolts or wheels. When you step onto water, air, or stone, you can use a reaction to speak the boots' command word. For 1 hour, you gain the effects of the meld into stone, water walk, or wind walk spell, depending on the type of surface where you stepped. The boots can't be used this way again until the next dawn." + }, + { + "key": "vom_throttlers-gauntlets", + "name": "Throttler's Gauntlets", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These durable leather gloves allow you to choke a creature you are grappling, preventing them from speaking. While you are grappling a creature, you can use a bonus action to throttle it. The creature takes damage equal to your proficiency bonus and can't speak coherently or cast spells with verbal components until the end of its next turn. You can choose to not damage the creature when you throttle it. A creature can still breathe, albeit uncomfortably, while throttled." + }, + { + "key": "vom_thunderous-kazoo", + "name": "Thunderous Kazoo", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "You can use an action to speak the kazoo's command word and then hum into it, which emits a thunderous blast, audible out to 1 mile, at one Large or smaller creature you can see within 30 feet of you. The target must make a DC 13 Constitution saving throw. On a failure, a creature is pushed away from you and is deafened and frightened of you until the start of your next turn. A Small creature is pushed up to 30 feet, a Medium creature is pushed up to 20 feet, and a Large creature is pushed up to 10 feet. On a success, a creature is pushed half the distance and isn't deafened or frightened. The kazoo can't be used this way again until the next dawn." + }, + { + "key": "vom_tick-stop-watch", + "name": "Tick Stop Watch", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While holding this silver pocketwatch, you can use an action to magically stop a single clockwork device or construct within 10 feet of you. If the target is an object, it freezes in place, even mid-air, for up to 1 minute or until moved. If the target is a construct, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn. The pocketwatch can't be used this way again until the next dawn. The pocketwatch must be wound at least once every 24 hours, just like a normal pocketwatch, or its magic ceases to function. If left unwound for 24 hours, the watch loses its magic, but the power returns 24 hours after the next time it is wound." + }, + { + "key": "vom_timeworn-timepiece", + "name": "Timeworn Timepiece", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This tarnished silver pocket watch seems to be temporally displaced and allows for limited manipulation of time. The timepiece has 3 charges, and it regains 1d3 expended charges daily at midnight. While holding the timepiece, you can use your reaction to expend 1 charge after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Alternatively, you can expend 2 charges as a reaction at the start of another creature's turn to swap places in the Initiative order with that creature. An unwilling creature that succeeds on a DC 15 Charisma saving throw is unaffected." + }, + { + "key": "vom_tincture-of-moonlit-blossom", + "name": "Tincture of Moonlit Blossom", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This potion is steeped using a blossom that grows only in the moonlight. When you drink this potion, your shadow corruption (see Midgard Worldbook) is reduced by three levels. If you aren't using the Midgard setting, you gain the effect of the greater restoration spell instead." + }, + { + "key": "vom_tipstaff", + "name": "Tipstaff", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "To the uninitiated, this short ebony baton resembles a heavy-duty truncheon with a cord-wrapped handle and silver-capped tip. The weapon has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you hit a creature with a melee attack with this magic weapon, you can expend 1 charge to force the target to make a DC 15 Constitution saving throw. If the creature took 20 damage or more from this attack, it has disadvantage on the saving throw. On a failure, the target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_tome-of-knowledge", + "name": "Tome of Knowledge", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This book contains mnemonics and other tips to better perform a specific mental task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Intelligence, Wisdom, or Charisma-based skill (such as History, Insight, or Intimidation) associated with the book. The tome then loses its magic, but regains it in ten years." + }, + { + "key": "vom_tonic-for-the-troubled-mind", + "name": "Tonic for the Troubled Mind", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This potion smells and tastes of lavender and chamomile. When you drink it, it removes any short-term madness afflicting you, and it suppresses any long-term madness afflicting you for 8 hours." + }, + { + "key": "vom_tonic-of-blandness", + "name": "Tonic of Blandness", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This deeply bitter, black, oily liquid deadens your sense of taste. When you drink this tonic, you can eat all manner of food without reaction, even if the food isn't to your liking, for 1 hour. During this time, you automatically fail Wisdom (Perception) checks that rely on taste. This tonic doesn't protect you from the effects of consuming poisoned or spoiled food, but it can prevent you from detecting such impurities when you taste the food." + }, + { + "key": "vom_toothsome-purse", + "name": "Toothsome Purse", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This common-looking leather pouch holds a nasty surprise for pickpockets. If a creature other than you reaches into the purse, small, sharp teeth emerge from the mouth of the bag. The bag makes a melee attack roll against that creature with a +3 bonus ( 1d20+3). On a hit, the target takes 2d4 piercing damage. If the bag rolls a 20 on the attack roll, the would-be pickpocket has disadvantage on any Dexterity checks made with that hand until the damage is healed. If the purse is lifted entirely from you, the purse continues to bite at the thief each round until it is dropped or until it is placed where it can't reach its target. It bites at any creature, other than you, who attempts to pick it up, unless that creature genuinely desires to return the purse and its contents to you. The purse attacks only if it is attuned to a creature. A purse that isn't attuned to a creature lies dormant and doesn't attack." + }, + { + "key": "vom_torc-of-the-comet", + "name": "Torc of the Comet", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This silver torc is set with a large opal on one end, and it thins to a point on the other. While wearing the torc, you have resistance to cold damage, and you can use an action to speak the command word, causing the torc to shed bluish-white bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to speak the command word again. The torc has 4 charges. You can use an action to expend 1 charge and fire a tiny comet from the torc at a target you can see within 120 feet of you. The torc makes a ranged attack roll with a +7 bonus ( 1d20+7). On a hit, the target takes 2d6 bludgeoning damage and 2d6 cold damage. At night, the cold damage dealt by the comets increases to 6d6. The torc regain 1d4 expended charges daily at dawn." + }, + { + "key": "vom_tracking-dart", + "name": "Tracking Dart", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can't benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint." + }, + { + "key": "vom_treebleed-bucket", + "name": "Treebleed Bucket", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This combination sap bucket and tap is used to extract sap from certain trees. After 1 hour, the bucketful of sap magically changes into a potion. The potion remains viable for 24 hours, and its type depends on the tree as follows: oak (potion of resistance), rowan (potion of healing), willow (potion of animal friendship), and holly (potion of climbing). The treebleed bucket can magically change sap 20 times, then the bucket and tap become nonmagical." + }, + { + "key": "vom_trident-of-the-vortex", + "name": "Trident of the Vortex", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon. Whirlpool. While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. Once used, this property can\u2019t be used again until the next dawn." + }, + { + "key": "vom_trident-of-the-yearning-tide", + "name": "Trident of the Yearning Tide", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "The barbs of this trident are forged from mother-of-pearl and its shaft is fashioned from driftwood. You gain a +2 bonus on attack and damage rolls made with this magic weapon. While holding the trident, you can breathe underwater. The trident has 3 charges for the following other properties. It regains 1d3 expended charges daily at dawn. Call Sealife. While holding the trident, you can use an action to expend 3 of its charges to cast the conjure animals spell from it. The creatures you summon must be beasts that can breathe water. Yearn for the Tide. When you hit a creature with a melee attack using the trident, you can use a bonus action to expend 1 charge to force the target to make a DC 17 Wisdom saving throw. On a failure, the target must spend its next turn leaping into the nearest body of water and swimming toward the bottom. A creature that can breathe underwater automatically succeeds on the saving throw. If no water is in the target\u2019s line of sight, the target automatically succeeds on the saving throw." + }, + { + "key": "vom_troll-skin-hide", + "name": "Troll Skin Hide", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_troll-skin-leather", + "name": "Troll Skin Leather", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_trollsblood-elixir", + "name": "Trollsblood Elixir", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This thick, pink liquid sloshes and moves even when the bottle is still. When you drink this potion, you regenerate lost hit points for 1 hour. At the start of your turn, you regain 5 hit points. If you take acid or fire damage, the potion doesn't function at the start of your next turn. If you lose a limb, you can reattach it by holding it in place for 1 minute. For the duration, you can die from damage only by being reduced to 0 hit points and not regenerating on your turn." + }, + { + "key": "vom_tyrants-whip", + "name": "Tyrant's Whip", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This wicked whip has 3 charges and regains all expended charges daily at dawn. When you hit with an attack using this magic whip, you can use a bonus action to expend 1 of its charges to cast the command spell (save DC 13) from it on the creature you hit. If the attack is a critical hit, the target has disadvantage on the saving throw." + }, + { + "key": "vom_umber-beans", + "name": "Umber Beans", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "These magical beans have a modest ochre or umber hue, and they are about the size and weight of walnuts. Typically, 1d4 + 4 umber beans are found together. You can use an action to throw one or more beans up to 10 feet. When the bean lands, it grows into a creature you determine by rolling a d10 and consulting the following table. ( Umber Beans#^creature) The creature vanishes at the next dawn or when it takes bludgeoning, piercing, or slashing damage. The bean is destroyed when the creature vanishes. The creature is illusory, and you are aware of this. You can use a bonus action to command how the illusory creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature's attacks deal psychic damage, though the target perceives the damage as the type appropriate to the illusion, such as slashing for a vrock's talons. A creature with truesight or that uses its action to examine the illusion can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature sees the illusion as faint and the illusion can't attack that creature. | dice: 1d10 | Creature |\n| ---------- | ---------------------------- |\n| 1 | Dretch |\n| 2-3 | 2 Shadows |\n| 4-6 | Chuul |\n| 7-8 | Vrock |\n| 9 | Hezrou or Psoglav |\n| 10 | Remorhaz or Voidling |" + }, + { + "key": "vom_umbral-band", + "name": "Umbral Band", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This blackened steel ring is cold to the touch. While wearing this ring, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Stealth) checks while in an area of dim light or darkness." + }, + { + "key": "vom_umbral-chopper", + "name": "Umbral Chopper", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This simple axe looks no different from a standard forester's tool. A single-edged head is set into a slot in the haft and bound with strong cord. The axe was found by a timber-hauling crew who disappeared into the shadows of a cave deep in an old forest. Retrieved in the dark of the cave, the axe was found to possess disturbing magical properties. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a plant creature with an attack using this weapon, the target must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 necrotic damage and its speed is halved until the end of its next turn. On a success, the creature takes half the damage and its speed isn't reduced." + }, + { + "key": "vom_umbral-lantern", + "name": "Umbral Lantern", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This item looks like a typical hooded brass lantern, but shadowy forms crawl across its surface and it radiates darkness instead of light. The lantern can burn for up to 3 hours each day. While the lantern burns, it emits darkness as if the darkness spell were cast on it but with a 30-foot radius." + }, + { + "key": "vom_umbral-staff", + "name": "Umbral Staff", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "Made of twisted darkwood and covered in complex runes and sigils, this powerful staff seems to emanate darkness. You have resistance to radiant damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its ability to cast the claws of darkness*, douse light*, and shadow blindness* spells but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, 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: become nightwing* (6 charges), black hand* (4 charges), black ribbons* (1 charge), black well* (6 charges), cloak of shadow* (1 charge), darkvision (2 charges), darkness (2 charges), dark dementing* (5 charges), dark path* (2 charges), darkbolt* (2 charges), encroaching shadows* (6 charges), night terrors* (4 charges), shadow armor* (1 charge), shadow hands* (1 charge), shadow puppets* (2 charges), or slither* (2 charges). You can also use an action to cast the claws of darkness*, douse light*, or shadow blindness* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM\u2019s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, shadows, or terror. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion of darkness (as the darkness spell) that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to the Plane of Shadow, avoiding the explosion. If you fail to avoid the effect, you take necrotic damage equal to 16 \u00d7 the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 \u00d7 the number of charges in the staff |\n| 11 to 20 ft. away | 6 \u00d7 the number of charges in the staff |\n| 21 to 30 ft. away | 4 \u00d7 the number of charges in the staff |" + }, + { + "key": "vom_undine-plate", + "name": "Undine Plate", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don't have disadvantage on Dexterity (Stealth) checks while underwater." + }, + { + "key": "vom_unerring-dowsing-rod", + "name": "Unerring Dowsing Rod", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This dark, gnarled willow root is worn and smooth. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in areas where fresh water is much more difficult to find, such as a desert or the Plane of Fire, it directs you to bodies of water, but it might also direct you toward homes with fresh water barrels or to creatures with containers of fresh water on them." + }, + { + "key": "vom_unquiet-dagger", + "name": "Unquiet Dagger", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage. You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger can't be used this way again until the next dawn." + }, + { + "key": "vom_unseelie-staff", + "name": "Unseelie Staff", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This ebony staff is decorated in silver and topped with a jagged piece of obsidian. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of powdery snow, which blows away in a sudden, chill wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 necrotic damage to the target. If the fey has a good alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, 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: charm person (1 charge), conjure woodland beings (4 charges), confusion (4 charges), invisibility (2 charges), or teleport (7 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges." + }, + { + "key": "vom_valkyries-bite", + "name": "Valkyrie's Bite", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius." + }, + { + "key": "vom_vengeful-coat", + "name": "Vengeful Coat", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This stiff, vaguely uncomfortable coat covers your torso. It smells like ash and oozes a sap-like substance. While wearing this coat, you have resistance to slashing damage from nonmagical attacks. At the end of each long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you take damage of that type, you have advantage on attack rolls until the end of your next turn. When you take more than 10 damage of that type, you have advantage on your attack rolls for 2 rounds. When you are targeted by an effect that deals damage of the type you chose, you can use your reaction to gain resistance to that damage until the start of your next turn. You have advantage on your attack rolls, as detailed above, then the coat's magic ceases to function until you finish a long rest." + }, + { + "key": "vom_venomous-fangs", + "name": "Venomous Fangs", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These prosthetic fangs can be positioned over your existing teeth or in place of missing teeth. While wearing these fangs, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls made with this magic bite. While you wear the fangs, a successful DC 9 Dexterity (Sleight of Hand) checks conceals them from view. At the GM's discretion, you have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks against creatures that notice the fangs." + }, + { + "key": "vom_verdant-elixir", + "name": "Verdant Elixir", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Multi-colored streaks of light occasionally flash through the clear liquid in this container, like bottled lightning. As an action, you can pour the contents of the vial onto the ground. All normal plants in a 100-foot radius centered on the point where you poured the vial become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. Alternatively, you can apply the contents of the vial to a plant creature within 5 feet of you. For 1 hour, the target gains 2d10 temporary hit points, and it gains the \u201cenlarge\u201d effect of the enlarge/reduce spell (no concentration required)." + }, + { + "key": "vom_verminous-snipsnaps", + "name": "Verminous Snipsnaps", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This stoppered jar holds small animated knives and scissors. The jar weighs 1 pound, and its command word is often written on the jar's label. You can use an action to remove the stopper, which releases the spinning blades into a space you can see within 30 feet of you. The knives and scissors fill a cube 10 feet on each side and whirl in place, flaying creatures and objects that enter the cube. When a creature enters the cube for the first time on a turn or starts its turn there, it takes 2d12 piercing damage. You can use a bonus action to speak the command word, returning the blades to the jar. Otherwise, the knives and scissors remain in that space indefinitely." + }, + { + "key": "vom_verses-of-vengeance", + "name": "Verses of Vengeance", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This massive, holy tome is bound in brass with a handle on the back cover. A steel chain dangles from the sturdy metal cover, allowing you to hang the tome from your belt or hook it to your armor. A locked clasp holds the tome closed, securing its contents. You gain a +1 bonus to AC while you wield this tome as a shield. This bonus is in addition to the shield's normal bonus to AC. Alternatively, you can make melee weapon attacks with the tome as if it was a club. If you make an attack using use the tome as a weapon, you lose the shield's bonus to your AC until the start of your next turn." + }, + { + "key": "vom_vessel-of-deadly-venoms", + "name": "Vessel of Deadly Venoms", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake's mouth. A poison created by the vessel must be used within 1 hour or it becomes inert. The word \u201cblade\u201d causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon. The word \u201cconsume\u201d causes the snake to produce 1 dose of assassin's blood, an ingested poison. The word \u201cspit\u201d causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. Once used, the vessel can't be used to create poison again until the next dawn." + }, + { + "key": "vom_vestments-of-the-bleak-shinobi", + "name": "Vestments of the Bleak Shinobi", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This padded black armor is fashioned in the furtive style of shinobi sh\u014dzoku garb. You have advantage on Dexterity (Stealth) checks while you wear this armor. Darkness. While wearing this armor, you can use an action to cast the darkness spell from it with a range of 30 feet. Once used, this property can\u2019t be used again until the next dawn." + }, + { + "key": "vom_vial-of-sunlight", + "name": "Vial of Sunlight", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This crystal vial is filled with water from a spring high in the mountains and has been blessed by priests of a deity of healing and light. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. The vial can't be used this way again until the next dawn." + }, + { + "key": "vom_vielle-of-weirding-and-warding", + "name": "Vielle of Weirding and Warding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the saving throw." + }, + { + "key": "vom_vigilant-mug", + "name": "Vigilant Mug", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "An impish face sits carved into the side of this bronze mug, its eyes a pair of clear, blue crystals. The imp's eyes turn red when poison or poisonous material is placed or poured inside the mug." + }, + { + "key": "vom_vile-razor", + "name": "Vile Razor", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can\u2019t use the same bonus action twice in a single turn. Once used, this property can\u2019t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can\u2019t be used again until the next dusk. " + }, + { + "key": "vom_void-touched-buckler", + "name": "Void-Touched Buckler", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This simple wood and metal buckler belonged to an adventurer slain by a void dragon wyrmling (see Tome of Beasts). It sat for decades next to a small tear in the fabric of reality, which led to the outer planes. It has since become tainted by the Void. While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield\u2019s normal bonus to AC. Invoke the Void. While wielding this shield, you can use an action to invoke the shield\u2019s latent Void energy for 1 minute, causing a dark, swirling aura to envelop the shield. For the duration, when a creature misses you with a weapon attack, it must succeed on a DC 17 Wisdom saving throw or be frightened of you until the end of its next turn. In addition, when a creature hits you with a weapon attack, it has advantage on weapon attack rolls against you until the end of its next turn. You can\u2019t use this property of the shield again until the next dawn." + }, + { + "key": "vom_voidskin-cloak", + "name": "Voidskin Cloak", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can't be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action." + }, + { + "key": "vom_voidwalker", + "name": "Voidwalker", + "type": null, + "rarity": "Legendary", + "requires_attunement": true, + "description": "This band of tarnished silver bears no ornament or inscription, but it is icy cold to the touch. The patches of dark corrosion on the ring constantly, but subtly, move and change; though, this never occurs while anyone observes the ring. While wearing Voidwalker, you gain the benefits of a ring of free action and a ring of resistance (cold). It has the following additional properties. The ring is clever and knows that most mortals want nothing to do with the Void directly. It also knows that most of the creatures with strength enough to claim it will end up in dire straits sooner or later. It doesn't overplay its hand trying to push a master to take a plunge into the depths of the Void, but instead makes itself as indispensable as possible. It provides counsel and protection, all the while subtly pushing its master to take greater and greater risks. Once it's maneuvered its wearer into a position of desperation, generally on the brink of death, Voidwalker offers a way out. If the master accepts, it opens a gate into the Void, most likely sealing the creature's doom." + }, + { + "key": "vom_wand-of-accompaniment", + "name": "Wand of Accompaniment", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder damage." + }, + { + "key": "vom_wand-of-air-glyphs", + "name": "Wand of Air Glyphs", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away." + }, + { + "key": "vom_wand-of-bristles", + "name": "Wand of Bristles", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom\u2019s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points." + }, + { + "key": "vom_wand-of-depth-detection", + "name": "Wand of Depth Detection", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This simple wooden wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 charge and point it at a body of water or other liquid. You learn the liquid's deepest point or its average depth (your choice). In addition, you can use an action to expend 1 charge while you are submerged in a liquid to determine how far you are beneath the liquid's surface." + }, + { + "key": "vom_wand-of-direction", + "name": "Wand of Direction", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand\u2019s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand\u2019s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can\u2019t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand\u2019s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical." + }, + { + "key": "vom_wand-of-drowning", + "name": "Wand of Drowning", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This wand appears to be carved from the bones of a large fish, which have been cemented together. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding this wand, you can use an action to expend 1 charge to cause a thin stream of seawater to spray toward a creature you can see within 60 feet of you. If the target can breathe only air, it must succeed on a DC 15 Constitution saving throw or its lungs fill with rancid seawater and it begins drowning. A drowning creature chokes for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its turn after its choking ends, the creature drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. A successful DC 15 Wisdom (Medicine) check removes the seawater from the drowning creature's lungs, ending the effect." + }, + { + "key": "vom_wand-of-extinguishing", + "name": "Wand of Extinguishing", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This charred and blackened wooden wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to extinguish a nonmagical flame within 10 feet of you that is no larger than a small campfire. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of ignition." + }, + { + "key": "vom_wand-of-fermentation", + "name": "Wand of Fermentation", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Fashioned out of oak, this wand appears heavily stained by an unknown liquid. The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes in a puff of black smoke and is destroyed. While holding the wand, you can use an action and expend 1 or more of its charges to transform nonmagical liquid, such as blood, apple juice, or water, into an alcoholic beverage. For each charge you expend, you transform up to 1 gallon of nonmagical liquid into an equal amount of beer, wine, or other spirit. The alcohol transforms back into its original form if it hasn't been consumed within 24 hours of being transformed." + }, + { + "key": "vom_wand-of-flame-control", + "name": "Wand of Flame Control", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This wand is fashioned from a branch of pine, stripped of bark and beaded with hardened resin. The wand has 3 charges. If you use the wand as an arcane focus while casting a spell that deals fire damage, you can expend 1 charge as part of casting the spell to increase the spell's damage by 1d4. In addition, while holding the wand, you can use an action to expend 1 of its charges to cause one of the following effects: - Change the color of any flames within 30 feet.\n- Cause a single flame to burn lower, halving the range of light it sheds but burning twice as long.\n- Cause a single flame to burn brighter, doubling the range of the light it sheds but halving its duration. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand bursts into flames and burns to ash in seconds." + }, + { + "key": "vom_wand-of-giggles", + "name": "Wand of Giggles", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This wand is tipped with a feather. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to giggle for 1 minute. Giggling doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Tears." + }, + { + "key": "vom_wand-of-guidance", + "name": "Wand of Guidance", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This slim, metal wand is topped with a cage shaped like a three-sided pyramid. An eye of glass sits within the pyramid. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the guidance spell from it. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Resistance." + }, + { + "key": "vom_wand-of-harrowing", + "name": "Wand of Harrowing", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The tips of this twisted wooden wand are exceptionally withered. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw." + }, + { + "key": "vom_wand-of-ignition", + "name": "Wand of Ignition", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "The cracks in this charred and blackened wooden wand glow like live coals, but the wand is merely warm to the touch. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to set fire to one flammable object or collection of material (a stack of paper, a pile of kindling, or similar) within 10 feet of you that is Small or smaller. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Extinguishing." + }, + { + "key": "vom_wand-of-plant-destruction", + "name": "Wand of Plant Destruction", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand of petrified wood has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to harm a plant or plant creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw, taking 2d8 necrotic damage for each charge you expended on a failed save, or half as much damage on a successful one. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand shatters and is destroyed." + }, + { + "key": "vom_wand-of-relieved-burdens", + "name": "Wand of Relieved Burdens", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and touch a creature with the wand. If the creature is blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned, the condition is removed from the creature and transferred to you. You suffer the condition for the remainder of its duration or until it is removed. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand crumbles to dust and is destroyed." + }, + { + "key": "vom_wand-of-resistance", + "name": "Wand of Resistance", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This slim, wooden wand is topped with a small, spherical cage, which holds a pyramid-shaped piece of hematite. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the resistance spell. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Guidance ." + }, + { + "key": "vom_wand-of-revealing", + "name": "Wand of Revealing", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Crystal beads decorate this wand, and a silver hand, index finger extended, caps it. The wand has 3 charges and regains all expended charges daily at dawn. While holding it, you can use an action to expend 1 of the wand's charges to reveal one creature or object within 120 feet of you that is either invisible or ethereal. This works like the see invisibility spell, except it allows you to see only that one creature or object. That creature or object remains visible as long as it remains within 120 feet of you. If more than one invisible or ethereal creature or object is in range when you use the wand, it reveals the nearest creature or object, revealing invisible creatures or objects before ethereal ones." + }, + { + "key": "vom_wand-of-tears", + "name": "Wand of Tears", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "The top half of this wooden wand is covered in thorns. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to cry for 1 minute. Crying doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Giggles ." + }, + { + "key": "vom_wand-of-the-timekeeper", + "name": "Wand of the Timekeeper", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected." + }, + { + "key": "vom_wand-of-treasure-finding", + "name": "Wand of Treasure Finding", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This wand is adorned with gold and silver inlay and topped with a faceted crystal. The wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For 1 minute, you know the direction and approximate distance of the nearest mass or collection of precious metals or minerals within 60 feet. You can concentrate on a specific metal or mineral, such as silver, gold, or diamonds. If the specific metal or mineral is within 60 feet, you are able to discern all locations in which it is found and the approximate amount in each location. The wand's magic can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. The effect ends if you stop holding the wand. 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 turns to lead and becomes nonmagical." + }, + { + "key": "vom_wand-of-vapors", + "name": "Wand of Vapors", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "Green gas swirls inside this slender, glass wand. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand shatters into hundreds of crystalline fragments, and the gas within it dissipates. Fog Cloud. While holding the wand, you can use an action to expend 1 or more of its charges to cast the fog cloud 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. Gaseous Escape. When you are attacked while holding this wand, you can use your reaction to expend 3 of its charges to transform yourself and everything you are wearing and carrying into a cloud of green mist until the start of your next turn. While you are a cloud of green mist, you have resistance to nonmagical damage, and you can\u2019t be grappled or restrained. While in this form, you also can\u2019t talk or manipulate objects, any objects you were wearing or holding can\u2019t be dropped, used, or otherwise interacted with, and you can\u2019t attack or cast spells." + }, + { + "key": "vom_wand-of-windows", + "name": "Wand of Windows", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical." + }, + { + "key": "vom_ward-against-wild-appetites", + "name": "Ward Against Wild Appetites", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "Seventeen animal teeth of various sizes hang together on a simple leather thong, and each tooth is dyed a different color using pigments from plants native to old-growth forests. When a beast or monstrosity with an Intelligence of 4 or lower targets you with an attack, it has disadvantage on the attack roll if the attack is a bite. You must be wearing the necklace to gain this benefit." + }, + { + "key": "vom_warding-icon", + "name": "Warding Icon", + "type": null, + "rarity": "Common", + "requires_attunement": true, + "description": "This carved piece of semiprecious stone typically takes the form of an angelic figure or a shield carved with a protective rune, and it is commonly worn attached to clothing or around the neck on a chain or cord. While wearing the stone, you have brief premonitions of danger and gain a +2 bonus to initiative if you aren't incapacitated." + }, + { + "key": "vom_warlocks-aegis", + "name": "Warlock's Aegis", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "When you attune to this mundane-looking suit of leather armor, symbols related to your patron burn themselves into the leather, and the armor's colors change to those most closely associated with your patron. While wearing this armor, you can use an action and expend a spell slot to increase your AC by an amount equal to your Charisma modifier for the next 8 hours. The armor can't be used this way again until the next dawn." + }, + { + "key": "vom_warrior-shabti", + "name": "Warrior Shabti", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn\u2019t enough space for the shabti, the shabti doesn\u2019t grow. Unless stated otherwise in an individual shabti\u2019s description, a servile shabti uses the statistics of animated armor, except the servile shabti\u2019s Armor Class is 13, and it doesn\u2019t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti\u2019s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti\u2019s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft\u2014 weaponsmithing, pottery, carpentry, or another trade\u2014and has proficiency with the appropriate artisan\u2019s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can\u2019t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can\u2019t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can\u2019t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don\u2019t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can\u2019t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer\u2019s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn\u2019t ended. Once the shabti has been used, it can\u2019t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor\u2019s Multiattack and Slam actions, except the shabti\u2019s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor\u2019s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can\u2019t be used again until 5 days have passed." + }, + { + "key": "vom_wave-chain-mail", + "name": "Wave Chain Mail", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "The rows of chain links of this armor seem to ebb and flow like waves while worn. Attacks against you have disadvantage while at least half of your body is submerged in water. In addition, when you are attacked, you can turn all or part of your body into water as a reaction, gaining immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, until the end of the attacker's turn. Once used, this property of the armor can't be used again until the next dawn." + }, + { + "key": "vom_wayfarers-candle", + "name": "Wayfarer's Candle", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This beeswax candle is stamped with a holy symbol, typically one of a deity associated with light or protection. When lit, it sheds light and heat as a normal candle for up to 1 hour, but it can't be extinguished by wind of any force. It can be blown out or extinguished only by the creature holding it." + }, + { + "key": "vom_web-arrows", + "name": "Web Arrows", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Carvings of spiderwebs decorate the arrowhead and shaft of these arrows, which always come in pairs. When you fire the arrows from a bow, they become the two anchor points for a 20-foot cube of thick, sticky webbing. Once you fire the first arrow, you must fire the second arrow within 1 minute. The arrows must land within 20 feet of each other, or the magic fails. The webs created by the arrows are difficult terrain and lightly obscure the area. Each creature that starts its turn in the webs or enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature, including the restrained creature, can take its action to break the creature free from the webbing by succeeding on a DC 13 Strength check. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire." + }, + { + "key": "vom_webbed-staff", + "name": "Webbed Staff", + "type": null, + "rarity": "Rare", + "requires_attunement": false, + "description": "This staff is carved of ebony and wrapped in a net of silver wire. While holding it, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, spidersilk surrounds the staff in a cocoon then quickly unravels itself and the staff, destroying the staff." + }, + { + "key": "vom_whip-of-fangs", + "name": "Whip of Fangs", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "The skin of a large asp is woven into the leather of this whip. The asp's head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn." + }, + { + "key": "vom_whispering-cloak", + "name": "Whispering Cloak", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow. While in shadow form, your Armor Class increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can't make ranged or melee attacks with nonmagical weapons. In addition, you can't pick up objects, and you can't give objects you are wearing or carrying to others. This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can't be used in this way again until the next dusk, when its time limit resets. Pulling the hood up or down requires an action." + }, + { + "key": "vom_whispering-powder", + "name": "Whispering Powder", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "A paper envelope contains enough of this fine dust for one use. You can use an action to sprinkle the dust on the ground in up to four contiguous spaces. When a Small or larger creature steps into one of these spaces, it must make a DC 13 Dexterity saving throw. On a failure, loud squeals, squeaks, and pops erupt with each footfall, audible out to 150 feet. The powder's creator dictates the manner of sounds produced. The first creature to enter the affected spaces sets off the alarm, consuming the powder's magic. Otherwise, the effect lasts as long as the powder coats the area." + }, + { + "key": "vom_white-ape-hide", + "name": "White Ape Hide", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it." + }, + { + "key": "vom_white-ape-leather", + "name": "White Ape Leather", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it." + }, + { + "key": "vom_white-dandelion", + "name": "White Dandelion", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "When you are attacked or are the target of a spell while holding this magically enhanced flower, you can use a reaction to blow on the flower. It explodes in a flurry of seeds that distracts your attacker, and you add 1 to your AC against the attack or to your saving throw against the spell. Afterwards, the flower wilts and becomes nonmagical." + }, + { + "key": "vom_white-honey-buckle", + "name": "White Honey Buckle", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don\u2019t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can\u2019t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear." + }, + { + "key": "vom_windwalker-boots", + "name": "Windwalker Boots", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "These lightweight boots are made of soft leather. While you wear these boots, you can walk on air as if it were solid ground. Your speed is halved when ascending or descending on the air. Otherwise, you can walk on air at your walking speed. You can use the Dash action as normal to increase your movement during your turn. If you don't end your movement on solid ground, you fall at the end of your turn unless otherwise supported, such as by gripping a ledge or hanging from a rope." + }, + { + "key": "vom_wisp-of-the-void", + "name": "Wisp of the Void", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "The interior of this bottle is pitch black, and it feels empty. When opened, it releases a black vapor. When you inhale this vapor, your eyes go completely black. For 1 minute, you have darkvision out to a range of 60 feet, and you have resistance to necrotic damage. In addition, you gain a +1 bonus to damage rolls made with a weapon." + }, + { + "key": "vom_witch-ward-bottle", + "name": "Witch Ward Bottle", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "This small pottery jug contains an odd assortment of pins, needles, and rosemary, all sitting in a small amount of wine. A bloody fingerprint marks the top of the cork that seals the jug. When placed within a building (as small as a shack or as large as a castle) or buried in the earth on a section of land occupied by humanoids (as small as a campsite or as large as an estate), the bottle's magic protects those within the building or on the land against the magic of fey and fiends. The humanoid that owns the building or land and any ally or invited guests within the building or on the land has advantage on saving throws against the spells and special abilities of fey and fiends. If a protected creature fails its saving throw against a spell with a duration other than instantaneous, that creature can choose to succeed instead. Doing so immediately drains the jug's magic, and it shatters." + }, + { + "key": "vom_witchs-brew", + "name": "Witch's Brew", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "For 1 minute after drinking this potion, your spell attacks deal an extra 1d4 necrotic damage on a hit. This revolting green potion's opaque liquid bubbles and steams as if boiling." + }, + { + "key": "vom_wolf-brush", + "name": "Wolf Brush", + "type": null, + "rarity": "Very Rare", + "requires_attunement": true, + "description": "From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm's shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage. The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight. Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one. Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it." + }, + { + "key": "vom_wolfbite-ring", + "name": "Wolfbite Ring", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This heavy iron ring is adorned with the stylized head of a snarling wolf. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you make a melee weapon attack while wearing this ring, you can use a bonus action to expend 1 of the ring's charges to deal an extra 2d6 piercing damage to the target. Then, the target must succeed on a DC 15 Strength saving throw or be knocked prone." + }, + { + "key": "vom_worg-salve", + "name": "Worg Salve", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Brewed by hags and lycanthropes, this oil grants you lupine features. Each pot contains enough for three applications. One application grants one of the following benefits (your choice): darkvision out to a range of 60 feet, advantage on Wisdom (Perception) checks that rely on smell, a walking speed of 50 feet, or a new attack option (use the statistics of a wolf 's bite attack) for 5 minutes. If you use all three applications at one time, you can cast polymorph on yourself, transforming into a wolf. While you are in the form of a wolf, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die." + }, + { + "key": "vom_worry-stone", + "name": "Worry Stone", + "type": null, + "rarity": "Common", + "requires_attunement": false, + "description": "This smooth, rounded piece of semiprecious crystal has a thumb-sized groove worn into one side. Physical contact with the stone helps clear the mind and calm the nerves, promoting success. If you spend 1 minute rubbing the stone, you have advantage on the next ability check you make within 1 hour of rubbing the stone. Once used, the stone can't be used again until the next dawn." + }, + { + "key": "vom_wraithstone", + "name": "Wraithstone", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This stone is carved from petrified roots to reflect the shape and visage of a beast. The stone holds the spirit of a sacrificed beast of the type the stone depicts. A wraithstone is often created to grant immortal life to a beloved animal companion or to banish a troublesome predator. The creature's essence stays within until the stone is broken, upon which point the soul is released and the creature can't be resurrected or reincarnated by any means short of a wish spell. While attuned to and carrying this item, a spectral representation of the beast walks beside you, resembling the sacrificed creature's likeness in its prime. The specter follows you at all times and can be seen by all. You can use a bonus action to dismiss or summon the specter. So long as you carry this stone, you can interact with the creature as if it were still alive, even speaking to it if it is able to speak, though it can't physically interact with the material world. It can gesture to indicate directions and communicate very basic single-word ideas to you telepathically. The stone has a number of charges, depending on the size of the creature stored within it. The stone has 6 charges if the creature is Large or smaller, 10 charges if the creature is Huge, and 12 charges if the creature is Gargantuan. After all of the stone's charges have been used, the beast's spirit is completely drained, and the stone becomes a nonmagical bauble. As a bonus action, you can expend 1 charge to cause one of the following effects:" + }, + { + "key": "vom_wrathful-vapors", + "name": "Wrathful Vapors", + "type": null, + "rarity": "Uncommon", + "requires_attunement": false, + "description": "Roiling vapors of red, orange, and black swirl in a frenzy of color inside a sealed glass bottle. As an action, you can open the bottle and empty its contents within 5 feet of you or throw the bottle up to 20 feet, shattering it on impact. If you throw it, make a ranged attack against a creature or object, treating the bottle as an improvised weapon. When you open or break the bottle, the smoke releases in a 20-foot-radius sphere that dissipates at the end of your next turn. A creature that isn't an undead or a construct that enters or starts its turn in the area must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. On its turn, a creature overcome with rage must attack the creature nearest to it with whatever melee weapon it has on hand, moving up to its speed toward the target, if necessary. The raging creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + }, + { + "key": "vom_zephyr-shield", + "name": "Zephyr Shield", + "type": null, + "rarity": "Very Rare", + "requires_attunement": false, + "description": "This round metal shield is painted bright blue with swirling white lines across it. You gain a +2 bonus to AC while you wield this shield. This is an addition to the shield's normal AC bonus. Air Bubble. Whenever you are immersed in a body of water while holding this shield, you can use a reaction to envelop yourself in a 10-foot radius bubble of fresh air. This bubble floats in place, but you can move it up to 30 feet during your turn. You are moved with the bubble when it moves. The air within the bubble magically replenishes itself every round and prevents foreign particles, such as poison gases and water-borne parasites, from entering the area. Other creatures can leave or enter the bubble freely, but it collapses as soon as you exit it. The exterior of the bubble is immune to damage and creatures making ranged attacks against anyone inside the bubble have disadvantage on their attack rolls. The bubble lasts for 1 minute or until you exit it. Once used, this property can\u2019t be used again until the next dawn. Sanctuary. You can use a bonus action to cast the sanctuary spell (save DC 13) from the shield. This spell protects you from only water elementals and other creatures composed of water. Once used, this property can\u2019t be used again until the next dawn." + }, + { + "key": "vom_ziphian-eye-amulet", + "name": "Ziphian Eye Amulet", + "type": null, + "rarity": "Rare", + "requires_attunement": true, + "description": "This gold amulet holds a preserved eye from a Ziphius (see Creature Codex). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you." + }, + { + "key": "vom_zipline-ring", + "name": "Zipline Ring", + "type": null, + "rarity": "Uncommon", + "requires_attunement": true, + "description": "This plain gold ring features a magnificent ruby. While wearing the ring, you can use an action to cause a crimson zipline of magical force to extend from the gem in the ring and attach to up to two solid surfaces you can see. Each surface must be within 150 feet of you. Once the zipline is connected, you can use a bonus action to magically travel up to 50 feet along the line between the two surfaces. You can bring along objects as long as their weight doesn't exceed what you can carry. While the zipline is active, you remain suspended within 5 feet of the line, floating off the ground at least 3 inches, and you can't move more than 5 feet away from the zipline. When you magically travel along the line, you don't provoke opportunity attacks. The hand wearing the ring must be pointed at the line when you magically travel along it, but you otherwise can act normally while the zipline is active. You can use a bonus action to end the zipline. When the zipline has been active for a total of 1 minute, the ring's magic ceases to function until the next dawn." + } + ], + "_index": { + "by_key": { + "srd-2024_adamantine-armor-breastplate": true, + "srd-2024_adamantine-armor-chain-mail": true, + "srd-2024_adamantine-armor-chain-shirt": true, + "srd-2024_adamantine-armor-half-plate-armor": true, + "srd-2024_adamantine-armor-plate": true, + "srd-2024_adamantine-armor-ring-mail": true, + "srd-2024_adamantine-armor-scale-mail": true, + "srd-2024_adamantine-armor-splint": true, + "srd-2024_ammunition-of-aberration-slaying": true, + "srd-2024_ammunition-of-beast-slaying": true, + "srd-2024_ammunition-of-celestial-slaying": true, + "srd-2024_ammunition-of-construct-slaying": true, + "srd-2024_ammunition-of-dragon-slaying": true, + "srd-2024_ammunition-of-elemental-slaying": true, + "srd-2024_ammunition-of-fey-slaying": true, + "srd-2024_ammunition-of-fiend-slaying": true, + "srd-2024_ammunition-of-giant-slaying": true, + "srd-2024_ammunition-of-humanoid-slaying": true, + "srd-2024_ammunition-of-monstrosity-slaying": true, + "srd-2024_ammunition-of-ooze-slaying": true, + "srd-2024_ammunition-of-plant-slaying": true, + "srd-2024_ammunition-of-undead-slaying": true, + "srd-2024_ammunition-plus-one": true, + "srd-2024_ammunition-plus-three": true, + "srd-2024_ammunition-plus-two": true, + "srd-2024_amulet-of-health": true, + "srd-2024_amulet-of-proof-against-detection-and-location": true, + "srd-2024_amulet-of-the-planes": true, + "srd-2024_animated-shield": true, + "srd-2024_apparatus-of-the-crab": true, + "srd-2024_armor-of-invulnerability": true, + "srd-2024_armor-of-resistance-breastplate": true, + "srd-2024_armor-of-resistance-chain-mail": true, + "srd-2024_armor-of-resistance-chain-shirt": true, + "srd-2024_armor-of-resistance-half-plate": true, + "srd-2024_armor-of-resistance-hide-armor": true, + "srd-2024_armor-of-resistance-leather": true, + "srd-2024_armor-of-resistance-padded": true, + "srd-2024_armor-of-resistance-plate": true, + "srd-2024_armor-of-resistance-ring-mail": true, + "srd-2024_armor-of-resistance-scale-mail": true, + "srd-2024_armor-of-resistance-splint": true, + "srd-2024_armor-of-resistance-studded-leather": true, + "srd-2024_armor-of-vulnerability-breastplate": true, + "srd-2024_armor-of-vulnerability-chain-mail": true, + "srd-2024_armor-of-vulnerability-chain-shirt": true, + "srd-2024_armor-of-vulnerability-half-plate-armor": true, + "srd-2024_armor-of-vulnerability-hide-armor": true, + "srd-2024_armor-of-vulnerability-leather-armor": true, + "srd-2024_armor-of-vulnerability-padded-armor": true, + "srd-2024_armor-of-vulnerability-plate-armor": true, + "srd-2024_armor-of-vulnerability-ring-mail": true, + "srd-2024_armor-of-vulnerability-scale-mail": true, + "srd-2024_armor-of-vulnerability-splint-armor": true, + "srd-2024_armor-of-vulnerability-studded-leather-armor": true, + "srd-2024_arrow-catching-shield": true, + "srd-2024_bag-of-beans": true, + "srd-2024_bag-of-devouring": true, + "srd-2024_bag-of-holding": true, + "srd-2024_bag-of-tricks": true, + "srd-2024_battleaxe-plus-1": true, + "srd-2024_battleaxe-plus-2": true, + "srd-2024_battleaxe-plus-3": true, + "srd-2024_bead-of-force": true, + "srd-2024_belt-of-giant-strength-cloud": true, + "srd-2024_belt-of-giant-strength-fire": true, + "srd-2024_belt-of-giant-strength-frost-or-stone": true, + "srd-2024_belt-of-giant-strength-hill": true, + "srd-2024_belt-of-giant-strength-storm": true, + "srd-2024_berserker-battleaxe": true, + "srd-2024_berserker-greataxe": true, + "srd-2024_berserker-halberd": true, + "srd-2024_blowgun-plus-1": true, + "srd-2024_blowgun-plus-2": true, + "srd-2024_blowgun-plus-3": true, + "srd-2024_boots-of-elvenkind": true, + "srd-2024_boots-of-levitation": true, + "srd-2024_boots-of-speed": true, + "srd-2024_boots-of-striding-and-springing": true, + "srd-2024_boots-of-the-winterlands": true, + "srd-2024_bowl-of-commanding-water-elementals": true, + "srd-2024_bracers-of-archery": true, + "srd-2024_bracers-of-defense": true, + "srd-2024_brazier-of-commanding-fire-elementals": true, + "srd-2024_breastplate-plus-1": true, + "srd-2024_breastplate-plus-2": true, + "srd-2024_breastplate-plus-3": true, + "srd-2024_brooch-of-shielding": true, + "srd-2024_broom-of-flying": true, + "srd-2024_candle-of-invocation": true, + "srd-2024_cape-of-the-mountebank": true, + "srd-2024_carpet-of-flying": true, + "srd-2024_censer-of-controlling-air-elementals": true, + "srd-2024_chain-mail-plus-1": true, + "srd-2024_chain-mail-plus-2": true, + "srd-2024_chain-mail-plus-3": true, + "srd-2024_chain-shirt-plus-1": true, + "srd-2024_chain-shirt-plus-2": true, + "srd-2024_chain-shirt-plus-3": true, + "srd-2024_chime-of-opening": true, + "srd-2024_circlet-of-blasting": true, + "srd-2024_cloak-of-arachnida": true, + "srd-2024_cloak-of-displacement": true, + "srd-2024_cloak-of-elvenkind": true, + "srd-2024_cloak-of-protection": true, + "srd-2024_cloak-of-the-bat": true, + "srd-2024_cloak-of-the-manta-ray": true, + "srd-2024_club-plus-1": true, + "srd-2024_club-plus-2": true, + "srd-2024_club-plus-3": true, + "srd-2024_crystal-ball": true, + "srd-2024_crystal-ball-of-mind-reading": true, + "srd-2024_crystal-ball-of-telepathy": true, + "srd-2024_crystal-ball-of-true-seeing": true, + "srd-2024_cube-of-force": true, + "srd-2024_cubic-gate": true, + "srd-2024_dagger-of-venom": true, + "srd-2024_dagger-plus-1": true, + "srd-2024_dagger-plus-2": true, + "srd-2024_dagger-plus-3": true, + "srd-2024_dancing-greatsword": true, + "srd-2024_dancing-longsword": true, + "srd-2024_dancing-rapier": true, + "srd-2024_dancing-scimitar": true, + "srd-2024_dancing-shortsword": true, + "srd-2024_dart-plus-1": true, + "srd-2024_dart-plus-2": true, + "srd-2024_dart-plus-3": true, + "srd-2024_decanter-of-endless-water": true, + "srd-2024_deck-of-illusions": true, + "srd-2024_defender": true, + "srd-2024_defender-battleaxe": true, + "srd-2024_defender-blowgun": true, + "srd-2024_defender-club": true, + "srd-2024_defender-dagger": true, + "srd-2024_defender-dart": true, + "srd-2024_defender-flail": true, + "srd-2024_defender-glaive": true, + "srd-2024_defender-greataxe": true, + "srd-2024_defender-greatclub": true, + "srd-2024_defender-greatsword": true, + "srd-2024_defender-halberd": true, + "srd-2024_defender-hand-crossbow": true, + "srd-2024_defender-handaxe": true, + "srd-2024_defender-heavy-crossbow": true, + "srd-2024_defender-javelin": true, + "srd-2024_defender-lance": true, + "srd-2024_defender-light-crossbow": true, + "srd-2024_defender-light-hammer": true, + "srd-2024_defender-longbow": true, + "srd-2024_defender-longsword": true, + "srd-2024_defender-mace": true, + "srd-2024_defender-maul": true, + "srd-2024_defender-morningstar": true, + "srd-2024_defender-musket": true, + "srd-2024_defender-pike": true, + "srd-2024_defender-pistol": true, + "srd-2024_defender-quarterstaff": true, + 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"srd-2024_frost-brand-shortsword": true, + "srd-2024_gauntlets-of-ogre-power": true, + "srd-2024_gem-of-brightness": true, + "srd-2024_gem-of-seeing": true, + "srd-2024_giant-slayer-battleaxe": true, + "srd-2024_giant-slayer-blowgun": true, + "srd-2024_giant-slayer-club": true, + "srd-2024_giant-slayer-dagger": true, + "srd-2024_giant-slayer-dart": true, + "srd-2024_giant-slayer-flail": true, + "srd-2024_giant-slayer-glaive": true, + "srd-2024_giant-slayer-greataxe": true, + "srd-2024_giant-slayer-greatclub": true, + "srd-2024_giant-slayer-greatsword": true, + "srd-2024_giant-slayer-halberd": true, + "srd-2024_giant-slayer-hand-crossbow": true, + "srd-2024_giant-slayer-handaxe": true, + "srd-2024_giant-slayer-heavy-crossbow": true, + "srd-2024_giant-slayer-javelin": true, + "srd-2024_giant-slayer-lance": true, + "srd-2024_giant-slayer-light-crossbow": true, + "srd-2024_giant-slayer-light-hammer": true, + "srd-2024_giant-slayer-longbow": true, + "srd-2024_giant-slayer-longsword": true, 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"srd-2024_tome-of-leadership-and-influence": true, + "srd-2024_tome-of-understanding": true, + "srd-2024_trident-of-fish-command": true, + "srd-2024_trident-plus-1": true, + "srd-2024_trident-plus-2": true, + "srd-2024_trident-plus-3": true, + "srd-2024_universal-solvent": true, + "srd-2024_vicious-battleaxe": true, + "srd-2024_vicious-blowgun": true, + "srd-2024_vicious-club": true, + "srd-2024_vicious-dagger": true, + "srd-2024_vicious-dart": true, + "srd-2024_vicious-flail": true, + "srd-2024_vicious-glaive": true, + "srd-2024_vicious-greataxe": true, + "srd-2024_vicious-greatclub": true, + "srd-2024_vicious-greatsword": true, + "srd-2024_vicious-halberd": true, + "srd-2024_vicious-hand-crossbow": true, + "srd-2024_vicious-handaxe": true, + "srd-2024_vicious-heavy-crossbow": true, + "srd-2024_vicious-javelin": true, + "srd-2024_vicious-lance": true, + "srd-2024_vicious-light-crossbow": true, + "srd-2024_vicious-light-hammer": true, + "srd-2024_vicious-longbow": true, + 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"srd-2024_weapon-of-warning-shortbow": true, + "srd-2024_weapon-of-warning-shortsword": true, + "srd-2024_weapon-of-warning-sickle": true, + "srd-2024_weapon-of-warning-sling": true, + "srd-2024_weapon-of-warning-spear": true, + "srd-2024_weapon-of-warning-trident": true, + "srd-2024_weapon-of-warning-war-pick": true, + "srd-2024_weapon-of-warning-warhammer": true, + "srd-2024_weapon-of-warning-whip": true, + "srd-2024_well-of-many-worlds": true, + "srd-2024_whip-plus-1": true, + "srd-2024_whip-plus-2": true, + "srd-2024_whip-plus-3": true, + "srd-2024_wind-fan": true, + "srd-2024_winged-boots": true, + "srd-2024_wings-of-flying": true, + "srd_adamantine-armor-breastplate": true, + "srd_adamantine-armor-chain-mail": true, + "srd_adamantine-armor-chain-shirt": true, + "srd_adamantine-armor-half-plate": true, + "srd_adamantine-armor-plate": true, + "srd_adamantine-armor-ring-mail": true, + "srd_adamantine-armor-scale-mail": true, + "srd_adamantine-armor-splint": true, + "srd_amulet-of-health": true, + "srd_amulet-of-proof-against-detection-and-location": true, + "srd_amulet-of-the-planes": true, + "srd_animated-shield": true, + "srd_apparatus-of-the-crab": true, + "srd_armor-of-invulnerability": true, + "srd_armor-of-resistance-breastplate": true, + "srd_armor-of-resistance-chain-mail": true, + "srd_armor-of-resistance-chain-shirt": true, + "srd_armor-of-resistance-half-plate": true, + "srd_armor-of-resistance-hide": true, + "srd_armor-of-resistance-leather": true, + "srd_armor-of-resistance-padded": true, + "srd_armor-of-resistance-plate": true, + "srd_armor-of-resistance-ring-mail": true, + "srd_armor-of-resistance-scale-mail": true, + "srd_armor-of-resistance-splint": true, + "srd_armor-of-resistance-studded-leather": true, + "srd_armor-of-vulnerability": true, + "srd_arrow-catching-shield": true, + "srd_arrow-of-slaying": true, + "srd_bag-of-beans": true, + "srd_bag-of-devouring": true, + "srd_bag-of-holding": true, + "srd_bag-of-tricks": true, + "srd_battleaxe-1": true, + "srd_battleaxe-2": true, + "srd_battleaxe-3": true, + "srd_bead-of-force": true, + "srd_belt-of-cloud-giant-strength": true, + "srd_belt-of-dwarvenkind": true, + "srd_belt-of-fire-giant-strength": true, + "srd_belt-of-frost-giant-strength": true, + "srd_belt-of-hill-giant-strength": true, + "srd_belt-of-stone-giant-strength": true, + "srd_belt-of-storm-giant-strength": true, + "srd_blowgun-1": true, + "srd_blowgun-2": true, + "srd_blowgun-3": true, + "srd_boots-of-elvenkind": true, + "srd_boots-of-levitation": true, + "srd_boots-of-speed": true, + "srd_boots-of-striding-and-springing": true, + "srd_boots-of-the-winterlands": true, + "srd_bowl-of-commanding-water-elementals": true, + "srd_bracers-of-archery": true, + "srd_bracers-of-defense": true, + "srd_brazier-of-commanding-fire-elementals": true, + "srd_brooch-of-shielding": true, + "srd_broom-of-flying": true, + "srd_candle-of-invocation": true, + "srd_cape-of-the-mountebank": true, + "srd_carpet-of-flying": true, + "srd_censer-of-controlling-air-elementals": true, + "srd_chime-of-opening": true, + "srd_circlet-of-blasting": true, + "srd_cloak-of-arachnida": true, + "srd_cloak-of-displacement": true, + "srd_cloak-of-elvenkind": true, + "srd_cloak-of-protection": true, + "srd_cloak-of-the-bat": true, + "srd_cloak-of-the-manta-ray": true, + "srd_club-1": true, + "srd_club-2": true, + "srd_club-3": true, + "srd_crossbow-hand-1": true, + "srd_crossbow-hand-2": true, + "srd_crossbow-hand-3": true, + "srd_crossbow-heavy-1": true, + "srd_crossbow-heavy-2": true, + "srd_crossbow-heavy-3": true, + "srd_crossbow-light-1": true, + "srd_crossbow-light-2": true, + "srd_crossbow-light-3": true, + "srd_crystal-ball": true, + "srd_crystal-ball-of-mind-reading": true, + "srd_crystal-ball-of-telepathy": true, + "srd_crystal-ball-of-true-seeing": true, + "srd_cube-of-force": true, + "srd_cubic-gate": true, + "srd_dagger-1": true, + "srd_dagger-2": true, + "srd_dagger-3": true, + "srd_dagger-of-venom": true, + "srd_dancing-sword-greatsword": true, + "srd_dancing-sword-longsword": true, + "srd_dancing-sword-rapier": true, + "srd_dancing-sword-shortsword": true, + "srd_dart-1": true, + "srd_dart-2": true, + "srd_dart-3": true, + "srd_decanter-of-endless-water": true, + "srd_deck-of-illusions": true, + "srd_deck-of-many-things": true, + "srd_defender-greatsword": true, + "srd_defender-longsword": true, + "srd_defender-rapier": true, + "srd_defender-shortsword": true, + "srd_demon-armor": true, + "srd_dimensional-shackles": true, + "srd_dragon-scale-mail": true, + "srd_dragon-slayer-greatsword": true, + "srd_dragon-slayer-longsword": true, + "srd_dragon-slayer-rapier": true, + "srd_dragon-slayer-shortsword": true, + "srd_dust-of-disappearance": true, + "srd_dust-of-dryness": true, + "srd_dust-of-sneezing-and-choking": true, + "srd_dwarven-plate": true, + "srd_dwarven-thrower": true, + "srd_efficient-quiver": true, + "srd_efreeti-bottle": true, + "srd_elemental-gem": true, + "srd_elven-chain": true, + "srd_eversmoking-bottle": true, + "srd_eyes-of-charming": true, + "srd_eyes-of-minute-seeing": true, + "srd_eyes-of-the-eagle": true, + "srd_feather-token": true, + "srd_figurine-of-wondrous-power-bronze-griffon": true, + "srd_figurine-of-wondrous-power-ebony-fly": true, + "srd_figurine-of-wondrous-power-golden-lions": true, + "srd_figurine-of-wondrous-power-ivory-goats": true, + "srd_figurine-of-wondrous-power-marble-elephant": true, + "srd_figurine-of-wondrous-power-obsidian-steed": true, + "srd_figurine-of-wondrous-power-onyx-dog": true, + "srd_figurine-of-wondrous-power-serpentine-owl": true, + "srd_figurine-of-wondrous-power-silver-raven": true, + "srd_flail-1": true, + "srd_flail-2": true, + "srd_flail-3": true, + "srd_flame-tongue-greatsword": true, + "srd_flame-tongue-longsword": true, + "srd_flame-tongue-rapier": true, + "srd_flame-tongue-shortsword": true, + "srd_folding-boat": true, + "srd_frost-brand-greatsword": true, + "srd_frost-brand-longsword": true, + "srd_frost-brand-rapier": true, + "srd_frost-brand-shortsword": true, + "srd_gauntlets-of-ogre-power": true, + "srd_gem-of-brightness": true, + "srd_gem-of-seeing": true, + "srd_giant-slayer-battleaxe": true, + "srd_giant-slayer-greataxe": true, + "srd_giant-slayer-greatsword": true, + "srd_giant-slayer-handaxe": true, + "srd_giant-slayer-longsword": true, + "srd_giant-slayer-rapier": true, + "srd_giant-slayer-shortsword": true, + "srd_glaive-1": true, + "srd_glaive-2": true, + "srd_glaive-3": true, + "srd_glamoured-studded-leather": true, + "srd_gloves-of-missile-snaring": true, + "srd_gloves-of-swimming-and-climbing": true, + "srd_goggles-of-night": true, + "srd_greataxe-1": true, + "srd_greataxe-2": true, + "srd_greataxe-3": true, + "srd_greatclub-1": true, + "srd_greatclub-2": true, + "srd_greatclub-3": true, + "srd_greatsword-1": true, + "srd_greatsword-2": true, + "srd_greatsword-3": true, + "srd_halberd-1": true, + "srd_halberd-2": true, + "srd_halberd-3": true, + "srd_hammer-of-thunderbolts": true, + "srd_handaxe-1": true, + "srd_handaxe-2": true, + "srd_handaxe-3": true, + "srd_handy-haversack": true, + "srd_hat-of-disguise": true, + "srd_headband-of-intellect": true, + "srd_helm-of-brilliance": true, + "srd_helm-of-comprehending-languages": true, + "srd_helm-of-telepathy": true, + "srd_helm-of-teleportation": true, + "srd_holy-avenger-greatsword": true, + "srd_holy-avenger-longsword": true, + "srd_holy-avenger-rapier": true, + "srd_holy-avenger-shortsword": true, + "srd_horn-of-blasting": true, + "srd_horn-of-valhalla-brass": true, + "srd_horn-of-valhalla-bronze": true, + "srd_horn-of-valhalla-iron": true, + "srd_horn-of-valhalla-silver": true, + "srd_horseshoes-of-a-zephyr": true, + "srd_horseshoes-of-speed": true, + "srd_immovable-rod": true, + "srd_instant-fortress": true, + "srd_ioun-stone-absorption": true, + "srd_ioun-stone-agility": true, + "srd_ioun-stone-awareness": true, + "srd_ioun-stone-greater-absorption": true, + "srd_ioun-stone-insight": true, + "srd_ioun-stone-intellect": true, + "srd_ioun-stone-leadership": true, + "srd_ioun-stone-mastery": true, + "srd_ioun-stone-protection": true, + "srd_ioun-stone-regeneration": true, + "srd_ioun-stone-reserve": true, + "srd_ioun-stone-strength": true, + "srd_ioun-stone-sustenance": true, + "srd_iron-bands-of-binding": true, + "srd_iron-flask": true, + "srd_javelin-1": true, + "srd_javelin-2": true, + "srd_javelin-3": true, + "srd_javelin-of-lightning": true, + "srd_lance-1": true, + "srd_lance-2": true, + "srd_lance-3": true, + "srd_lantern-of-revealing": true, + "srd_light-hammer-1": true, + "srd_light-hammer-2": true, + "srd_light-hammer-3": true, + "srd_longbow-1": true, + "srd_longbow-2": true, + "srd_longbow-3": true, + "srd_longsword-1": true, + "srd_longsword-2": true, + "srd_longsword-3": true, + "srd_luck-blade-greatsword": true, + "srd_luck-blade-longsword": true, + "srd_luck-blade-rapier": true, + "srd_luck-blade-shortsword": true, + "srd_mace-1": true, + "srd_mace-2": true, + "srd_mace-3": true, + "srd_mace-of-disruption": true, + "srd_mace-of-smiting": true, + "srd_mace-of-terror": true, + "srd_mantle-of-spell-resistance": true, + "srd_manual-of-bodily-health": true, + "srd_manual-of-gainful-exercise": true, + "srd_manual-of-golems": true, + "srd_manual-of-quickness-of-action": true, + "srd_marvelous-pigments": true, + "srd_maul-1": true, + "srd_maul-2": true, + "srd_maul-3": true, + "srd_medallion-of-thoughts": true, + "srd_mirror-of-life-trapping": true, + "srd_mithral-armor-breastplate": true, + "srd_mithral-armor-chain-mail": true, + "srd_mithral-armor-chain-shirt": true, + "srd_mithral-armor-half-plate": true, + "srd_mithral-armor-plate": true, + "srd_mithral-armor-ring-mail": true, + "srd_mithral-armor-scale-mail": true, + "srd_mithral-armor-splint": true, + "srd_morningstar-1": true, + "srd_morningstar-2": true, + "srd_morningstar-3": true, + "srd_necklace-of-adaptation": true, + "srd_necklace-of-fireballs": true, + "srd_necklace-of-prayer-beads": true, + "srd_net-1": true, + "srd_net-2": true, + "srd_net-3": true, + "srd_nine-lives-stealer-greatsword": true, + "srd_nine-lives-stealer-longsword": true, + "srd_nine-lives-stealer-rapier": true, + "srd_nine-lives-stealer-shortsword": true, + "srd_oathbow": true, + "srd_oil-of-etherealness": true, + "srd_oil-of-sharpness": true, + "srd_oil-of-slipperiness": true, + "srd_orb-of-dragonkind": true, + "srd_pearl-of-power": true, + "srd_periapt-of-health": true, + "srd_periapt-of-proof-against-poison": true, + "srd_periapt-of-wound-closure": true, + "srd_philter-of-love": true, + "srd_pike-1": true, + "srd_pike-2": true, + "srd_pike-3": true, + "srd_pipes-of-haunting": true, + "srd_pipes-of-the-sewers": true, + "srd_plate-armor-of-etherealness": true, + "srd_portable-hole": true, + "srd_potion-of-animal-friendship": true, + "srd_potion-of-clairvoyance": true, + "srd_potion-of-climbing": true, + "srd_potion-of-cloud-giant-strength": true, + "srd_potion-of-diminution": true, + "srd_potion-of-fire-giant-strength": true, + "srd_potion-of-flying": true, + "srd_potion-of-frost-giant-strength": true, + "srd_potion-of-gaseous-form": true, + "srd_potion-of-greater-healing": true, + "srd_potion-of-growth": true, + "srd_potion-of-healing": true, + "srd_potion-of-heroism": true, + "srd_potion-of-hill-giant-strength": true, + "srd_potion-of-invisibility": true, + "srd_potion-of-mind-reading": true, + "srd_potion-of-poison": true, + "srd_potion-of-resistance": true, + "srd_potion-of-speed": true, + "srd_potion-of-stone-giant-strength": true, + "srd_potion-of-storm-giant-strength": true, + "srd_potion-of-superior-healing": true, + "srd_potion-of-supreme-healing": true, + "srd_potion-of-water-breathing": true, + "srd_quarterstaff-1": true, + "srd_quarterstaff-2": true, + "srd_quarterstaff-3": true, + "srd_rapier-1": true, + "srd_rapier-2": true, + "srd_rapier-3": true, + "srd_restorative-ointment": true, + "srd_ring-of-animal-influence": true, + "srd_ring-of-djinni-summoning": true, + "srd_ring-of-elemental-command": true, + "srd_ring-of-evasion": true, + "srd_ring-of-feather-falling": true, + "srd_ring-of-free-action": true, + "srd_ring-of-invisibility": true, + "srd_ring-of-jumping": true, + "srd_ring-of-mind-shielding": true, + "srd_ring-of-protection": true, + "srd_ring-of-regeneration": true, + "srd_ring-of-resistance": true, + "srd_ring-of-shooting-stars": true, + "srd_ring-of-spell-storing": true, + "srd_ring-of-spell-turning": true, + "srd_ring-of-swimming": true, + "srd_ring-of-telekinesis": true, + "srd_ring-of-the-ram": true, + "srd_ring-of-three-wishes": true, + "srd_ring-of-warmth": true, + "srd_ring-of-water-walking": true, + "srd_ring-of-x-ray-vision": true, + "srd_robe-of-eyes": true, + "srd_robe-of-scintillating-colors": true, + "srd_robe-of-stars": true, + "srd_robe-of-the-archmagi": true, + "srd_robe-of-useful-items": true, + "srd_rod-of-absorption": true, + "srd_rod-of-alertness": true, + "srd_rod-of-lordly-might": true, + "srd_rod-of-rulership": true, + "srd_rod-of-security": true, + "srd_rope-of-climbing": true, + "srd_rope-of-entanglement": true, + "srd_scarab-of-protection": true, + "srd_scimitar-1": true, + "srd_scimitar-2": true, + "srd_scimitar-3": true, + "srd_scimitar-of-speed": true, + "srd_shield-of-missile-attraction": true, + "srd_shortbow-1": true, + "srd_shortbow-2": true, + "srd_shortbow-3": true, + "srd_shortsword-1": true, + "srd_shortsword-2": true, + "srd_shortsword-3": true, + "srd_sickle-1": true, + "srd_sickle-2": true, + "srd_sickle-3": true, + "srd_sling-1": true, + "srd_sling-2": true, + "srd_sling-3": true, + "srd_slippers-of-spider-climbing": true, + "srd_sovereign-glue": true, + "srd_spear-1": true, + "srd_spear-2": true, + "srd_spear-3": true, + "srd_spell-scroll-1st-level": true, + "srd_spell-scroll-2nd-level": true, + "srd_spell-scroll-3rd-level": true, + "srd_spell-scroll-4th-level": true, + "srd_spell-scroll-5th-level": true, + "srd_spell-scroll-6th-level": true, + "srd_spell-scroll-7th-level": true, + "srd_spell-scroll-8th-level": true, + "srd_spell-scroll-9th-level": true, + "srd_spell-scroll-cantrip": true, + "srd_spellguard-shield": true, + "srd_sphere-of-annihilation": true, + "srd_staff-of-charming": true, + "srd_staff-of-fire": true, + "srd_staff-of-frost": true, + "srd_staff-of-healing": true, + "srd_staff-of-power": true, + "srd_staff-of-striking": true, + "srd_staff-of-swarming-insects": true, + "srd_staff-of-the-magi": true, + "srd_staff-of-the-python": true, + "srd_staff-of-the-woodlands": true, + "srd_staff-of-thunder-and-lightning": true, + "srd_staff-of-withering": true, + "srd_stone-of-controlling-earth-elementals": true, + "srd_stone-of-good-luck-luckstone": true, + "srd_sun-blade": true, + "srd_sword-of-life-stealing-greatsword": true, + "srd_sword-of-life-stealing-longsword": true, + "srd_sword-of-life-stealing-rapier": true, + "srd_sword-of-life-stealing-shortsword": true, + "srd_sword-of-sharpness-greatsword": true, + "srd_sword-of-sharpness-longsword": true, + "srd_sword-of-sharpness-scimitar": true, + "srd_sword-of-sharpness-shortsword": true, + "srd_sword-of-wounding-greatsword": true, + "srd_sword-of-wounding-longsword": true, + "srd_sword-of-wounding-rapier": true, + "srd_sword-of-wounding-shortsword": true, + "srd_talisman-of-pure-good": true, + "srd_talisman-of-the-sphere": true, + "srd_talisman-of-ultimate-evil": true, + "srd_tome-of-clear-thought": true, + "srd_tome-of-leadership-and-influence": true, + "srd_tome-of-understanding": true, + "srd_trident-1": true, + "srd_trident-2": true, + "srd_trident-3": true, + "srd_trident-of-fish-command": true, + "srd_universal-solvent": true, + "srd_vicious-weapon-battleaxe": true, + "srd_vicious-weapon-blowgun": true, + "srd_vicious-weapon-club": true, + "srd_vicious-weapon-crossbow-hand": true, + "srd_vicious-weapon-crossbow-heavy": true, + "srd_vicious-weapon-crossbow-light": true, + "srd_vicious-weapon-dagger": true, + "srd_vicious-weapon-dart": true, + "srd_vicious-weapon-flail": true, + "srd_vicious-weapon-glaive": true, + "srd_vicious-weapon-greataxe": true, + "srd_vicious-weapon-greatclub": true, + "srd_vicious-weapon-greatsword": true, + "srd_vicious-weapon-halberd": true, + "srd_vicious-weapon-handaxe": true, + "srd_vicious-weapon-javelin": true, + "srd_vicious-weapon-lance": true, + "srd_vicious-weapon-light-hammer": true, + "srd_vicious-weapon-longbow": true, + "srd_vicious-weapon-longsword": true, + "srd_vicious-weapon-mace": true, + "srd_vicious-weapon-maul": true, + "srd_vicious-weapon-morningstar": true, + "srd_vicious-weapon-net": true, + "srd_vicious-weapon-pike": true, + "srd_vicious-weapon-quarterstaff": true, + "srd_vicious-weapon-rapier": true, + "srd_vicious-weapon-scimitar": true, + "srd_vicious-weapon-shortbow": true, + "srd_vicious-weapon-shortsword": true, + "srd_vicious-weapon-sickle": true, + "srd_vicious-weapon-sling": true, + "srd_vicious-weapon-spear": true, + "srd_vicious-weapon-trident": true, + "srd_vicious-weapon-war-pick": true, + "srd_vicious-weapon-warhammer": true, + "srd_vicious-weapon-whip": true, + "srd_vorpal-sword-greatsword": true, + "srd_vorpal-sword-longsword": true, + "srd_vorpal-sword-scimitar": true, + "srd_vorpal-sword-shortsword": true, + "srd_wand-of-binding": true, + "srd_wand-of-enemy-detection": true, + "srd_wand-of-fear": true, + "srd_wand-of-fireballs": true, + "srd_wand-of-lightning-bolts": true, + "srd_wand-of-magic-detection": true, + "srd_wand-of-magic-missiles": true, + "srd_wand-of-paralysis": true, + "srd_wand-of-polymorph": true, + "srd_wand-of-secrets": true, + "srd_wand-of-the-war-mage-1": true, + "srd_wand-of-the-war-mage-2": true, + "srd_wand-of-the-war-mage-3": true, + "srd_wand-of-web": true, + "srd_wand-of-wonder": true, + "srd_war-pick-1": true, + "srd_war-pick-2": true, + "srd_war-pick-3": true, + "srd_warhammer-1": true, + "srd_warhammer-2": true, + "srd_warhammer-3": true, + "srd_well-of-many-worlds": true, + "srd_whip-1": true, + "srd_whip-2": true, + "srd_whip-3": true, + "srd_wind-fan": true, + "srd_winged-boots": true, + "srd_wings-of-flying": true, + "vom_aberrant-agreement": true, + "vom_accursed-idol": true, + "vom_adamantine-spearbiter": true, + "vom_agile-breastplate": true, + "vom_agile-chain-mail": true, + "vom_agile-chain-shirt": true, + "vom_agile-half-plate": true, + "vom_agile-hide": true, + "vom_agile-plate": true, + "vom_agile-ring-mail": true, + "vom_agile-scale-mail": true, + "vom_agile-splint": true, + "vom_air-seed": true, + "vom_akaasit-blade": true, + "vom_alabaster-salt-shaker": true, + "vom_alchemical-lantern": true, + "vom_alembic-of-unmaking": true, + "vom_almanac-of-common-wisdom": true, + "vom_amulet-of-memory": true, + "vom_amulet-of-sustaining-health": true, + "vom_amulet-of-the-oracle": true, + "vom_amulet-of-whirlwinds": true, + "vom_anchor-of-striking": true, + "vom_angelic-earrings": true, + "vom_angry-hornet": true, + "vom_animated-abacus": true, + "vom_animated-chain-mail": true, + "vom_ankh-of-aten": true, + "vom_anointing-mace": true, + "vom_apron-of-the-eager-artisan": true, + "vom_arcanaphage-stone": true, + "vom_armor-of-cushioning": true, + "vom_armor-of-the-ngobou": true, + "vom_arrow-of-grabbing": true, + "vom_arrow-of-unpleasant-herbs": true, + "vom_ash-of-the-ebon-birch": true, + "vom_ashes-of-the-fallen": true, + "vom_ashwood-wand": true, + "vom_asps-kiss": true, + "vom_aurochs-bracers": true, + "vom_baba-yagas-cinderskull": true, + "vom_badger-hide": true, + "vom_bag-of-bramble-beasts": true, + "vom_bag-of-traps": true, + "vom_bagpipes-of-battle": true, + "vom_baleful-wardrums": true, + "vom_band-of-iron-thorns": true, + "vom_band-of-restraint": true, + "vom_bandana-of-brachiation": true, + "vom_bandana-of-bravado": true, + "vom_banner-of-the-fortunate": true, + "vom_battle-standard-of-passage": true, + "vom_bead-of-exsanguination": true, + "vom_bear-paws": true, + "vom_bed-of-spikes": true, + "vom_belt-of-the-wilds": true, + "vom_berserkers-kilt-bear": true, + "vom_berserkers-kilt-elk": true, + "vom_berserkers-kilt-wolf": true, + "vom_big-dipper": true, + "vom_binding-oath": true, + "vom_bituminous-orb": true, + "vom_black-and-white-daggers": true, + "vom_black-dragon-oil": true, + "vom_black-honey-buckle": true, + "vom_black-phial": true, + "vom_blackguards-dagger": true, + "vom_blackguards-handaxe": true, + "vom_blackguards-shortsword": true, + "vom_blacktooth": true, + "vom_blade-of-petals": true, + "vom_blade-of-the-dervish": true, + "vom_blade-of-the-temple-guardian": true, + "vom_blasphemous-writ": true, + "vom_blessed-paupers-purse": true, + "vom_blinding-lantern": true, + "vom_blood-mark": true, + "vom_blood-pearl": true, + "vom_blood-soaked-hide": true, + "vom_bloodbow": true, + "vom_blooddrinker-spear": true, + "vom_bloodfuel-battleaxe": true, + "vom_bloodfuel-blowgun": true, + "vom_bloodfuel-crossbow-hand": true, + "vom_bloodfuel-crossbow-heavy": true, + "vom_bloodfuel-crossbow-light": true, + "vom_bloodfuel-dagger": true, + "vom_bloodfuel-dart": true, + "vom_bloodfuel-glaive": true, + "vom_bloodfuel-greataxe": true, + "vom_bloodfuel-greatsword": true, + "vom_bloodfuel-halberd": true, + "vom_bloodfuel-handaxe": true, + "vom_bloodfuel-javelin": true, + "vom_bloodfuel-lance": true, + "vom_bloodfuel-longbow": true, + "vom_bloodfuel-longsword": true, + "vom_bloodfuel-morningstar": true, + "vom_bloodfuel-pike": true, + "vom_bloodfuel-rapier": true, + "vom_bloodfuel-scimitar": true, + "vom_bloodfuel-shortbow": true, + "vom_bloodfuel-shortsword": true, + "vom_bloodfuel-sickle": true, + "vom_bloodfuel-spear": true, + "vom_bloodfuel-trident": true, + "vom_bloodfuel-warpick": true, + "vom_bloodfuel-whip": true, + "vom_bloodlink-potion": true, + "vom_bloodpearl-bracelet-gold": true, + "vom_bloodpearl-bracelet-silver": true, + "vom_bloodprice-breastplate": true, + "vom_bloodprice-chain-mail": true, + "vom_bloodprice-chain-shirt": true, + "vom_bloodprice-half-plate": true, + "vom_bloodprice-hide": true, + "vom_bloodprice-leather": true, + "vom_bloodprice-padded": true, + "vom_bloodprice-plate": true, + "vom_bloodprice-ring-mail": true, + "vom_bloodprice-scale-mail": true, + "vom_bloodprice-splint": true, + "vom_bloodprice-studded-leather": true, + "vom_bloodthirsty-battleaxe": true, + "vom_bloodthirsty-blowgun": true, + "vom_bloodthirsty-crossbow-hand": true, + "vom_bloodthirsty-crossbow-heavy": true, + "vom_bloodthirsty-crossbow-light": true, + "vom_bloodthirsty-dagger": true, + "vom_bloodthirsty-dart": true, + "vom_bloodthirsty-glaive": true, + "vom_bloodthirsty-greataxe": true, + "vom_bloodthirsty-greatsword": true, + "vom_bloodthirsty-halberd": true, + "vom_bloodthirsty-handaxe": true, + "vom_bloodthirsty-javelin": true, + "vom_bloodthirsty-lance": true, + "vom_bloodthirsty-longbow": true, + "vom_bloodthirsty-longsword": true, + "vom_bloodthirsty-morningstar": true, + "vom_bloodthirsty-pike": true, + "vom_bloodthirsty-rapier": true, + "vom_bloodthirsty-scimitar": true, + "vom_bloodthirsty-shortbow": true, + "vom_bloodthirsty-shortsword": true, + "vom_bloodthirsty-sickle": true, + "vom_bloodthirsty-spear": true, + "vom_bloodthirsty-trident": true, + "vom_bloodthirsty-warpick": true, + "vom_bloodthirsty-whip": true, + "vom_bloodwhisper-cauldron": true, + "vom_bludgeon-of-nightmares": true, + "vom_blue-rose": true, + "vom_blue-willow-cloak": true, + "vom_bone-skeleton-key": true, + "vom_bone-whip": true, + "vom_bonebreaker-mace": true, + "vom_book-of-ebon-tides": true, + "vom_book-of-eibon": true, + "vom_book-shroud": true, + "vom_bookkeeper-inkpot": true, + "vom_bookmark-of-eldritch-insight": true, + "vom_boots-of-pouncing": true, + "vom_boots-of-quaking": true, + "vom_boots-of-solid-footing": true, + "vom_boots-of-the-grandmother": true, + "vom_boots-of-the-swift-striker": true, + "vom_bottled-boat": true, + "vom_bountiful-cauldron": true, + "vom_box-of-secrets": true, + "vom_bracelet-of-the-fire-tender": true, + "vom_braid-whip-clasp": true, + "vom_brain-juice": true, + "vom_brass-clockwork-staff": true, + "vom_brass-snake-ball": true, + "vom_brawlers-leather": true, + "vom_brawn-armor": true, + "vom_brazen-band": true, + "vom_brazen-bulwark": true, + "vom_breaker-lance": true, + "vom_breastplate-of-warding-1": true, + "vom_breastplate-of-warding-2": true, + "vom_breastplate-of-warding-3": true, + "vom_breathing-reed": true, + "vom_briarthorn-bracers": true, + "vom_broken-fang-talisman": true, + "vom_broom-of-sweeping": true, + "vom_brotherhood-of-fezzes": true, + "vom_brown-honey-buckle": true, + "vom_bubbling-retort": true, + "vom_buckle-of-blasting": true, + "vom_bullseye-arrow": true, + "vom_burglars-lock-and-key": true, + "vom_burning-skull": true, + "vom_butter-of-disbelief": true, + "vom_buzzing-battleaxe": true, + "vom_buzzing-greataxe": true, + "vom_buzzing-greatsword": true, + "vom_buzzing-handaxe": true, + "vom_buzzing-longsword": true, + "vom_buzzing-rapier": true, + "vom_buzzing-scimitar": true, + "vom_buzzing-shortsword": true, + "vom_candied-axe": true, + "vom_candle-of-communion": true, + "vom_candle-of-summoning": true, + "vom_candle-of-visions": true, + "vom_cap-of-thorns": true, + "vom_cape-of-targeting": true, + "vom_captains-flag": true, + "vom_captains-goggles": true, + "vom_case-of-preservation": true, + "vom_cataloguing-book": true, + "vom_catalyst-oil": true, + "vom_celestial-charter": true, + "vom_celestial-sextant": true, + "vom_censer-of-dark-shadows": true, + "vom_centaur-wrist-wraps": true, + "vom_cephalopod-breastplate": true, + "vom_ceremonial-sacrificial-knife": true, + "vom_chain-mail-of-warding-1": true, + "vom_chain-mail-of-warding-2": true, + "vom_chain-mail-of-warding-3": true, + "vom_chain-shirt-of-warding-1": true, + "vom_chain-shirt-of-warding-2": true, + "vom_chain-shirt-of-warding-3": true, + "vom_chainbreaker-greatsword": true, + "vom_chainbreaker-longsword": true, + "vom_chainbreaker-rapier": true, + "vom_chainbreaker-scimitar": true, + "vom_chainbreaker-shortsword": true, + "vom_chalice-of-forbidden-ecstasies": true, + "vom_chalk-of-exodus": true, + "vom_chamrosh-salve": true, + "vom_charlatans-veneer": true, + "vom_charm-of-restoration": true, + "vom_chieftains-axe": true, + "vom_chillblain-breastplate": true, + "vom_chillblain-chain-mail": true, + "vom_chillblain-chain-shirt": true, + "vom_chillblain-half-plate": true, + "vom_chillblain-plate": true, + "vom_chillblain-ring-mail": true, + "vom_chillblain-scale-mail": true, + "vom_chillblain-splint": true, + "vom_chronomancers-pocket-clock": true, + "vom_cinch-of-the-wolfmother": true, + "vom_circlet-of-holly": true, + "vom_circlet-of-persuasion": true, + "vom_clacking-teeth": true, + "vom_clamor-bell": true, + "vom_clarifying-goggles": true, + "vom_cleaning-concoction": true, + "vom_cloak-of-coagulation": true, + "vom_cloak-of-petals": true, + "vom_cloak-of-sails": true, + "vom_cloak-of-squirrels": true, + "vom_cloak-of-the-bearfolk": true, + "vom_cloak-of-the-eel": true, + "vom_cloak-of-the-empire": true, + "vom_cloak-of-the-inconspicuous-rake": true, + "vom_cloak-of-the-ram": true, + "vom_cloak-of-the-rat": true, + "vom_cloak-of-wicked-wings": true, + "vom_clockwork-gauntlet": true, + "vom_clockwork-hand": true, + "vom_clockwork-hare": true, + "vom_clockwork-mace-of-divinity": true, + "vom_clockwork-mynah-bird": true, + "vom_clockwork-pendant": true, + "vom_clockwork-rogue-ring": true, + "vom_clockwork-spider-cloak": true, + "vom_coffer-of-memory": true, + "vom_collar-of-beast-armor": true, + "vom_comfy-slippers": true, + "vom_commanders-helm": true, + "vom_commanders-plate": true, + "vom_commanders-visage": true, + "vom_commoners-veneer": true, + "vom_communal-flute": true, + "vom_companions-broth": true, + "vom_constant-dagger": true, + "vom_consuming-rod": true, + "vom_copper-skeleton-key": true, + "vom_coral-of-enchanted-colors": true, + "vom_cordial-of-understanding": true, + "vom_corpsehunters-medallion": true, + "vom_countermelody-crystals": true, + "vom_courtesans-allure": true, + "vom_crab-gloves": true, + "vom_crafter-shabti": true, + "vom_cravens-heart": true, + "vom_crawling-cloak": true, + "vom_crimson-carpet": true, + "vom_crimson-starfall-arrow": true, + "vom_crocodile-hide-armor": true, + "vom_crocodile-leather-armor": true, + "vom_crook-of-the-flock": true, + "vom_crown-of-the-pharaoh": true, + "vom_crusaders-shield": true, + "vom_crystal-skeleton-key": true, + "vom_crystal-staff": true, + "vom_dagger-of-the-barbed-devil": true, + "vom_dancing-caltrops": true, + "vom_dancing-floret": true, + "vom_dancing-ink": true, + "vom_dastardly-quill-and-parchment": true, + "vom_dawn-shard-dagger": true, + "vom_dawn-shard-greatsword": true, + "vom_dawn-shard-longsword": true, + "vom_dawn-shard-rapier": true, + "vom_dawn-shard-scimitar": true, + "vom_dawn-shard-shortsword": true, + "vom_deadfall-arrow": true, + "vom_deaths-mirror": true, + "vom_decoy-card": true, + "vom_deepchill-orb": true, + "vom_defender-shabti": true, + "vom_deserters-boots": true, + "vom_devil-shark-mask": true, + "vom_devilish-doubloon": true, + "vom_devils-barb": true, + "vom_digger-shabti": true, + "vom_dimensional-net": true, + "vom_dirgeblade": true, + "vom_dirk-of-daring": true, + "vom_distracting-doubloon": true, + "vom_djinn-vessel": true, + "vom_doppelganger-ointment": true, + "vom_dragonstooth-blade": true, + "vom_draught-of-ambrosia": true, + "vom_draught-of-the-black-owl": true, + "vom_dread-scarab": true, + "vom_dust-of-desiccation": true, + "vom_dust-of-muffling": true, + "vom_dust-of-the-dead": true, + "vom_eagle-cape": true, + "vom_earrings-of-the-agent": true, + "vom_earrings-of-the-eclipse": true, + "vom_earrings-of-the-storm-oyster": true, + "vom_ebon-shards": true, + "vom_efficacious-eyewash": true, + "vom_eldritch-rod": true, + "vom_elemental-wraps": true, + "vom_elixir-of-corruption": true, + "vom_elixir-of-deep-slumber": true, + "vom_elixir-of-focus": true, + "vom_elixir-of-mimicry": true, + "vom_elixir-of-oracular-delirium": true, + "vom_elixir-of-spike-skin": true, + "vom_elixir-of-the-clear-mind": true, + "vom_elixir-of-the-deep": true, + "vom_elixir-of-wakefulness": true, + "vom_elk-horn-rod": true, + "vom_encouraging-breastplate": true, + "vom_encouraging-chain-mail": true, + "vom_encouraging-chain-shirt": true, + "vom_encouraging-half-plate": true, + "vom_encouraging-hide-armor": true, + "vom_encouraging-leather-armor": true, + "vom_encouraging-padded-armor": true, + "vom_encouraging-plate": true, + "vom_encouraging-ring-mail": true, + "vom_encouraging-scale-mail": true, + "vom_encouraging-splint": true, + "vom_encouraging-studded-leather": true, + "vom_enraging-ammunition": true, + "vom_ensnaring-ammunition": true, + "vom_entrenching-mattock": true, + "vom_everflowing-bowl": true, + "vom_explosive-orb-of-obfuscation": true, + "vom_exsanguinating-blade": true, + "vom_extract-of-dual-mindedness": true, + "vom_eye-of-horus": true, + "vom_eye-of-the-golden-god": true, + "vom_eyes-of-the-outer-dark": true, + "vom_eyes-of-the-portal-masters": true, + "vom_fanged-mask": true, + "vom_farhealing-bandages": true, + "vom_farmer-shabti": true, + "vom_fear-eaters-mask": true, + "vom_feather-token": true, + "vom_fellforged-armor": true, + "vom_ferrymans-coins": true, + "vom_feysworn-contract": true, + "vom_fiendish-charter": true, + "vom_figurehead-of-prowess": true, + "vom_figurine-of-wondrous-power-amber-bee": true, + "vom_figurine-of-wondrous-power-basalt-cockatrice": true, + "vom_figurine-of-wondrous-power-coral-shark": true, + "vom_figurine-of-wondrous-power-hematite-aurochs": true, + "vom_figurine-of-wondrous-power-lapis-camel": true, + "vom_figurine-of-wondrous-power-marble-mistwolf": true, + "vom_figurine-of-wondrous-power-tin-dog": true, + "vom_figurine-of-wondrous-power-violet-octopoid": true, + "vom_firebird-feather": true, + "vom_flag-of-the-cursed-fleet": true, + "vom_flash-bullet": true, + "vom_flask-of-epiphanies": true, + "vom_fleshspurned-mask": true, + "vom_flood-charm": true, + "vom_flute-of-saurian-summoning": true, + "vom_fly-whisk-of-authority": true, + "vom_fog-stone": true, + "vom_forgefire-maul": true, + "vom_forgefire-warhammer": true, + "vom_fountmail": true, + "vom_freerunner-rod": true, + "vom_frost-pellet": true, + "vom_frostfire-lantern": true, + "vom_frungilator": true, + "vom_fulminar-bracers": true, + "vom_gale-javelin": true, + "vom_garments-of-winters-knight": true, + "vom_gauntlet-of-the-iron-sphere": true, + "vom_gazebo-of-shade-and-shelter": true, + "vom_ghost-barding-breastplate": true, + "vom_ghost-barding-chain-mail": true, + "vom_ghost-barding-chain-shirt": true, + "vom_ghost-barding-half-plate": true, + "vom_ghost-barding-hide": true, + "vom_ghost-barding-leather": true, + "vom_ghost-barding-padded": true, + "vom_ghost-barding-plate": true, + "vom_ghost-barding-ring-mail": true, + "vom_ghost-barding-scale-mail": true, + "vom_ghost-barding-splint": true, + "vom_ghost-barding-studded-leather": true, + "vom_ghost-dragon-horn": true, + "vom_ghost-thread": true, + "vom_ghoul-light": true, + "vom_ghoulbane-oil": true, + "vom_ghoulbane-rod": true, + "vom_giggling-orb": true, + "vom_girdle-of-traveling-alchemy": true, + "vom_glamour-rings": true, + "vom_glass-wand-of-leng": true, + "vom_glazed-battleaxe": true, + "vom_glazed-greataxe": true, + "vom_glazed-greatsword": true, + "vom_glazed-handaxe": true, + "vom_glazed-longsword": true, + "vom_glazed-rapier": true, + "vom_glazed-scimitar": true, + "vom_glazed-shortsword": true, + "vom_gliding-cloak": true, + "vom_gloomflower-corsage": true, + "vom_gloves-of-the-magister": true, + "vom_gloves-of-the-walking-shade": true, + "vom_gnawing-spear": true, + "vom_goblin-shield": true, + "vom_goggles-of-firesight": true, + "vom_goggles-of-shade": true, + "vom_golden-bolt": true, + "vom_gorgon-scale": true, + "vom_granny-wax": true, + "vom_grasping-cap": true, + "vom_grasping-cloak": true, + "vom_grasping-shield": true, + "vom_grave-reagent": true, + "vom_grave-ward-breastplate": true, + "vom_grave-ward-chain-mail": true, + "vom_grave-ward-chain-shirt": true, + "vom_grave-ward-half-plate": true, + "vom_grave-ward-hide": true, + "vom_grave-ward-leather": true, + "vom_grave-ward-padded": true, + "vom_grave-ward-plate": true, + "vom_grave-ward-ring-mail": true, + "vom_grave-ward-scale-mail": true, + "vom_grave-ward-splint": true, + "vom_grave-ward-studded-leather": true, + "vom_greater-potion-of-troll-blood": true, + "vom_greater-scroll-of-conjuring": true, + "vom_greatsword-of-fallen-saints": true, + "vom_greatsword-of-volsung": true, + "vom_green-mantle": true, + "vom_gremlins-paw": true, + "vom_grifters-deck": true, + "vom_grim-escutcheon": true, + "vom_gritless-grease": true, + "vom_hair-pick-of-protection": true, + "vom_half-plate-of-warding-1": true, + "vom_half-plate-of-warding-2": true, + "vom_half-plate-of-warding-3": true, + "vom_hallowed-effigy": true, + "vom_hallucinatory-dust": true, + "vom_hammer-of-decrees": true, + "vom_hammer-of-throwing": true, + "vom_handy-scroll-quiver": true, + "vom_hangmans-noose": true, + "vom_hardening-polish": true, + "vom_harmonizing-instrument": true, + "vom_hat-of-mental-acuity": true, + "vom_hazelwood-wand": true, + "vom_headdress-of-majesty": true, + "vom_headrest-of-the-cattle-queens": true, + "vom_headscarf-of-the-oasis": true, + "vom_healer-shabti": true, + "vom_healthful-honeypot": true, + "vom_heat-stone": true, + "vom_heliotrope-heart": true, + "vom_helm-of-the-slashing-fin": true, + "vom_hewers-draught": true, + "vom_hexen-blade": true, + "vom_hidden-armament": true, + "vom_hide-armor-of-the-leaf": true, + "vom_hide-armor-of-warding-1": true, + "vom_hide-armor-of-warding-2": true, + "vom_hide-armor-of-warding-3": true, + "vom_holy-verdant-bat-droppings": true, + "vom_honey-lamp": true, + "vom_honey-of-the-warped-wildflowers": true, + "vom_honey-trap": true, + "vom_honeypot-of-awakening": true, + "vom_howling-rod": true, + "vom_humble-cudgel-of-temperance": true, + "vom_hunters-charm-1": true, + "vom_hunters-charm-2": true, + "vom_hunters-charm-3": true, + "vom_iceblink-greatsword": true, + "vom_iceblink-longsword": true, + "vom_iceblink-rapier": true, + "vom_iceblink-scimitar": true, + "vom_iceblink-shortsword": true, + "vom_impact-club": true, + "vom_impaling-lance": true, + "vom_impaling-morningstar": true, + "vom_impaling-pike": true, + "vom_impaling-rapier": true, + "vom_impaling-warpick": true, + "vom_incense-of-recovery": true, + "vom_interplanar-paint": true, + "vom_ironskin-oil": true, + "vom_ivy-crown-of-prophecy": true, + "vom_jewelers-anvil": true, + "vom_jungle-mess-kit": true, + "vom_justicars-mask": true, + "vom_keffiyeh-of-serendipitous-escape": true, + "vom_knockabout-billet": true, + "vom_kobold-firework": true, + "vom_kraken-clutch-ring": true, + "vom_kyshaarths-fang": true, + "vom_labrys-of-the-raging-bull-battleaxe": true, + "vom_labrys-of-the-raging-bull-greataxe": true, + "vom_language-pyramid": true, + "vom_lantern-of-auspex": true, + "vom_lantern-of-judgment": true, + "vom_lantern-of-selective-illumination": true, + "vom_larkmail": true, + "vom_last-chance-quiver": true, + "vom_leaf-bladed-greatsword": true, + "vom_leaf-bladed-longsword": true, + "vom_leaf-bladed-rapier": true, + "vom_leaf-bladed-scimitar": true, + "vom_leaf-bladed-shortsword": true, + "vom_least-scroll-of-conjuring": true, + "vom_leather-armor-of-the-leaf": true, + "vom_leather-armor-of-warding-1": true, + "vom_leather-armor-of-warding-2": true, + "vom_leather-armor-of-warding-3": true, + "vom_leonino-wings": true, + "vom_lesser-scroll-of-conjuring": true, + "vom_lifeblood-gear": true, + "vom_lightning-rod": true, + "vom_linguists-cap": true, + "vom_liquid-courage": true, + "vom_liquid-shadow": true, + "vom_living-juggernaut": true, + "vom_living-stake": true, + "vom_lockbreaker": true, + "vom_locket-of-dragon-vitality": true, + "vom_locket-of-remembrance": true, + "vom_locksmiths-oil": true, + "vom_lodestone-caltrops": true, + "vom_longbow-of-accuracy": true, + "vom_longsword-of-fallen-saints": true, + "vom_longsword-of-volsung": true, + "vom_loom-of-fate": true, + "vom_lucky-charm-of-the-monkey-king": true, + "vom_lucky-coin": true, + "vom_lucky-eyepatch": true, + "vom_lupine-crown": true, + "vom_luring-perfume": true, + "vom_magma-mantle": true, + "vom_maidens-tears": true, + "vom_mail-of-the-sword-master": true, + "vom_manticores-tail": true, + "vom_mantle-of-blood-vengeance": true, + "vom_mantle-of-the-forest-lord": true, + "vom_mantle-of-the-lion": true, + "vom_mantle-of-the-void": true, + "vom_manual-of-exercise": true, + "vom_manual-of-the-lesser-golem": true, + "vom_manual-of-vine-golem": true, + "vom_mapping-ink": true, + "vom_marvelous-clockwork-mallard": true, + "vom_masher-basher": true, + "vom_mask-of-the-leaping-gazelle": true, + "vom_mask-of-the-war-chief": true, + "vom_master-anglers-tackle": true, + "vom_matryoshka-dolls": true, + "vom_mayhem-mask": true, + "vom_medal-of-valor": true, + "vom_memory-philter": true, + "vom_menders-mark": true, + "vom_meteoric-plate": true, + "vom_mindshatter-bombard": true, + "vom_minor-minstrel": true, + "vom_mirror-of-eavesdropping": true, + "vom_mirrored-breastplate": true, + "vom_mirrored-half-plate": true, + "vom_mirrored-plate": true, + "vom_mnemonic-fob": true, + "vom_mock-box": true, + "vom_molten-hellfire-breastplate": true, + "vom_molten-hellfire-chain-mail": true, + "vom_molten-hellfire-chain-shirt": true, + "vom_molten-hellfire-half-plate": true, + "vom_molten-hellfire-plate": true, + "vom_molten-hellfire-ring-mail": true, + "vom_molten-hellfire-scale-mail": true, + "vom_molten-hellfire-splint": true, + "vom_mongrelmakers-handbook": true, + "vom_monkeys-paw-of-fortune": true, + "vom_moon-through-the-trees": true, + "vom_moonfield-lens": true, + "vom_moonsteel-dagger": true, + "vom_moonsteel-rapier": true, + "vom_mordant-battleaxe": true, + "vom_mordant-glaive": true, + "vom_mordant-greataxe": true, + "vom_mordant-greatsword": true, + "vom_mordant-halberd": true, + "vom_mordant-longsword": true, + "vom_mordant-scimitar": true, + "vom_mordant-shortsword": true, + "vom_mordant-sickle": true, + "vom_mordant-whip": true, + "vom_mountain-hewer": true, + "vom_mountaineers-hand-crossbow": true, + "vom_mountaineers-heavy-crossbow": true, + "vom_mountaineers-light-crossbow": true, + "vom_muffled-chain-mail": true, + "vom_muffled-half-plate": true, + "vom_muffled-padded": true, + "vom_muffled-plate": true, + "vom_muffled-ring-mail": true, + "vom_muffled-scale-mail": true, + "vom_muffled-splint": true, + "vom_mug-of-merry-drinking": true, + "vom_murderous-bombard": true, + "vom_mutineers-blade": true, + "vom_nameless-cults": true, + "vom_necromantic-ink": true, + "vom_neutralizing-bead": true, + "vom_nithing-pole": true, + "vom_nullifiers-lexicon": true, + "vom_oakwood-wand": true, + "vom_octopus-bracers": true, + "vom_oculi-of-the-ancestor": true, + "vom_odd-bodkin": true, + "vom_odorless-oil": true, + "vom_ogres-pot": true, + "vom_oil-of-concussion": true, + "vom_oil-of-defoliation": true, + "vom_oil-of-extreme-bludgeoning": true, + "vom_oil-of-numbing": true, + "vom_oil-of-sharpening": true, + "vom_oni-mask": true, + "vom_oracle-charm": true, + "vom_orb-of-enthralling-patterns": true, + "vom_orb-of-obfuscation": true, + "vom_ouroboros-amulet": true, + "vom_pact-paper": true, + "vom_padded-armor-of-the-leaf": true, + "vom_padded-armor-of-warding-1": true, + "vom_padded-armor-of-warding-2": true, + "vom_padded-armor-of-warding-3": true, + "vom_parasol-of-temperate-weather": true, + "vom_pavilion-of-dreams": true, + "vom_pearl-of-diving": true, + "vom_periapt-of-eldritch-knowledge": true, + "vom_periapt-of-proof-against-lies": true, + "vom_pestilent-spear": true, + "vom_phase-mirror": true, + "vom_phidjetz-spinner": true, + "vom_philter-of-luck": true, + "vom_phoenix-ember": true, + "vom_pick-of-ice-breaking": true, + "vom_pipes-of-madness": true, + "vom_pistol-of-the-umbral-court": true, + "vom_plate-of-warding-1": true, + "vom_plate-of-warding-2": true, + "vom_plate-of-warding-3": true, + "vom_plumb-of-the-elements": true, + "vom_plunderers-sea-chest": true, + "vom_pocket-oasis": true, + "vom_pocket-spark": true, + "vom_poison-strand": true, + "vom_potent-cure-all": true, + "vom_potion-of-air-breathing": true, + "vom_potion-of-bad-taste": true, + "vom_potion-of-bouncing": true, + "vom_potion-of-buoyancy": true, + "vom_potion-of-dire-cleansing": true, + "vom_potion-of-ebbing-strength": true, + "vom_potion-of-effulgence": true, + "vom_potion-of-empowering-truth": true, + "vom_potion-of-freezing-fog": true, + "vom_potion-of-malleability": true, + "vom_potion-of-sand-form": true, + "vom_potion-of-skating": true, + "vom_potion-of-transparency": true, + "vom_potion-of-worg-form": true, + "vom_prayer-mat": true, + "vom_primal-doom-of-anguish": true, + "vom_primal-doom-of-pain": true, + "vom_primal-doom-of-rage": true, + "vom_primordial-scale": true, + "vom_prospecting-compass": true, + "vom_quick-change-mirror": true, + "vom_quill-of-scribing": true, + "vom_quilted-bridge": true, + "vom_radiance-bomb": true, + "vom_radiant-bracers": true, + "vom_radiant-libram": true, + "vom_rain-of-chaos": true, + "vom_rainbow-extract": true, + "vom_rapier-of-fallen-saints": true, + "vom_ravagers-axe": true, + "vom_recondite-shield": true, + "vom_recording-book": true, + "vom_reef-splitter": true, + "vom_relocation-cable": true, + "vom_resolute-bracer": true, + "vom_retribution-armor": true, + "vom_revenants-shawl": true, + "vom_rift-orb": true, + "vom_ring-mail-of-warding-1": true, + "vom_ring-mail-of-warding-2": true, + "vom_ring-mail-of-warding-3": true, + "vom_ring-of-arcane-adjustment": true, + "vom_ring-of-bravado": true, + "vom_ring-of-deceivers-warning": true, + "vom_ring-of-dragons-discernment": true, + "vom_ring-of-featherweight-weapons": true, + "vom_ring-of-giant-mingling": true, + "vom_ring-of-hoarded-life": true, + "vom_ring-of-imperious-command": true, + "vom_ring-of-lights-comfort": true, + "vom_ring-of-nights-solace": true, + "vom_ring-of-powerful-summons": true, + "vom_ring-of-remembrance": true, + "vom_ring-of-sealing": true, + "vom_ring-of-shadows": true, + "vom_ring-of-small-mercies": true, + "vom_ring-of-stored-vitality": true, + "vom_ring-of-the-dolphin": true, + "vom_ring-of-the-frog": true, + "vom_ring-of-the-frost-knight": true, + "vom_ring-of-the-groves-guardian": true, + "vom_ring-of-the-jarl": true, + "vom_ring-of-the-water-dancer": true, + "vom_ring-of-ursa": true, + "vom_river-token": true, + "vom_riverine-blade": true, + "vom_rod-of-blade-bending": true, + "vom_rod-of-bubbles": true, + "vom_rod-of-conveyance": true, + "vom_rod-of-deflection": true, + "vom_rod-of-ghastly-might": true, + "vom_rod-of-hellish-grounding": true, + "vom_rod-of-icicles": true, + "vom_rod-of-reformation": true, + "vom_rod-of-repossession": true, + "vom_rod-of-sacrificial-blessing": true, + "vom_rod-of-sanguine-mastery": true, + "vom_rod-of-swarming-skulls": true, + "vom_rod-of-the-disciplinarian": true, + "vom_rod-of-the-infernal-realms": true, + "vom_rod-of-the-jester": true, + "vom_rod-of-the-mariner": true, + "vom_rod-of-the-wastes": true, + "vom_rod-of-thorns": true, + "vom_rod-of-underworld-navigation": true, + "vom_rod-of-vapor": true, + "vom_rod-of-verbatim": true, + "vom_rod-of-warning": true, + "vom_rogues-aces": true, + "vom_root-of-the-world-tree": true, + "vom_rope-seed": true, + "vom_rowan-staff": true, + "vom_rowdys-club": true, + "vom_rowdys-ring": true, + "vom_royal-jelly": true, + "vom_ruby-crusher": true, + "vom_rug-of-safe-haven": true, + "vom_rust-monster-shell": true, + "vom_sacrificial-knife": true, + "vom_saddle-of-the-cavalry-casters": true, + "vom_sanctuary-shell": true, + "vom_sand-arrow": true, + "vom_sand-suit": true, + "vom_sandals-of-sand-skating": true, + "vom_sandals-of-the-desert-wanderer": true, + "vom_sanguine-lance": true, + "vom_satchel-of-seawalking": true, + "vom_scale-mail-of-warding-1": true, + "vom_scale-mail-of-warding-2": true, + "vom_scale-mail-of-warding-3": true, + "vom_scalehide-cream": true, + "vom_scarab-of-rebirth": true, + "vom_scarf-of-deception": true, + "vom_scent-sponge": true, + "vom_scepter-of-majesty": true, + "vom_scimitar-of-fallen-saints": true, + "vom_scimitar-of-the-desert-winds": true, + "vom_scorn-pouch": true, + "vom_scorpion-feet": true, + "vom_scoundrels-gambit": true, + "vom_scourge-of-devotion": true, + "vom_scouts-coat": true, + "vom_screaming-skull": true, + "vom_scrimshaw-comb": true, + "vom_scrimshaw-parrot": true, + "vom_scroll-of-fabrication": true, + "vom_scroll-of-treasure-finding": true, + "vom_scrolls-of-correspondence": true, + "vom_sea-witchs-blade": true, + "vom_searing-whip": true, + "vom_second-wind": true, + "vom_seelie-staff": true, + "vom_selkets-bracer": true, + "vom_seneschals-gloves": true, + "vom_sentinel-portrait": true, + "vom_serpent-staff": true, + "vom_serpentine-bracers": true, + "vom_serpents-scales": true, + "vom_serpents-tooth": true, + "vom_shadow-tome": true, + "vom_shadowhounds-muzzle": true, + "vom_shark-tooth-crown": true, + "vom_sharkskin-vest": true, + "vom_sheeshah-of-revelations": true, + "vom_shepherds-flail": true, + "vom_shield-of-gnawing": true, + "vom_shield-of-missile-reversal": true, + "vom_shield-of-the-fallen": true, + "vom_shifting-shirt": true, + "vom_shimmer-ring": true, + "vom_shoes-of-the-shingled-canopy": true, + "vom_shortbow-of-accuracy": true, + "vom_shortsword-of-fallen-saints": true, + "vom_shrutinandan-sitar": true, + "vom_sickle-of-thorns": true, + "vom_siege-arrow": true, + "vom_signaling-ammunition": true, + "vom_signaling-compass": true, + "vom_signet-of-the-magister": true, + "vom_silver-skeleton-key": true, + "vom_silver-string": true, + "vom_silvered-oar": true, + "vom_skalds-harp": true, + "vom_skipstone": true, + "vom_skullcap-of-deep-wisdom": true, + "vom_slatelight-ring": true, + "vom_sleep-pellet": true, + "vom_slick-cuirass": true, + "vom_slimeblade-greatsword": true, + "vom_slimeblade-longsword": true, + "vom_slimeblade-rapier": true, + "vom_slimeblade-scimitar": true, + "vom_slimeblade-shortsword": true, + "vom_sling-stone-of-screeching": true, + "vom_slippers-of-the-cat": true, + "vom_slipshod-hammer": true, + "vom_sloughide-bombard": true, + "vom_smoking-plate-of-heithmir": true, + "vom_smugglers-bag": true, + "vom_smugglers-coat": true, + "vom_snake-basket": true, + "vom_soldras-staff": true, + "vom_song-saddle-of-the-khan": true, + "vom_soul-bond-chalice": true, + "vom_soul-jug": true, + "vom_spear-of-the-north": true, + "vom_spear-of-the-stilled-heart": true, + "vom_spear-of-the-western-whale": true, + "vom_spearbiter": true, + "vom_spectral-blade": true, + "vom_spell-disruptor-horn": true, + "vom_spice-box-of-zest": true, + "vom_spice-box-spoon": true, + "vom_spider-grenade": true, + "vom_spider-staff": true, + "vom_splint-of-warding-1": true, + "vom_splint-of-warding-2": true, + "vom_splint-of-warding-3": true, + "vom_splinter-staff": true, + "vom_spyglass-of-summoning": true, + "vom_staff-of-binding": true, + "vom_staff-of-camazotz": true, + "vom_staff-of-channeling": true, + "vom_staff-of-desolation": true, + "vom_staff-of-dissolution": true, + "vom_staff-of-fate": true, + "vom_staff-of-feathers": true, + "vom_staff-of-giantkin": true, + "vom_staff-of-ice-and-fire": true, + "vom_staff-of-master-lu-po": true, + "vom_staff-of-midnight": true, + "vom_staff-of-minor-curses": true, + "vom_staff-of-parzelon": true, + "vom_staff-of-portals": true, + "vom_staff-of-scrying": true, + "vom_staff-of-spores": true, + "vom_staff-of-the-armada": true, + "vom_staff-of-the-artisan": true, + "vom_staff-of-the-cephalopod": true, + "vom_staff-of-the-four-winds": true, + "vom_staff-of-the-lantern-bearer": true, + "vom_staff-of-the-peaks": true, + "vom_staff-of-the-scion": true, + "vom_staff-of-the-treant": true, + "vom_staff-of-the-unhatched": true, + "vom_staff-of-the-white-necromancer": true, + "vom_staff-of-thorns": true, + "vom_staff-of-voices": true, + "vom_staff-of-winter-and-ice": true, + "vom_standard-of-divinity-glaive": true, + "vom_standard-of-divinity-halberd": true, + "vom_standard-of-divinity-lance": true, + "vom_standard-of-divinity-pike": true, + "vom_steadfast-splint": true, + "vom_stinger": true, + "vom_stolen-thunder": true, + "vom_stone-staff": true, + "vom_stonechewer-gauntlets": true, + "vom_stonedrift-staff": true, + "vom_storytellers-pipe": true, + "vom_studded-leather-armor-of-the-leaf": true, + "vom_studded-leather-of-warding-1": true, + "vom_studded-leather-of-warding-2": true, + "vom_studded-leather-of-warding-3": true, + "vom_sturdy-crawling-cloak": true, + "vom_sturdy-scroll-tube": true, + "vom_stygian-crook": true, + "vom_superior-potion-of-troll-blood": true, + "vom_supreme-potion-of-troll-blood": true, + "vom_survival-knife": true, + "vom_swarmfoe-hide": true, + "vom_swarmfoe-leather": true, + "vom_swashing-plumage": true, + "vom_sweet-nature": true, + "vom_swolbold-wraps": true, + "vom_tactile-unguent": true, + "vom_tailors-clasp": true, + "vom_talisman-of-the-snow-queen": true, + "vom_talking-tablets": true, + "vom_talking-torches": true, + "vom_tamers-whip": true, + "vom_tarian-graddfeydd-ddraig": true, + "vom_teapot-of-soothing": true, + "vom_tenebrous-flail-of-screams": true, + "vom_tenebrous-mantle": true, + "vom_thirsting-scalpel": true, + "vom_thirsting-thorn": true, + "vom_thornish-nocturnal": true, + "vom_three-section-boots": true, + "vom_throttlers-gauntlets": true, + "vom_thunderous-kazoo": true, + "vom_tick-stop-watch": true, + "vom_timeworn-timepiece": true, + "vom_tincture-of-moonlit-blossom": true, + "vom_tipstaff": true, + "vom_tome-of-knowledge": true, + "vom_tonic-for-the-troubled-mind": true, + "vom_tonic-of-blandness": true, + "vom_toothsome-purse": true, + "vom_torc-of-the-comet": true, + "vom_tracking-dart": true, + "vom_treebleed-bucket": true, + "vom_trident-of-the-vortex": true, + "vom_trident-of-the-yearning-tide": true, + "vom_troll-skin-hide": true, + "vom_troll-skin-leather": true, + "vom_trollsblood-elixir": true, + "vom_tyrants-whip": true, + "vom_umber-beans": true, + "vom_umbral-band": true, + "vom_umbral-chopper": true, + "vom_umbral-lantern": true, + "vom_umbral-staff": true, + "vom_undine-plate": true, + "vom_unerring-dowsing-rod": true, + "vom_unquiet-dagger": true, + "vom_unseelie-staff": true, + "vom_valkyries-bite": true, + "vom_vengeful-coat": true, + "vom_venomous-fangs": true, + "vom_verdant-elixir": true, + "vom_verminous-snipsnaps": true, + "vom_verses-of-vengeance": true, + "vom_vessel-of-deadly-venoms": true, + "vom_vestments-of-the-bleak-shinobi": true, + "vom_vial-of-sunlight": true, + "vom_vielle-of-weirding-and-warding": true, + "vom_vigilant-mug": true, + "vom_vile-razor": true, + "vom_void-touched-buckler": true, + "vom_voidskin-cloak": true, + "vom_voidwalker": true, + "vom_wand-of-accompaniment": true, + "vom_wand-of-air-glyphs": true, + "vom_wand-of-bristles": true, + "vom_wand-of-depth-detection": true, + "vom_wand-of-direction": true, + "vom_wand-of-drowning": true, + "vom_wand-of-extinguishing": true, + "vom_wand-of-fermentation": true, + "vom_wand-of-flame-control": true, + "vom_wand-of-giggles": true, + "vom_wand-of-guidance": true, + "vom_wand-of-harrowing": true, + "vom_wand-of-ignition": true, + "vom_wand-of-plant-destruction": true, + "vom_wand-of-relieved-burdens": true, + "vom_wand-of-resistance": true, + "vom_wand-of-revealing": true, + "vom_wand-of-tears": true, + "vom_wand-of-the-timekeeper": true, + "vom_wand-of-treasure-finding": true, + "vom_wand-of-vapors": true, + "vom_wand-of-windows": true, + "vom_ward-against-wild-appetites": true, + "vom_warding-icon": true, + "vom_warlocks-aegis": true, + "vom_warrior-shabti": true, + "vom_wave-chain-mail": true, + "vom_wayfarers-candle": true, + "vom_web-arrows": true, + "vom_webbed-staff": true, + "vom_whip-of-fangs": true, + "vom_whispering-cloak": true, + "vom_whispering-powder": true, + "vom_white-ape-hide": true, + "vom_white-ape-leather": true, + "vom_white-dandelion": true, + "vom_white-honey-buckle": true, + "vom_windwalker-boots": true, + "vom_wisp-of-the-void": true, + "vom_witch-ward-bottle": true, + "vom_witchs-brew": true, + "vom_wolf-brush": true, + "vom_wolfbite-ring": true, + "vom_worg-salve": true, + "vom_worry-stone": true, + "vom_wraithstone": true, + "vom_wrathful-vapors": true, + "vom_zephyr-shield": true, + "vom_ziphian-eye-amulet": true, + "vom_zipline-ring": true + }, + "by_name": { + "adamantine armor (breastplate)": "srd_adamantine-armor-breastplate", + "adamantine armor (chain mail)": "srd-2024_adamantine-armor-chain-mail", + "adamantine armor (chain shirt)": "srd-2024_adamantine-armor-chain-shirt", + "adamantine armor (half plate)": "srd-2024_adamantine-armor-half-plate-armor", + "adamantine armor (plate)": "srd_adamantine-armor-plate", + "adamantine armor (ring mail)": "srd-2024_adamantine-armor-ring-mail", + "adamantine armor (scale mail)": "srd-2024_adamantine-armor-scale-mail", + "adamantine armor (splint)": "srd_adamantine-armor-splint", + "ammunition of aberration slaying": "srd-2024_ammunition-of-aberration-slaying", + "ammunition of beast slaying": "srd-2024_ammunition-of-beast-slaying", + "ammunition of celestial slaying": "srd-2024_ammunition-of-celestial-slaying", + "ammunition of construct slaying": "srd-2024_ammunition-of-construct-slaying", + "ammunition of dragon slaying": "srd-2024_ammunition-of-dragon-slaying", + "ammunition of elemental slaying": "srd-2024_ammunition-of-elemental-slaying", + "ammunition of fey slaying": "srd-2024_ammunition-of-fey-slaying", + "ammunition of fiend slaying": "srd-2024_ammunition-of-fiend-slaying", + "ammunition of giant slaying": "srd-2024_ammunition-of-giant-slaying", + "ammunition of humanoid slaying": "srd-2024_ammunition-of-humanoid-slaying", + "ammunition of monstrosity slaying": "srd-2024_ammunition-of-monstrosity-slaying", + "ammunition of ooze slaying": "srd-2024_ammunition-of-ooze-slaying", + "ammunition of plant slaying": "srd-2024_ammunition-of-plant-slaying", + "ammunition of undead slaying": "srd-2024_ammunition-of-undead-slaying", + "ammunition (+1)": "srd-2024_ammunition-plus-one", + "ammunition (+3)": "srd-2024_ammunition-plus-three", + "ammunition (+2)": "srd-2024_ammunition-plus-two", + "amulet of health": "srd_amulet-of-health", + "amulet of proof against detection and location": "srd_amulet-of-proof-against-detection-and-location", + "amulet of the planes": "srd_amulet-of-the-planes", + "animated shield": "srd_animated-shield", + "apparatus of the crab": "srd_apparatus-of-the-crab", + "armor of invulnerability": "srd_armor-of-invulnerability", + "armor of resistance (breastplate)": "srd_armor-of-resistance-breastplate", + "armor of resistance (chain mail)": "srd_armor-of-resistance-chain-mail", + "armor of resistance (chain shirt)": "srd_armor-of-resistance-chain-shirt", + "armor of resistance (half plate)": "srd_armor-of-resistance-half-plate", + "armor of resistance (hide armor)": "srd-2024_armor-of-resistance-hide-armor", + "armor of resistance (leather armor)": "srd-2024_armor-of-resistance-leather", + "armor of resistance (padded)": "srd_armor-of-resistance-padded", + "armor of resistance (plate)": "srd_armor-of-resistance-plate", + "armor of resistance (ring mail)": "srd_armor-of-resistance-ring-mail", + "armor of resistance (scale mail)": "srd_armor-of-resistance-scale-mail", + "armor of resistance (splint)": "srd_armor-of-resistance-splint", + "armor of resistance (studded leather)": "srd-2024_armor-of-resistance-studded-leather", + "armor of vulnerability (breastplate)": "srd-2024_armor-of-vulnerability-breastplate", + "armor of vulnerability (chain mail)": "srd-2024_armor-of-vulnerability-chain-mail", + "armor of vulnerability (chain shirt)": "srd-2024_armor-of-vulnerability-chain-shirt", + "armor of vulnerability (half plate armor)": "srd-2024_armor-of-vulnerability-half-plate-armor", + "armor of vulnerability (hide armor)": "srd-2024_armor-of-vulnerability-hide-armor", + "armor of vulnerability (leather armor)": "srd-2024_armor-of-vulnerability-leather-armor", + "armor of vulnerability (padded armor)": "srd-2024_armor-of-vulnerability-padded-armor", + "armor of vulnerability (plate armor)": "srd-2024_armor-of-vulnerability-plate-armor", + "armor of vulnerability (ring mail)": "srd-2024_armor-of-vulnerability-ring-mail", + "armor of vulnerability (scale mail)": "srd-2024_armor-of-vulnerability-scale-mail", + "armor of vulnerability (splint armor)": "srd-2024_armor-of-vulnerability-splint-armor", + "armor of vulnerability (studded leather armor)": "srd-2024_armor-of-vulnerability-studded-leather-armor", + "arrow-catching shield": "srd_arrow-catching-shield", + "bag of beans": "srd_bag-of-beans", + "bag of devouring": "srd_bag-of-devouring", + "bag of holding": "srd_bag-of-holding", + "bag of tricks": "srd_bag-of-tricks", + "battleaxe (+1)": "srd_battleaxe-1", + "battleaxe (+2)": "srd_battleaxe-2", + "battleaxe (+3)": "srd_battleaxe-3", + "bead of force": "srd_bead-of-force", + "belt of giant strength (cloud)": "srd-2024_belt-of-giant-strength-cloud", + "belt of giant strength (fire)": "srd-2024_belt-of-giant-strength-fire", + "belt of giant strength (frost or stone)": "srd-2024_belt-of-giant-strength-frost-or-stone", + "belt of giant strength (hill)": "srd-2024_belt-of-giant-strength-hill", + "belt of giant strength (storm)": "srd-2024_belt-of-giant-strength-storm", + "berserker battleaxe": "srd-2024_berserker-battleaxe", + "berserker greataxe": "srd-2024_berserker-greataxe", + "berserker halberd": "srd-2024_berserker-halberd", + "blowgun (+1)": "srd_blowgun-1", + "blowgun (+2)": "srd_blowgun-2", + "blowgun (+3)": "srd_blowgun-3", + "boots of elvenkind": "srd_boots-of-elvenkind", + "boots of levitation": "srd_boots-of-levitation", + "boots of speed": "srd_boots-of-speed", + "boots of striding and springing": "srd_boots-of-striding-and-springing", + "boots of the winterlands": "srd_boots-of-the-winterlands", + "bowl of commanding water elementals": "srd_bowl-of-commanding-water-elementals", + "bracers of archery": "srd_bracers-of-archery", + "bracers of defense": "srd_bracers-of-defense", + "brazier of commanding fire elementals": "srd_brazier-of-commanding-fire-elementals", + "breastplate (+1)": "srd-2024_breastplate-plus-1", + "breastplate (+2)": "srd-2024_breastplate-plus-2", + "breastplate (+3)": "srd-2024_breastplate-plus-3", + "brooch of shielding": "srd_brooch-of-shielding", + "broom of flying": "srd_broom-of-flying", + "candle of invocation": "srd_candle-of-invocation", + "cape of the mountebank": "srd_cape-of-the-mountebank", + "carpet of flying": "srd_carpet-of-flying", + "censer of controlling air elementals": "srd_censer-of-controlling-air-elementals", + "chain mail (+1)": "srd-2024_chain-mail-plus-1", + "chain mail (+2)": "srd-2024_chain-mail-plus-2", + "chain mail (+3)": "srd-2024_chain-mail-plus-3", + "chain shirt (+1)": "srd-2024_chain-shirt-plus-1", + "chain shirt (+2)": "srd-2024_chain-shirt-plus-2", + "chain shirt (+3)": "srd-2024_chain-shirt-plus-3", + "chime of opening": "srd_chime-of-opening", + "circlet of blasting": "srd_circlet-of-blasting", + "cloak of arachnida": "srd_cloak-of-arachnida", + "cloak of displacement": "srd_cloak-of-displacement", + "cloak of elvenkind": "srd_cloak-of-elvenkind", + "cloak of protection": "srd_cloak-of-protection", + "cloak of the bat": "srd_cloak-of-the-bat", + "cloak of the manta ray": "srd_cloak-of-the-manta-ray", + "club (+1)": "srd_club-1", + "club (+2)": "srd_club-2", + "club (+3)": "srd_club-3", + "crystal ball": "srd_crystal-ball", + "crystal ball of mind reading": "srd_crystal-ball-of-mind-reading", + "crystal ball of telepathy": "srd_crystal-ball-of-telepathy", + "crystal ball of true seeing": "srd_crystal-ball-of-true-seeing", + "cube of force": "srd_cube-of-force", + "cubic gate": "srd_cubic-gate", + "dagger of venom": "srd_dagger-of-venom", + "dagger (+1)": "srd_dagger-1", + "dagger (+2)": "srd_dagger-2", + "dagger (+3)": "srd_dagger-3", + "dancing greatsword": "srd-2024_dancing-greatsword", + "dancing longsword": "srd-2024_dancing-longsword", + "dancing rapier": "srd-2024_dancing-rapier", + "dancing scimitar": "srd-2024_dancing-scimitar", + "dancing shortsword": "srd-2024_dancing-shortsword", + "dart (+1)": "srd_dart-1", + "dart (+2)": "srd_dart-2", + "dart (+3)": "srd_dart-3", + "decanter of endless water": "srd_decanter-of-endless-water", + "deck of illusions": "srd_deck-of-illusions", + "defender": "srd-2024_defender", + "defender (battleaxe)": "srd-2024_defender-battleaxe", + "defender (blowgun)": "srd-2024_defender-blowgun", + "defender (club)": "srd-2024_defender-club", + "defender (dagger)": "srd-2024_defender-dagger", + "defender (dart)": "srd-2024_defender-dart", + "defender (flail)": "srd-2024_defender-flail", + "defender (glaive)": "srd-2024_defender-glaive", + "defender (greataxe)": "srd-2024_defender-greataxe", + "defender (greatclub)": "srd-2024_defender-greatclub", + "defender (greatsword)": "srd_defender-greatsword", + "defender (halberd)": "srd-2024_defender-halberd", + "defender (hand crossbow)": "srd-2024_defender-hand-crossbow", + "defender (handaxe)": "srd-2024_defender-handaxe", + "defender (heavy crossbow)": "srd-2024_defender-heavy-crossbow", + "defender (javelin)": "srd-2024_defender-javelin", + "defender (lance)": "srd-2024_defender-lance", + "defender (light crossbow)": "srd-2024_defender-light-crossbow", + "defender (light hammer)": "srd-2024_defender-light-hammer", + "defender (longbow)": "srd-2024_defender-longbow", + "defender (longsword)": "srd_defender-longsword", + "defender (mace)": "srd-2024_defender-mace", + "defender (maul)": "srd-2024_defender-maul", + "defender (morningstar)": "srd-2024_defender-morningstar", + "defender (musket)": "srd-2024_defender-musket", + "defender (pike)": "srd-2024_defender-pike", + "defender (pistol)": "srd-2024_defender-pistol", + "defender (quarterstaff)": "srd-2024_defender-quarterstaff", + "defender (rapier)": "srd_defender-rapier", + "defender (scimitar)": "srd-2024_defender-scimitar", + "defender (shortbow)": "srd-2024_defender-shortbow", + "defender (shortsword)": "srd_defender-shortsword", + "defender (sickle)": "srd-2024_defender-sickle", + "defender (sling)": "srd-2024_defender-sling", + "defender (spear)": "srd-2024_defender-spear", + "defender (trident)": "srd-2024_defender-trident", + "defender (war pick)": "srd-2024_defender-war-pick", + "defender (warhammer)": "srd-2024_defender-warhammer", + "defender (whip)": "srd-2024_defender-whip", + "demon breastplate": "srd-2024_demon-breastplate", + "demon chain mail": "srd-2024_demon-chain-mail", + "demon chain shirt": "srd-2024_demon-chain-shirt", + "demon half plate armor": "srd-2024_demon-half-plate-armor", + "demon hide armor": "srd-2024_demon-hide-armor", + "demon leather armor": "srd-2024_demon-leather-armor", + "demon padded armor": "srd-2024_demon-padded-armor", + "demon plate armor": "srd-2024_demon-plate-armor", + "demon ring mail": "srd-2024_demon-ring-mail", + "demon scale mail": "srd-2024_demon-scale-mail", + "demon splint armor": "srd-2024_demon-splint-armor", + "demon studded leather armor": "srd-2024_demon-studded-leather-armor", + "dimensional shackles": "srd_dimensional-shackles", + "dragon orb": "srd-2024_dragon-orb", + "dragon scale mail": "srd_dragon-scale-mail", + "dragon slayer": "srd-2024_dragon-slayer", + "dust of disappearance": "srd_dust-of-disappearance", + "dust of dryness": "srd_dust-of-dryness", + "dust of sneezing and choking": "srd_dust-of-sneezing-and-choking", + "dwarven half plate": "srd-2024_dwarven-half-plate", + "dwarven plate": "srd_dwarven-plate", + "dwarven thrower": "srd_dwarven-thrower", + "efficient quiver": "srd_efficient-quiver", + "efreeti bottle": "srd_efreeti-bottle", + "elemental gem": "srd_elemental-gem", + "elven chain mail": "srd-2024_elven-chain-mail", + "elven chain shirt": "srd-2024_elven-chain-shirt", + "eversmoking bottle": "srd_eversmoking-bottle", + "eyes of charming": "srd_eyes-of-charming", + "eyes of minute seeing": "srd_eyes-of-minute-seeing", + "eyes of the eagle": "srd_eyes-of-the-eagle", + "feather token (anchor)": "srd-2024_feather-token-anchor", + "feather token (bird)": "srd-2024_feather-token-bird", + "feather token (fan)": "srd-2024_feather-token-fan", + "feather token (swan boat)": "srd-2024_feather-token-swan-boat", + "feather token (tree)": "srd-2024_feather-token-tree", + "feather token (whip)": "srd-2024_feather-token-whip", + "figurine of wondrous power (bronze griffon)": "srd_figurine-of-wondrous-power-bronze-griffon", + "figurine of wondrous power (ebony fly)": "srd_figurine-of-wondrous-power-ebony-fly", + "figurine of wondrous power (golden lions)": "srd_figurine-of-wondrous-power-golden-lions", + "figurine of wondrous power (ivory goats)": "srd_figurine-of-wondrous-power-ivory-goats", + "figurine of wondrous power (marble elephant)": "srd_figurine-of-wondrous-power-marble-elephant", + "figurine of wondrous power (obsidian stead)": "srd-2024_figurine-of-wondrous-power-obsidian-stead", + "figurine of wondrous power (onyx dog)": "srd_figurine-of-wondrous-power-onyx-dog", + "figurine of wondrous power (serpentine owl)": "srd_figurine-of-wondrous-power-serpentine-owl", + "figurine of wondrous power (silver raven)": "srd_figurine-of-wondrous-power-silver-raven", + "flail (+1)": "srd_flail-1", + "flail (+2)": "srd_flail-2", + "flail (+3)": "srd_flail-3", + "flame tongue battleaxe": "srd-2024_flame-tongue-battleaxe", + "flame tongue club": "srd-2024_flame-tongue-club", + "flame tongue dagger": "srd-2024_flame-tongue-dagger", + "flame tongue dart": "srd-2024_flame-tongue-dart", + "flame tongue flail": "srd-2024_flame-tongue-flail", + "flame tongue glaive": "srd-2024_flame-tongue-glaive", + "flame tongue greataxe": "srd-2024_flame-tongue-greataxe", + "flame tongue greatclub": "srd-2024_flame-tongue-greatclub", + "flame tongue greatsword": "srd-2024_flame-tongue-greatsword", + "flame tongue halberd": "srd-2024_flame-tongue-halberd", + "flame tongue handaxe": "srd-2024_flame-tongue-handaxe", + "flame tongue javelin": "srd-2024_flame-tongue-javelin", + "flame tongue lance": "srd-2024_flame-tongue-lance", + "flame tongue light hammer": "srd-2024_flame-tongue-light-hammer", + "flame tongue longsword": "srd-2024_flame-tongue-longsword", + "flame tongue mace": "srd-2024_flame-tongue-mace", + "flame tongue maul": "srd-2024_flame-tongue-maul", + "flame tongue morningstar": "srd-2024_flame-tongue-morningstar", + "flame tongue pike": "srd-2024_flame-tongue-pike", + "flame tongue quarterstaff": "srd-2024_flame-tongue-quarterstaff", + "flame tongue rapier": "srd-2024_flame-tongue-rapier", + "flame tongue scimitar": "srd-2024_flame-tongue-scimitar", + "flame tongue shortsword": "srd-2024_flame-tongue-shortsword", + "flame tongue sickle": "srd-2024_flame-tongue-sickle", + "flame tongue spear": "srd-2024_flame-tongue-spear", + "flame tongue trident": "srd-2024_flame-tongue-trident", + "flame tongue war pick": "srd-2024_flame-tongue-war-pick", + "flame tongue warhammer": "srd-2024_flame-tongue-warhammer", + "flame tongue whip": "srd-2024_flame-tongue-whip", + "folding boat": "srd_folding-boat", + "frost brand (glaive)": "srd-2024_frost-brand-glaive", + "frost brand (greatsword)": "srd_frost-brand-greatsword", + "frost brand (longsword)": "srd_frost-brand-longsword", + "frost brand (rapier)": "srd_frost-brand-rapier", + "frost brand (scimitar)": "srd-2024_frost-brand-scimitar", + "frost brand (shortsword)": "srd_frost-brand-shortsword", + "gauntlets of ogre power": "srd_gauntlets-of-ogre-power", + "gem of brightness": "srd_gem-of-brightness", + "gem of seeing": "srd_gem-of-seeing", + "giant slayer (battleaxe)": "srd_giant-slayer-battleaxe", + "giant slayer (blowgun)": "srd-2024_giant-slayer-blowgun", + "giant slayer (club)": "srd-2024_giant-slayer-club", + "giant slayer (dagger)": "srd-2024_giant-slayer-dagger", + "giant slayer (dart)": "srd-2024_giant-slayer-dart", + "giant slayer (flail)": "srd-2024_giant-slayer-flail", + "giant slayer (glaive)": "srd-2024_giant-slayer-glaive", + "giant slayer (greataxe)": "srd_giant-slayer-greataxe", + "giant slayer (greatclub)": "srd-2024_giant-slayer-greatclub", + "giant slayer (greatsword)": "srd_giant-slayer-greatsword", + "giant slayer (halberd)": "srd-2024_giant-slayer-halberd", + "giant slayer (hand crossbow)": "srd-2024_giant-slayer-hand-crossbow", + "giant slayer (handaxe)": "srd_giant-slayer-handaxe", + "giant slayer (heavy crossbow)": "srd-2024_giant-slayer-heavy-crossbow", + "giant slayer (javelin)": "srd-2024_giant-slayer-javelin", + "giant slayer (lance)": "srd-2024_giant-slayer-lance", + "giant slayer (light crossbow)": "srd-2024_giant-slayer-light-crossbow", + "giant slayer (light hammer)": "srd-2024_giant-slayer-light-hammer", + "giant slayer (longbow)": "srd-2024_giant-slayer-longbow", + "giant slayer (longsword)": "srd_giant-slayer-longsword", + "giant slayer (mace)": "srd-2024_giant-slayer-mace", + "giant slayer (maul)": "srd-2024_giant-slayer-maul", + "giant slayer (morningstar)": "srd-2024_giant-slayer-morningstar", + "giant slayer (musket)": "srd-2024_giant-slayer-musket", + "giant slayer (pike)": "srd-2024_giant-slayer-pike", + "giant slayer (pistol)": "srd-2024_giant-slayer-pistol", + "giant slayer (quarterstaff)": "srd-2024_giant-slayer-quarterstaff", + "giant slayer (rapier)": "srd_giant-slayer-rapier", + "giant slayer (scimitar)": "srd-2024_giant-slayer-scimitar", + "giant slayer (shortbow)": "srd-2024_giant-slayer-shortbow", + "giant slayer (shortsword)": "srd_giant-slayer-shortsword", + "giant slayer (sickle)": "srd-2024_giant-slayer-sickle", + "giant slayer (sling)": "srd-2024_giant-slayer-sling", + "giant slayer (spear)": "srd-2024_giant-slayer-spear", + "giant slayer (trident)": "srd-2024_giant-slayer-trident", + "giant slayer (war pick)": "srd-2024_giant-slayer-war-pick", + "giant slayer (warhammer)": "srd-2024_giant-slayer-warhammer", + "giant slayer (whip)": "srd-2024_giant-slayer-whip", + "glaive of life stealing": "srd-2024_glaive-of-life-stealing", + "glaive of sharpness": "srd-2024_glaive-of-sharpness", + "glaive of wounding": "srd-2024_glaive-of-wounding", + "glaive (+1)": "srd_glaive-1", + "glaive (+2)": "srd_glaive-2", + "glaive (+3)": "srd_glaive-3", + "glamoured studded leather": "srd_glamoured-studded-leather", + "gloves of missile snaring": "srd_gloves-of-missile-snaring", + "gloves of swimming and climbing": "srd_gloves-of-swimming-and-climbing", + "goggles of night": "srd_goggles-of-night", + "greataxe (+1)": "srd_greataxe-1", + "greataxe (+2)": "srd_greataxe-2", + "greataxe (+3)": "srd_greataxe-3", + "greatclub (+1)": "srd_greatclub-1", + "greatclub (+2)": "srd_greatclub-2", + "greatclub (+3)": "srd_greatclub-3", + "greatsword of life stealing": "srd-2024_greatsword-of-life-stealing", + "greatsword of sharpness": "srd-2024_greatsword-of-sharpness", + "greatsword of wounding": "srd-2024_greatsword-of-wounding", + "greatsword (+1)": "srd_greatsword-1", + "greatsword (+2)": "srd_greatsword-2", + "greatsword (+3)": "srd_greatsword-3", + "halberd (+1)": "srd_halberd-1", + "halberd (+2)": "srd_halberd-2", + "halberd (+3)": "srd_halberd-3", + "half plate armor of etherealness": "srd-2024_half-plate-armor-of-etherealness", + "half plate armor (+1)": "srd-2024_half-plate-armor-plus-1", + "half plate armor (+2)": "srd-2024_half-plate-armor-plus-2", + "half plate armor (+3)": "srd-2024_half-plate-armor-plus-3", + "hammer of thunderbolts (maul)": "srd-2024_hammer-of-thunderbolts-maul", + "hammer of thunderbolts (warhammer)": "srd-2024_hammer-of-thunderbolts-warhammer", + "hand crossbow (+1)": "srd-2024_hand-crossbow-plus-1", + "hand crossbow (+2)": "srd-2024_hand-crossbow-plus-2", + "hand crossbow (+3)": "srd-2024_hand-crossbow-plus-3", + "handaxe (+1)": "srd_handaxe-1", + "handaxe (+2)": "srd_handaxe-2", + "handaxe (+3)": "srd_handaxe-3", + "handy haversack": "srd_handy-haversack", + "hat of disguise": "srd_hat-of-disguise", + "headband of intellect": "srd_headband-of-intellect", + "heavy crossbow (+1)": "srd-2024_heavy-crossbow-plus-1", + "heavy crossbow (+2)": "srd-2024_heavy-crossbow-plus-2", + "heavy crossbow (+3)": "srd-2024_heavy-crossbow-plus-3", + "helm of brilliance": "srd_helm-of-brilliance", + "helm of comprehending languages": "srd_helm-of-comprehending-languages", + "helm of telepathy": "srd_helm-of-telepathy", + "helm of teleportation": "srd_helm-of-teleportation", + "hide armor (+1)": "srd-2024_hide-armor-plus-1", + "hide armor (+2)": "srd-2024_hide-armor-plus-2", + "hide armor (+3)": "srd-2024_hide-armor-plus-3", + "holy avenger": "srd-2024_holy-avenger", + "holy avenger (battleaxe)": "srd-2024_holy-avenger-battleaxe", + "holy avenger (blowgun)": "srd-2024_holy-avenger-blowgun", + "holy avenger (club)": "srd-2024_holy-avenger-club", + "holy avenger (dagger)": "srd-2024_holy-avenger-dagger", + "holy avenger (dart)": "srd-2024_holy-avenger-dart", + "holy avenger (flail)": "srd-2024_holy-avenger-flail", + "holy avenger (glaive)": "srd-2024_holy-avenger-glaive", + "holy avenger (greataxe)": "srd-2024_holy-avenger-greataxe", + "holy avenger (greatclub)": "srd-2024_holy-avenger-greatclub", + "holy avenger (greatsword)": "srd_holy-avenger-greatsword", + "holy avenger (halberd)": "srd-2024_holy-avenger-halberd", + "holy avenger (hand crossbow)": "srd-2024_holy-avenger-hand-crossbow", + "holy avenger (handaxe)": "srd-2024_holy-avenger-handaxe", + "holy avenger (heavy crossbow)": "srd-2024_holy-avenger-heavy-crossbow", + "holy avenger (javelin)": "srd-2024_holy-avenger-javelin", + "holy avenger (lance)": "srd-2024_holy-avenger-lance", + "holy avenger (light crossbow)": "srd-2024_holy-avenger-light-crossbow", + "holy avenger (light hammer)": "srd-2024_holy-avenger-light-hammer", + "holy avenger (longbow)": "srd-2024_holy-avenger-longbow", + "holy avenger (longsword)": "srd_holy-avenger-longsword", + "holy avenger (mace)": "srd-2024_holy-avenger-mace", + "holy avenger (maul)": "srd-2024_holy-avenger-maul", + "holy avenger (morningstar)": "srd-2024_holy-avenger-morningstar", + "holy avenger (musket)": "srd-2024_holy-avenger-musket", + "holy avenger (pike)": "srd-2024_holy-avenger-pike", + "holy avenger (pistol)": "srd-2024_holy-avenger-pistol", + "holy avenger (quarterstaff)": "srd-2024_holy-avenger-quarterstaff", + "holy avenger (rapier)": "srd_holy-avenger-rapier", + "holy avenger (scimitar)": "srd-2024_holy-avenger-scimitar", + "holy avenger (shortbow)": "srd-2024_holy-avenger-shortbow", + "holy avenger (shortsword)": "srd_holy-avenger-shortsword", + "holy avenger (sickle)": "srd-2024_holy-avenger-sickle", + "holy avenger (sling)": "srd-2024_holy-avenger-sling", + "holy avenger (spear)": "srd-2024_holy-avenger-spear", + "holy avenger (trident)": "srd-2024_holy-avenger-trident", + "holy avenger (war pick)": "srd-2024_holy-avenger-war-pick", + "holy avenger (warhammer)": "srd-2024_holy-avenger-warhammer", + "holy avenger (whip)": "srd-2024_holy-avenger-whip", + "horn of blasting": "srd_horn-of-blasting", + "horn of valhalla": "srd-2024_horn-of-valhalla", + "horseshoes of a zephyr": "srd_horseshoes-of-a-zephyr", + "horseshoes of speed": "srd_horseshoes-of-speed", + "immovable rod": "srd_immovable-rod", + "instant fortress": "srd_instant-fortress", + "iron bands": "srd-2024_iron-bands", + "iron flask": "srd_iron-flask", + "javelin of lightning": "srd_javelin-of-lightning", + "javelin (+1)": "srd_javelin-1", + "javelin (+2)": "srd_javelin-2", + "javelin (+3)": "srd_javelin-3", + "lance (+1)": "srd_lance-1", + "lance (+2)": "srd_lance-2", + "lance (+3)": "srd_lance-3", + "lantern of revealing": "srd_lantern-of-revealing", + "leather armor (+1)": "srd-2024_leather-armor-plus-1", + "leather armor (+2)": "srd-2024_leather-armor-plus-2", + "leather armor (+3)": "srd-2024_leather-armor-plus-3", + "light crossbow (+1)": "srd-2024_light-crossbow-plus-1", + "light crossbow (+2)": "srd-2024_light-crossbow-plus-2", + "light crossbow (+3)": "srd-2024_light-crossbow-plus-3", + "light hammer (+1)": "srd-2024_light-hammer-plus-1", + "light hammer (+2)": "srd-2024_light-hammer-plus-2", + "light hammer (+3)": "srd-2024_light-hammer-plus-3", + "longbow (+1)": "srd_longbow-1", + "longbow (+2)": "srd_longbow-2", + "longbow (+3)": "srd_longbow-3", + "longsword of life stealing": "srd-2024_longsword-of-life-stealing", + "longsword of sharpness": "srd-2024_longsword-of-sharpness", + "longsword of wounding": "srd-2024_longsword-of-wounding", + "longsword (+1)": "srd_longsword-1", + "longsword (+2)": "srd_longsword-2", + "longsword (+3)": "srd_longsword-3", + "luck blade (glaive)": "srd-2024_luck-blade-glaive", + "luck blade (greatsword)": "srd_luck-blade-greatsword", + "luck blade (longsword)": "srd_luck-blade-longsword", + "luck blade (rapier)": "srd_luck-blade-rapier", + "luck blade (scimitar)": "srd-2024_luck-blade-scimitar", + "luck blade (shortsword)": "srd_luck-blade-shortsword", + "luck blade (sickle)": "srd-2024_luck-blade-sickle", + "mace of disruption": "srd_mace-of-disruption", + "mace of smiting": "srd_mace-of-smiting", + "mace of terror": "srd_mace-of-terror", + "mace (+1)": "srd_mace-1", + "mace (+2)": "srd_mace-2", + "mace (+3)": "srd_mace-3", + "mantle of spell resistance": "srd_mantle-of-spell-resistance", + "manual of bodily health": "srd_manual-of-bodily-health", + "manual of gainful exercise": "srd_manual-of-gainful-exercise", + "manual of golems": "srd_manual-of-golems", + "manual of quickness of action": "srd_manual-of-quickness-of-action", + "marvelous pigments": "srd_marvelous-pigments", + "maul (+1)": "srd_maul-1", + "maul (+2)": "srd_maul-2", + "maul (+3)": "srd_maul-3", + "medallion of thoughts": "srd_medallion-of-thoughts", + "mirror of life trapping": "srd_mirror-of-life-trapping", + "mithral armor (breastplate)": "srd_mithral-armor-breastplate", + "mithral armor (chain mail)": "srd-2024_mithral-armor-chain-mail", + "mithral armor (chain shirt)": "srd-2024_mithral-armor-chain-shirt", + "mithral armor (half plate)": "srd-2024_mithral-armor-half-plate", + "mithral armor (plate)": "srd_mithral-armor-plate", + "mithral armor (ring mail)": "srd-2024_mithral-armor-ring-mail", + "mithral armor (scale mail)": "srd-2024_mithral-armor-scale-mail", + "mithral armor (splint)": "srd_mithral-armor-splint", + "morningstar (+1)": "srd_morningstar-1", + "morningstar (+2)": "srd_morningstar-2", + "morningstar (+3)": "srd_morningstar-3", + "musket (+1)": "srd-2024_musket-plus-1", + "musket (+2)": "srd-2024_musket-plus-2", + "musket (+3)": "srd-2024_musket-plus-3", + "mysterious deck": "srd-2024_mysterious-deck", + "necklace of adaptation": "srd_necklace-of-adaptation", + "necklace of fireballs": "srd_necklace-of-fireballs", + "necklace of prayer beads": "srd_necklace-of-prayer-beads", + "nine lives stealer (battleaxe)": "srd-2024_nine-lives-stealer-battleaxe", + "nine lives stealer (blowgun)": "srd-2024_nine-lives-stealer-blowgun", + "nine lives stealer (club)": "srd-2024_nine-lives-stealer-club", + "nine lives stealer (dagger)": "srd-2024_nine-lives-stealer-dagger", + "nine lives stealer (dart)": "srd-2024_nine-lives-stealer-dart", + "nine lives stealer (flail)": "srd-2024_nine-lives-stealer-flail", + "nine lives stealer (glaive)": "srd-2024_nine-lives-stealer-glaive", + "nine lives stealer (greataxe)": "srd-2024_nine-lives-stealer-greataxe", + "nine lives stealer (greatclub)": "srd-2024_nine-lives-stealer-greatclub", + "nine lives stealer (greatsword)": "srd_nine-lives-stealer-greatsword", + "nine lives stealer (halberd)": "srd-2024_nine-lives-stealer-halberd", + "nine lives stealer (hand crossbow)": "srd-2024_nine-lives-stealer-hand-crossbow", + "nine lives stealer (handaxe)": "srd-2024_nine-lives-stealer-handaxe", + "nine lives stealer (heavy crossbow)": "srd-2024_nine-lives-stealer-heavy-crossbow", + "nine lives stealer (javelin)": "srd-2024_nine-lives-stealer-javelin", + "nine lives stealer (lance)": "srd-2024_nine-lives-stealer-lance", + "nine lives stealer (light crossbow)": "srd-2024_nine-lives-stealer-light-crossbow", + "nine lives stealer (light hammer)": "srd-2024_nine-lives-stealer-light-hammer", + "nine lives stealer (longbow)": "srd-2024_nine-lives-stealer-longbow", + "nine lives stealer (longsword)": "srd_nine-lives-stealer-longsword", + "nine lives stealer (mace)": "srd-2024_nine-lives-stealer-mace", + "nine lives stealer (maul)": "srd-2024_nine-lives-stealer-maul", + "nine lives stealer (morningstar)": "srd-2024_nine-lives-stealer-morningstar", + "nine lives stealer (musket)": "srd-2024_nine-lives-stealer-musket", + "nine lives stealer (pike)": "srd-2024_nine-lives-stealer-pike", + "nine lives stealer (pistol)": "srd-2024_nine-lives-stealer-pistol", + "nine lives stealer (quarterstaff)": "srd-2024_nine-lives-stealer-quarterstaff", + "nine lives stealer (rapier)": "srd_nine-lives-stealer-rapier", + "nine lives stealer (scimitar)": "srd-2024_nine-lives-stealer-scimitar", + "nine lives stealer (shortbow)": "srd-2024_nine-lives-stealer-shortbow", + "nine lives stealer (shortsword)": "srd_nine-lives-stealer-shortsword", + "nine lives stealer (sickle)": "srd-2024_nine-lives-stealer-sickle", + "nine lives stealer (sling)": "srd-2024_nine-lives-stealer-sling", + "nine lives stealer (spear)": "srd-2024_nine-lives-stealer-spear", + "nine lives stealer (trident)": "srd-2024_nine-lives-stealer-trident", + "nine lives stealer (war pick)": "srd-2024_nine-lives-stealer-war-pick", + "nine lives stealer (warhammer)": "srd-2024_nine-lives-stealer-warhammer", + "nine lives stealer (whip)": "srd-2024_nine-lives-stealer-whip", + "oathbow (longbow)": "srd-2024_oathbow-longbow", + "oathbow (shortbow)": "srd-2024_oathbow-shortbow", + "oil of etherealness": "srd_oil-of-etherealness", + "oil of sharpness": "srd_oil-of-sharpness", + "oil of slipperiness": "srd_oil-of-slipperiness", + "padded armor (+1)": "srd-2024_padded-armor-plus-1", + "padded armor (+2)": "srd-2024_padded-armor-plus-2", + "padded armor (+3)": "srd-2024_padded-armor-plus-3", + "pearl of power": "srd_pearl-of-power", + "periapt of health": "srd_periapt-of-health", + "periapt of proof against poison": "srd_periapt-of-proof-against-poison", + "periapt of wound closure": "srd_periapt-of-wound-closure", + "philter of love": "srd_philter-of-love", + "pike (+1)": "srd_pike-1", + "pike (+2)": "srd_pike-2", + "pike (+3)": "srd_pike-3", + "pipes of haunting": "srd_pipes-of-haunting", + "pipes of the sewers": "srd_pipes-of-the-sewers", + "pistol (+1)": "srd-2024_pistol-plus-1", + "pistol (+2)": "srd-2024_pistol-plus-2", + "pistol (+3)": "srd-2024_pistol-plus-3", + "plate armor of etherealness": "srd_plate-armor-of-etherealness", + "plate armor (+1)": "srd-2024_plate-armor-plus-1", + "plate armor (+2)": "srd-2024_plate-armor-plus-2", + "plate armor (+3)": "srd-2024_plate-armor-plus-3", + "portable hole": "srd_portable-hole", + "potion of animal friendship": "srd_potion-of-animal-friendship", + "potion of clairvoyance": "srd_potion-of-clairvoyance", + "potion of climbing": "srd_potion-of-climbing", + "potion of diminution": "srd_potion-of-diminution", + "potion of flying": "srd_potion-of-flying", + "potion of gaseous form": "srd_potion-of-gaseous-form", + "potion of growth": "srd_potion-of-growth", + "potion of heroism": "srd_potion-of-heroism", + "potion of invisibility": "srd_potion-of-invisibility", + "potion of mind reading": "srd_potion-of-mind-reading", + "potion of poison": "srd_potion-of-poison", + "potion of resistance": "srd_potion-of-resistance", + "potion of speed": "srd_potion-of-speed", + "potion of water breathing": "srd_potion-of-water-breathing", + "quarterstaff (+1)": "srd_quarterstaff-1", + "quarterstaff (+2)": "srd_quarterstaff-2", + "quarterstaff (+3)": "srd_quarterstaff-3", + "rapier of life stealing": "srd-2024_rapier-of-life-stealing", + "rapier of wounding": "srd-2024_rapier-of-wounding", + "rapier (+1)": "srd_rapier-1", + "rapier (+2)": "srd_rapier-2", + "rapier (+3)": "srd_rapier-3", + "ring mail (+1)": "srd-2024_ring-mail-plus-1", + "ring mail (+2)": "srd-2024_ring-mail-plus-2", + "ring mail (+3)": "srd-2024_ring-mail-plus-3", + "ring of animal influence": "srd_ring-of-animal-influence", + "ring of djinni summoning": "srd_ring-of-djinni-summoning", + "ring of elemental command": "srd_ring-of-elemental-command", + "ring of evasion": "srd_ring-of-evasion", + "ring of feather falling": "srd_ring-of-feather-falling", + "ring of free action": "srd_ring-of-free-action", + "ring of invisibility": "srd_ring-of-invisibility", + "ring of jumping": "srd_ring-of-jumping", + "ring of mind shielding": "srd_ring-of-mind-shielding", + "ring of protection": "srd_ring-of-protection", + "ring of regeneration": "srd_ring-of-regeneration", + "ring of resistance": "srd_ring-of-resistance", + "ring of shooting stars": "srd_ring-of-shooting-stars", + "ring of spell storing": "srd_ring-of-spell-storing", + "ring of spell turning": "srd_ring-of-spell-turning", + "ring of swimming": "srd_ring-of-swimming", + "ring of the ram": "srd_ring-of-the-ram", + "ring of three wishes": "srd_ring-of-three-wishes", + "ring of warmth": "srd_ring-of-warmth", + "ring of water walking": "srd_ring-of-water-walking", + "ring of x-ray vision": "srd_ring-of-x-ray-vision", + "robe of eyes": "srd_robe-of-eyes", + "robe of scintillating colors": "srd_robe-of-scintillating-colors", + "robe of stars": "srd_robe-of-stars", + "robe of the archmagi": "srd_robe-of-the-archmagi", + "robe of useful items": "srd_robe-of-useful-items", + "rod of absorption": "srd_rod-of-absorption", + "rod of alertness": "srd_rod-of-alertness", + "rod of lordly might": "srd_rod-of-lordly-might", + "rod of rulership": "srd_rod-of-rulership", + "rod of security": "srd_rod-of-security", + "rope of climbing": "srd_rope-of-climbing", + "rope of entanglement": "srd_rope-of-entanglement", + "scale mail (+1)": "srd-2024_scale-mail-plus-1", + "scale mail (+2)": "srd-2024_scale-mail-plus-2", + "scale mail (+3)": "srd-2024_scale-mail-plus-3", + "scarab of protection": "srd_scarab-of-protection", + "scimitar of life stealing": "srd-2024_scimitar-of-life-stealing", + "scimitar of sharpness": "srd-2024_scimitar-of-sharpness", + "scimitar of speed": "srd_scimitar-of-speed", + "scimitar of wounding": "srd-2024_scimitar-of-wounding", + "scimitar (+1)": "srd_scimitar-1", + "scimitar (+2)": "srd_scimitar-2", + "scimitar (+3)": "srd_scimitar-3", + "shield of missile attraction": "srd_shield-of-missile-attraction", + "shield (+1)": "srd-2024_shield-plus-1", + "shield (+2)": "srd-2024_shield-plus-2", + "shield (+3)": "srd-2024_shield-plus-3", + "shortbow (+1)": "srd_shortbow-1", + "shortbow (+2)": "srd_shortbow-2", + "shortbow (+3)": "srd_shortbow-3", + "shortsword of life stealing": "srd-2024_shortsword-of-life-stealing", + "shortsword of wounding": "srd-2024_shortsword-of-wounding", + "shortsword (+1)": "srd_shortsword-1", + "shortsword (+2)": "srd_shortsword-2", + "shortsword (+3)": "srd_shortsword-3", + "sickle (+1)": "srd_sickle-1", + "sickle (+2)": "srd_sickle-2", + "sickle (+3)": "srd_sickle-3", + "sling (+1)": "srd_sling-1", + "sling (+2)": "srd_sling-2", + "sling (+3)": "srd_sling-3", + "slippers of spider climbing": "srd_slippers-of-spider-climbing", + "sovereign glue": "srd_sovereign-glue", + "spear (+1)": "srd_spear-1", + "spear (+2)": "srd_spear-2", + "spear (+3)": "srd_spear-3", + "spellguard shield": "srd_spellguard-shield", + "sphere of annihilation": "srd_sphere-of-annihilation", + "splint armor (+1)": "srd-2024_splint-armor-plus-1", + "splint armor (+2)": "srd-2024_splint-armor-plus-2", + "splint armor (+3)": "srd-2024_splint-armor-plus-3", + "staff of charming": "srd_staff-of-charming", + "staff of fire": "srd_staff-of-fire", + "staff of frost": "srd_staff-of-frost", + "staff of healing": "srd_staff-of-healing", + "staff of power": "srd_staff-of-power", + "staff of striking": "srd_staff-of-striking", + "staff of swarming insects": "srd_staff-of-swarming-insects", + "staff of the magi": "srd_staff-of-the-magi", + "staff of the python": "srd_staff-of-the-python", + "staff of the woodlands": "srd_staff-of-the-woodlands", + "staff of thunder and lightning": "srd_staff-of-thunder-and-lightning", + "staff of withering": "srd_staff-of-withering", + "stone of controlling earth elementals": "srd_stone-of-controlling-earth-elementals", + "stone of good luck (luckstone)": "srd_stone-of-good-luck-luckstone", + "studded leather armor (+1)": "srd-2024_studded-leather-armor-plus-1", + "studded leather armor (+2)": "srd-2024_studded-leather-armor-plus-2", + "studded leather armor (+3)": "srd-2024_studded-leather-armor-plus-3", + "sun blade": "srd_sun-blade", + "talisman of pure good": "srd_talisman-of-pure-good", + "talisman of the sphere": "srd_talisman-of-the-sphere", + "talisman of ultimate evil": "srd_talisman-of-ultimate-evil", + "tome of clear thought": "srd_tome-of-clear-thought", + "tome of leadership and influence": "srd_tome-of-leadership-and-influence", + "tome of understanding": "srd_tome-of-understanding", + "trident of fish command": "srd_trident-of-fish-command", + "trident (+1)": "srd_trident-1", + "trident (+2)": "srd_trident-2", + "trident (+3)": "srd_trident-3", + "universal solvent": "srd_universal-solvent", + "vicious battleaxe": "srd-2024_vicious-battleaxe", + "vicious blowgun": "srd-2024_vicious-blowgun", + "vicious club": "srd-2024_vicious-club", + "vicious dagger": "srd-2024_vicious-dagger", + "vicious dart": "srd-2024_vicious-dart", + "vicious flail": "srd-2024_vicious-flail", + "vicious glaive": "srd-2024_vicious-glaive", + "vicious greataxe": "srd-2024_vicious-greataxe", + "vicious greatclub": "srd-2024_vicious-greatclub", + "vicious greatsword": "srd-2024_vicious-greatsword", + "vicious halberd": "srd-2024_vicious-halberd", + "vicious hand crossbow": "srd-2024_vicious-hand-crossbow", + "vicious handaxe": "srd-2024_vicious-handaxe", + "vicious heavy crossbow": "srd-2024_vicious-heavy-crossbow", + "vicious javelin": "srd-2024_vicious-javelin", + "vicious lance": "srd-2024_vicious-lance", + "vicious light crossbow": "srd-2024_vicious-light-crossbow", + "vicious light hammer": "srd-2024_vicious-light-hammer", + "vicious longbow": "srd-2024_vicious-longbow", + "vicious longsword": "srd-2024_vicious-longsword", + "vicious mace": "srd-2024_vicious-mace", + "vicious maul": "srd-2024_vicious-maul", + "vicious morningstar": "srd-2024_vicious-morningstar", + "vicious musket": "srd-2024_vicious-musket", + "vicious pike": "srd-2024_vicious-pike", + "vicious pistol": "srd-2024_vicious-pistol", + "vicious quarterstaff": "srd-2024_vicious-quarterstaff", + "vicious rapier": "srd-2024_vicious-rapier", + "vicious scimitar": "srd-2024_vicious-scimitar", + "vicious shortbow": "srd-2024_vicious-shortbow", + "vicious shortsword": "srd-2024_vicious-shortsword", + "vicious sickle": "srd-2024_vicious-sickle", + "vicious sling": "srd-2024_vicious-sling", + "vicious spear": "srd-2024_vicious-spear", + "vicious trident": "srd-2024_vicious-trident", + "vicious war pick": "srd-2024_vicious-war-pick", + "vicious warhammer": "srd-2024_vicious-warhammer", + "vicious whip": "srd-2024_vicious-whip", + "vorpal glaive": "srd-2024_vorpal-glaive", + "vorpal greatsword": "srd-2024_vorpal-greatsword", + "vorpal longsword": "srd-2024_vorpal-longsword", + "vorpal scimitar": "srd-2024_vorpal-scimitar", + "wand of binding": "srd_wand-of-binding", + "wand of enemy detection": "srd_wand-of-enemy-detection", + "wand of fireballs": "srd_wand-of-fireballs", + "wand of lightning bolts": "srd_wand-of-lightning-bolts", + "wand of magic detection": "srd_wand-of-magic-detection", + "wand of magic missiles": "srd_wand-of-magic-missiles", + "wand of paralysis": "srd_wand-of-paralysis", + "wand of polymorph": "srd_wand-of-polymorph", + "wand of secrets": "srd_wand-of-secrets", + "wand of the war mage +1": "srd-2024_wand-of-the-war-mage-plus-1", + "wand of the war mage +2": "srd-2024_wand-of-the-war-mage-plus-2", + "wand of the war mage +3": "srd-2024_wand-of-the-war-mage-plus-3", + "wand of web": "srd_wand-of-web", + "wand of wonder": "srd_wand-of-wonder", + "war pick (+1)": "srd-2024_war-pick-plus-1", + "war pick (+2)": "srd-2024_war-pick-plus-2", + "war pick (+3)": "srd-2024_war-pick-plus-3", + "warhammer (+1)": "srd_warhammer-1", + "warhammer (+2)": "srd_warhammer-2", + "warhammer (+3)": "srd_warhammer-3", + "weapon of warning (battleaxe)": "srd-2024_weapon-of-warning-battleaxe", + "weapon of warning (blowgun)": "srd-2024_weapon-of-warning-blowgun", + "weapon of warning (club)": "srd-2024_weapon-of-warning-club", + "weapon of warning (dagger)": "srd-2024_weapon-of-warning-dagger", + "weapon of warning (dart)": "srd-2024_weapon-of-warning-dart", + "weapon of warning (flail)": "srd-2024_weapon-of-warning-flail", + "weapon of warning (glaive)": "srd-2024_weapon-of-warning-glaive", + "weapon of warning (greataxe)": "srd-2024_weapon-of-warning-greataxe", + "weapon of warning (greatclub)": "srd-2024_weapon-of-warning-greatclub", + "weapon of warning (greatsword)": "srd-2024_weapon-of-warning-greatsword", + "weapon of warning (halberd)": "srd-2024_weapon-of-warning-halberd", + "weapon of warning (hand crossbow)": "srd-2024_weapon-of-warning-hand-crossbow", + "weapon of warning (handaxe)": "srd-2024_weapon-of-warning-handaxe", + "weapon of warning (heavy crossbow)": "srd-2024_weapon-of-warning-heavy-crossbow", + "weapon of warning (javelin)": "srd-2024_weapon-of-warning-javelin", + "weapon of warning (lance)": "srd-2024_weapon-of-warning-lance", + "weapon of warning (light crossbow)": "srd-2024_weapon-of-warning-light-crossbow", + "weapon of warning (light hammer)": "srd-2024_weapon-of-warning-light-hammer", + "weapon of warning (longbow)": "srd-2024_weapon-of-warning-longbow", + "weapon of warning (longsword)": "srd-2024_weapon-of-warning-longsword", + "weapon of warning (mace)": "srd-2024_weapon-of-warning-mace", + "weapon of warning (maul)": "srd-2024_weapon-of-warning-maul", + "weapon of warning (morningstar)": "srd-2024_weapon-of-warning-morningstar", + "weapon of warning (musket)": "srd-2024_weapon-of-warning-musket", + "weapon of warning (pike)": "srd-2024_weapon-of-warning-pike", + "weapon of warning (pistol)": "srd-2024_weapon-of-warning-pistol", + "weapon of warning (quarterstaff)": "srd-2024_weapon-of-warning-quarterstaff", + "weapon of warning (rapier)": "srd-2024_weapon-of-warning-rapier", + "weapon of warning (scimitar)": "srd-2024_weapon-of-warning-scimitar", + "weapon of warning (shortbow)": "srd-2024_weapon-of-warning-shortbow", + "weapon of warning (shortsword)": "srd-2024_weapon-of-warning-shortsword", + "weapon of warning (sickle)": "srd-2024_weapon-of-warning-sickle", + "weapon of warning (sling)": "srd-2024_weapon-of-warning-sling", + "weapon of warning (spear)": "srd-2024_weapon-of-warning-spear", + "weapon of warning (trident)": "srd-2024_weapon-of-warning-trident", + "weapon of warning (war pick)": "srd-2024_weapon-of-warning-war-pick", + "weapon of warning (warhammer)": "srd-2024_weapon-of-warning-warhammer", + "weapon of warning (whip)": "srd-2024_weapon-of-warning-whip", + "well of many worlds": "srd_well-of-many-worlds", + "whip (+1)": "srd_whip-1", + "whip (+2)": "srd_whip-2", + "whip (+3)": "srd_whip-3", + "wind fan": "srd_wind-fan", + "winged boots": "srd_winged-boots", + "wings of flying": "srd_wings-of-flying", + "adamantine armor (chain-mail)": "srd_adamantine-armor-chain-mail", + "adamantine armor (chain-shirt)": "srd_adamantine-armor-chain-shirt", + "adamantine armor (half-plate)": "srd_adamantine-armor-half-plate", + "adamantine armor (ring-mail)": "srd_adamantine-armor-ring-mail", + "adamantine armor (scale-mail)": "srd_adamantine-armor-scale-mail", + "armor of resistance (hide)": "srd_armor-of-resistance-hide", + "armor of resistance (leather)": "srd_armor-of-resistance-leather", + "armor of resistance (studded-leather)": "srd_armor-of-resistance-studded-leather", + "armor of vulnerability": "srd_armor-of-vulnerability", + "arrow of slaying": "srd_arrow-of-slaying", + "belt of cloud giant strength": "srd_belt-of-cloud-giant-strength", + "belt of dwarvenkind": "srd_belt-of-dwarvenkind", + "belt of fire giant strength": "srd_belt-of-fire-giant-strength", + "belt of frost giant strength": "srd_belt-of-frost-giant-strength", + "belt of hill giant strength": "srd_belt-of-hill-giant-strength", + "belt of stone giant strength": "srd_belt-of-stone-giant-strength", + "belt of storm giant strength": "srd_belt-of-storm-giant-strength", + "crossbow-hand (+1)": "srd_crossbow-hand-1", + "crossbow-hand (+2)": "srd_crossbow-hand-2", + "crossbow-hand (+3)": "srd_crossbow-hand-3", + "crossbow-heavy (+1)": "srd_crossbow-heavy-1", + "crossbow-heavy (+2)": "srd_crossbow-heavy-2", + "crossbow-heavy (+3)": "srd_crossbow-heavy-3", + "crossbow-light (+1)": "srd_crossbow-light-1", + "crossbow-light (+2)": "srd_crossbow-light-2", + "crossbow-light (+3)": "srd_crossbow-light-3", + "dancing sword (greatsword)": "srd_dancing-sword-greatsword", + "dancing sword (longsword)": "srd_dancing-sword-longsword", + "dancing sword (rapier)": "srd_dancing-sword-rapier", + "dancing sword (shortsword)": "srd_dancing-sword-shortsword", + "deck of many things": "srd_deck-of-many-things", + "demon armor": "srd_demon-armor", + "dragon slayer (greatsword)": "srd_dragon-slayer-greatsword", + "dragon slayer (longsword)": "srd_dragon-slayer-longsword", + "dragon slayer (rapier)": "srd_dragon-slayer-rapier", + "dragon slayer (shortsword)": "srd_dragon-slayer-shortsword", + "elven chain": "srd_elven-chain", + "feather token": "vom_feather-token", + "figurine of wondrous power (obsidian steed)": "srd_figurine-of-wondrous-power-obsidian-steed", + "flame tongue (greatsword)": "srd_flame-tongue-greatsword", + "flame tongue (longsword)": "srd_flame-tongue-longsword", + "flame tongue (rapier)": "srd_flame-tongue-rapier", + "flame tongue (shortsword)": "srd_flame-tongue-shortsword", + "hammer of thunderbolts": "srd_hammer-of-thunderbolts", + "horn of valhalla (brass)": "srd_horn-of-valhalla-brass", + "horn of valhalla (bronze)": "srd_horn-of-valhalla-bronze", + "horn of valhalla (iron)": "srd_horn-of-valhalla-iron", + "horn of valhalla (silver)": "srd_horn-of-valhalla-silver", + "ioun stone (absorption)": "srd_ioun-stone-absorption", + "ioun stone (agility)": "srd_ioun-stone-agility", + "ioun stone (awareness)": "srd_ioun-stone-awareness", + "ioun stone (greater absorption)": "srd_ioun-stone-greater-absorption", + "ioun stone (insight)": "srd_ioun-stone-insight", + "ioun stone (intellect)": "srd_ioun-stone-intellect", + "ioun stone (leadership)": "srd_ioun-stone-leadership", + "ioun stone (mastery)": "srd_ioun-stone-mastery", + "ioun stone (protection)": "srd_ioun-stone-protection", + "ioun stone (regeneration)": "srd_ioun-stone-regeneration", + "ioun stone (reserve)": "srd_ioun-stone-reserve", + "ioun stone (strength)": "srd_ioun-stone-strength", + "ioun stone (sustenance)": "srd_ioun-stone-sustenance", + "iron bands of binding": "srd_iron-bands-of-binding", + "light-hammer (+1)": "srd_light-hammer-1", + "light-hammer (+2)": "srd_light-hammer-2", + "light-hammer (+3)": "srd_light-hammer-3", + "mithral armor (chain-mail)": "srd_mithral-armor-chain-mail", + "mithral armor (chain-shirt)": "srd_mithral-armor-chain-shirt", + "mithral armor (half-plate)": "srd_mithral-armor-half-plate", + "mithral armor (ring-mail)": "srd_mithral-armor-ring-mail", + "mithral armor (scale-mail)": "srd_mithral-armor-scale-mail", + "net (+1)": "srd_net-1", + "net (+2)": "srd_net-2", + "net (+3)": "srd_net-3", + "oathbow": "srd_oathbow", + "orb of dragonkind": "srd_orb-of-dragonkind", + "potion of cloud giant strength": "srd_potion-of-cloud-giant-strength", + "potion of fire giant strength": "srd_potion-of-fire-giant-strength", + "potion of frost giant strength": "srd_potion-of-frost-giant-strength", + "potion of greater healing": "srd_potion-of-greater-healing", + "potion of healing": "srd_potion-of-healing", + "potion of hill giant strength": "srd_potion-of-hill-giant-strength", + "potion of stone giant strength": "srd_potion-of-stone-giant-strength", + "potion of storm giant strength": "srd_potion-of-storm-giant-strength", + "potion of superior healing": "srd_potion-of-superior-healing", + "potion of supreme healing": "srd_potion-of-supreme-healing", + "restorative ointment": "srd_restorative-ointment", + "ring of telekinesis": "srd_ring-of-telekinesis", + "spell scroll (1st level)": "srd_spell-scroll-1st-level", + "spell scroll (2nd level)": "srd_spell-scroll-2nd-level", + "spell scroll (3rd level)": "srd_spell-scroll-3rd-level", + "spell scroll (4th level)": "srd_spell-scroll-4th-level", + "spell scroll (5th level)": "srd_spell-scroll-5th-level", + "spell scroll (6th level)": "srd_spell-scroll-6th-level", + "spell scroll (7th level)": "srd_spell-scroll-7th-level", + "spell scroll (8th level)": "srd_spell-scroll-8th-level", + "spell scroll (9th level)": "srd_spell-scroll-9th-level", + "spell scroll (cantrip)": "srd_spell-scroll-cantrip", + "sword of life stealing (greatsword)": "srd_sword-of-life-stealing-greatsword", + "sword of life stealing (longsword)": "srd_sword-of-life-stealing-longsword", + "sword of life stealing (rapier)": "srd_sword-of-life-stealing-rapier", + "sword of life stealing (shortsword)": "srd_sword-of-life-stealing-shortsword", + "sword of sharpness (greatsword)": "srd_sword-of-sharpness-greatsword", + "sword of sharpness (longsword)": "srd_sword-of-sharpness-longsword", + "sword of sharpness (scimitar)": "srd_sword-of-sharpness-scimitar", + "sword of sharpness (shortsword)": "srd_sword-of-sharpness-shortsword", + "sword of wounding (greatsword)": "srd_sword-of-wounding-greatsword", + "sword of wounding (longsword)": "srd_sword-of-wounding-longsword", + "sword of wounding (rapier)": "srd_sword-of-wounding-rapier", + "sword of wounding (shortsword)": "srd_sword-of-wounding-shortsword", + "vicious weapon (battleaxe)": "srd_vicious-weapon-battleaxe", + "vicious weapon (blowgun)": "srd_vicious-weapon-blowgun", + "vicious weapon (club)": "srd_vicious-weapon-club", + "vicious weapon (crossbow-hand)": "srd_vicious-weapon-crossbow-hand", + "vicious weapon (crossbow-heavy)": "srd_vicious-weapon-crossbow-heavy", + "vicious weapon (crossbow-light)": "srd_vicious-weapon-crossbow-light", + "vicious weapon (dagger)": "srd_vicious-weapon-dagger", + "vicious weapon (dart)": "srd_vicious-weapon-dart", + "vicious weapon (flail)": "srd_vicious-weapon-flail", + "vicious weapon (glaive)": "srd_vicious-weapon-glaive", + "vicious weapon (greataxe)": "srd_vicious-weapon-greataxe", + "vicious weapon (greatclub)": "srd_vicious-weapon-greatclub", + "vicious weapon (greatsword)": "srd_vicious-weapon-greatsword", + "vicious weapon (halberd)": "srd_vicious-weapon-halberd", + "vicious weapon (handaxe)": "srd_vicious-weapon-handaxe", + "vicious weapon (javelin)": "srd_vicious-weapon-javelin", + "vicious weapon (lance)": "srd_vicious-weapon-lance", + "vicious weapon (light-hammer)": "srd_vicious-weapon-light-hammer", + "vicious weapon (longbow)": "srd_vicious-weapon-longbow", + "vicious weapon (longsword)": "srd_vicious-weapon-longsword", + "vicious weapon (mace)": "srd_vicious-weapon-mace", + "vicious weapon (maul)": "srd_vicious-weapon-maul", + "vicious weapon (morningstar)": "srd_vicious-weapon-morningstar", + "vicious weapon (net)": "srd_vicious-weapon-net", + "vicious weapon (pike)": "srd_vicious-weapon-pike", + "vicious weapon (quarterstaff)": "srd_vicious-weapon-quarterstaff", + "vicious weapon (rapier)": "srd_vicious-weapon-rapier", + "vicious weapon (scimitar)": "srd_vicious-weapon-scimitar", + "vicious weapon (shortbow)": "srd_vicious-weapon-shortbow", + "vicious weapon (shortsword)": "srd_vicious-weapon-shortsword", + "vicious weapon (sickle)": "srd_vicious-weapon-sickle", + "vicious weapon (sling)": "srd_vicious-weapon-sling", + "vicious weapon (spear)": "srd_vicious-weapon-spear", + "vicious weapon (trident)": "srd_vicious-weapon-trident", + "vicious weapon (war-pick)": "srd_vicious-weapon-war-pick", + "vicious weapon (warhammer)": "srd_vicious-weapon-warhammer", + "vicious weapon (whip)": "srd_vicious-weapon-whip", + "vorpal sword (greatsword)": "srd_vorpal-sword-greatsword", + "vorpal sword (longsword)": "srd_vorpal-sword-longsword", + "vorpal sword (scimitar)": "srd_vorpal-sword-scimitar", + "vorpal sword (shortsword)": "srd_vorpal-sword-shortsword", + "wand of fear": "srd_wand-of-fear", + "wand of the war mage (+1)": "srd_wand-of-the-war-mage-1", + "wand of the war mage (+2)": "srd_wand-of-the-war-mage-2", + "wand of the war mage (+3)": "srd_wand-of-the-war-mage-3", + "war-pick (+1)": "srd_war-pick-1", + "war-pick (+2)": "srd_war-pick-2", + "war-pick (+3)": "srd_war-pick-3", + "aberrant agreement": "vom_aberrant-agreement", + "accursed idol": "vom_accursed-idol", + "adamantine spearbiter": "vom_adamantine-spearbiter", + "agile breastplate": "vom_agile-breastplate", + "agile chain mail": "vom_agile-chain-mail", + "agile chain shirt": "vom_agile-chain-shirt", + "agile half plate": "vom_agile-half-plate", + "agile hide": "vom_agile-hide", + "agile plate": "vom_agile-plate", + "agile ring mail": "vom_agile-ring-mail", + "agile scale mail": "vom_agile-scale-mail", + "agile splint": "vom_agile-splint", + "air seed": "vom_air-seed", + "akaasit blade": "vom_akaasit-blade", + "alabaster salt shaker": "vom_alabaster-salt-shaker", + "alchemical lantern": "vom_alchemical-lantern", + "alembic of unmaking": "vom_alembic-of-unmaking", + "almanac of common wisdom": "vom_almanac-of-common-wisdom", + "amulet of memory": "vom_amulet-of-memory", + "amulet of sustaining health": "vom_amulet-of-sustaining-health", + "amulet of the oracle": "vom_amulet-of-the-oracle", + "amulet of whirlwinds": "vom_amulet-of-whirlwinds", + "anchor of striking": "vom_anchor-of-striking", + "angelic earrings": "vom_angelic-earrings", + "angry hornet": "vom_angry-hornet", + "animated abacus": "vom_animated-abacus", + "animated chain mail": "vom_animated-chain-mail", + "ankh of aten": "vom_ankh-of-aten", + "anointing mace": "vom_anointing-mace", + "apron of the eager artisan": "vom_apron-of-the-eager-artisan", + "arcanaphage stone": "vom_arcanaphage-stone", + "armor of cushioning": "vom_armor-of-cushioning", + "armor of the ngobou": "vom_armor-of-the-ngobou", + "arrow of grabbing": "vom_arrow-of-grabbing", + "arrow of unpleasant herbs": "vom_arrow-of-unpleasant-herbs", + "ash of the ebon birch": "vom_ash-of-the-ebon-birch", + "ashes of the fallen": "vom_ashes-of-the-fallen", + "ashwood wand": "vom_ashwood-wand", + "asp's kiss": "vom_asps-kiss", + "aurochs bracers": "vom_aurochs-bracers", + "baba yaga's cinderskull": "vom_baba-yagas-cinderskull", + "badger hide": "vom_badger-hide", + "bag of bramble beasts": "vom_bag-of-bramble-beasts", + "bag of traps": "vom_bag-of-traps", + "bagpipes of battle": "vom_bagpipes-of-battle", + "baleful wardrums": "vom_baleful-wardrums", + "band of iron thorns": "vom_band-of-iron-thorns", + "band of restraint": "vom_band-of-restraint", + "bandana of brachiation": "vom_bandana-of-brachiation", + "bandana of bravado": "vom_bandana-of-bravado", + "banner of the fortunate": "vom_banner-of-the-fortunate", + "battle standard of passage": "vom_battle-standard-of-passage", + "bead of exsanguination": "vom_bead-of-exsanguination", + "bear paws": "vom_bear-paws", + "bed of spikes": "vom_bed-of-spikes", + "belt of the wilds": "vom_belt-of-the-wilds", + "berserker's kilt (bear)": "vom_berserkers-kilt-bear", + "berserker's kilt (elk)": "vom_berserkers-kilt-elk", + "berserker's kilt (wolf)": "vom_berserkers-kilt-wolf", + "big dipper": "vom_big-dipper", + "binding oath": "vom_binding-oath", + "bituminous orb": "vom_bituminous-orb", + "black and white daggers": "vom_black-and-white-daggers", + "black dragon oil": "vom_black-dragon-oil", + "black honey buckle": "vom_black-honey-buckle", + "black phial": "vom_black-phial", + "blackguard's dagger": "vom_blackguards-dagger", + "blackguard's handaxe": "vom_blackguards-handaxe", + "blackguard's shortsword": "vom_blackguards-shortsword", + "blacktooth": "vom_blacktooth", + "blade of petals": "vom_blade-of-petals", + "blade of the dervish": "vom_blade-of-the-dervish", + "blade of the temple guardian": "vom_blade-of-the-temple-guardian", + "blasphemous writ": "vom_blasphemous-writ", + "blessed pauper's purse": "vom_blessed-paupers-purse", + "blinding lantern": "vom_blinding-lantern", + "blood mark": "vom_blood-mark", + "blood pearl": "vom_blood-pearl", + "blood-soaked hide": "vom_blood-soaked-hide", + "bloodbow": "vom_bloodbow", + "blooddrinker spear": "vom_blooddrinker-spear", + "bloodfuel battleaxe": "vom_bloodfuel-battleaxe", + "bloodfuel blowgun": "vom_bloodfuel-blowgun", + "bloodfuel crossbow hand": "vom_bloodfuel-crossbow-hand", + "bloodfuel crossbow heavy": "vom_bloodfuel-crossbow-heavy", + "bloodfuel crossbow light": "vom_bloodfuel-crossbow-light", + "bloodfuel dagger": "vom_bloodfuel-dagger", + "bloodfuel dart": "vom_bloodfuel-dart", + "bloodfuel glaive": "vom_bloodfuel-glaive", + "bloodfuel greataxe": "vom_bloodfuel-greataxe", + "bloodfuel greatsword": "vom_bloodfuel-greatsword", + "bloodfuel halberd": "vom_bloodfuel-halberd", + "bloodfuel handaxe": "vom_bloodfuel-handaxe", + "bloodfuel javelin": "vom_bloodfuel-javelin", + "bloodfuel lance": "vom_bloodfuel-lance", + "bloodfuel longbow": "vom_bloodfuel-longbow", + "bloodfuel longsword": "vom_bloodfuel-longsword", + "bloodfuel morningstar": "vom_bloodfuel-morningstar", + "bloodfuel pike": "vom_bloodfuel-pike", + "bloodfuel rapier": "vom_bloodfuel-rapier", + "bloodfuel scimitar": "vom_bloodfuel-scimitar", + "bloodfuel shortbow": "vom_bloodfuel-shortbow", + "bloodfuel shortsword": "vom_bloodfuel-shortsword", + "bloodfuel sickle": "vom_bloodfuel-sickle", + "bloodfuel spear": "vom_bloodfuel-spear", + "bloodfuel trident": "vom_bloodfuel-trident", + "bloodfuel warpick": "vom_bloodfuel-warpick", + "bloodfuel whip": "vom_bloodfuel-whip", + "bloodlink potion": "vom_bloodlink-potion", + "bloodpearl bracelet (gold)": "vom_bloodpearl-bracelet-gold", + "bloodpearl bracelet (silver)": "vom_bloodpearl-bracelet-silver", + "bloodprice breastplate": "vom_bloodprice-breastplate", + "bloodprice chain-mail": "vom_bloodprice-chain-mail", + "bloodprice chain-shirt": "vom_bloodprice-chain-shirt", + "bloodprice half-plate": "vom_bloodprice-half-plate", + "bloodprice hide": "vom_bloodprice-hide", + "bloodprice leather": "vom_bloodprice-leather", + "bloodprice padded": "vom_bloodprice-padded", + "bloodprice plate": "vom_bloodprice-plate", + "bloodprice ring-mail": "vom_bloodprice-ring-mail", + "bloodprice scale-mail": "vom_bloodprice-scale-mail", + "bloodprice splint": "vom_bloodprice-splint", + "bloodprice studded-leather": "vom_bloodprice-studded-leather", + "bloodthirsty battleaxe": "vom_bloodthirsty-battleaxe", + "bloodthirsty blowgun": "vom_bloodthirsty-blowgun", + "bloodthirsty crossbow hand": "vom_bloodthirsty-crossbow-hand", + "bloodthirsty crossbow heavy": "vom_bloodthirsty-crossbow-heavy", + "bloodthirsty crossbow light": "vom_bloodthirsty-crossbow-light", + "bloodthirsty dagger": "vom_bloodthirsty-dagger", + "bloodthirsty dart": "vom_bloodthirsty-dart", + "bloodthirsty glaive": "vom_bloodthirsty-glaive", + "bloodthirsty greataxe": "vom_bloodthirsty-greataxe", + "bloodthirsty greatsword": "vom_bloodthirsty-greatsword", + "bloodthirsty halberd": "vom_bloodthirsty-halberd", + "bloodthirsty handaxe": "vom_bloodthirsty-handaxe", + "bloodthirsty javelin": "vom_bloodthirsty-javelin", + "bloodthirsty lance": "vom_bloodthirsty-lance", + "bloodthirsty longbow": "vom_bloodthirsty-longbow", + "bloodthirsty longsword": "vom_bloodthirsty-longsword", + "bloodthirsty morningstar": "vom_bloodthirsty-morningstar", + "bloodthirsty pike": "vom_bloodthirsty-pike", + "bloodthirsty rapier": "vom_bloodthirsty-rapier", + "bloodthirsty scimitar": "vom_bloodthirsty-scimitar", + "bloodthirsty shortbow": "vom_bloodthirsty-shortbow", + "bloodthirsty shortsword": "vom_bloodthirsty-shortsword", + "bloodthirsty sickle": "vom_bloodthirsty-sickle", + "bloodthirsty spear": "vom_bloodthirsty-spear", + "bloodthirsty trident": "vom_bloodthirsty-trident", + "bloodthirsty warpick": "vom_bloodthirsty-warpick", + "bloodthirsty whip": "vom_bloodthirsty-whip", + "bloodwhisper cauldron": "vom_bloodwhisper-cauldron", + "bludgeon of nightmares": "vom_bludgeon-of-nightmares", + "blue rose": "vom_blue-rose", + "blue willow cloak": "vom_blue-willow-cloak", + "bone skeleton key": "vom_bone-skeleton-key", + "bone whip": "vom_bone-whip", + "bonebreaker mace": "vom_bonebreaker-mace", + "book of ebon tides": "vom_book-of-ebon-tides", + "book of eibon": "vom_book-of-eibon", + "book shroud": "vom_book-shroud", + "bookkeeper inkpot": "vom_bookkeeper-inkpot", + "bookmark of eldritch insight": "vom_bookmark-of-eldritch-insight", + "boots of pouncing": "vom_boots-of-pouncing", + "boots of quaking": "vom_boots-of-quaking", + "boots of solid footing": "vom_boots-of-solid-footing", + "boots of the grandmother": "vom_boots-of-the-grandmother", + "boots of the swift striker": "vom_boots-of-the-swift-striker", + "bottled boat": "vom_bottled-boat", + "bountiful cauldron": "vom_bountiful-cauldron", + "box of secrets": "vom_box-of-secrets", + "bracelet of the fire tender": "vom_bracelet-of-the-fire-tender", + "braid whip clasp": "vom_braid-whip-clasp", + "brain juice": "vom_brain-juice", + "brass clockwork staff": "vom_brass-clockwork-staff", + "brass snake ball": "vom_brass-snake-ball", + "brawler's leather": "vom_brawlers-leather", + "brawn armor": "vom_brawn-armor", + "brazen band": "vom_brazen-band", + "brazen bulwark": "vom_brazen-bulwark", + "breaker lance": "vom_breaker-lance", + "breastplate of warding (+1)": "vom_breastplate-of-warding-1", + "breastplate of warding (+2)": "vom_breastplate-of-warding-2", + "breastplate of warding (+3)": "vom_breastplate-of-warding-3", + "breathing reed": "vom_breathing-reed", + "briarthorn bracers": "vom_briarthorn-bracers", + "broken fang talisman": "vom_broken-fang-talisman", + "broom of sweeping": "vom_broom-of-sweeping", + "brotherhood of fezzes": "vom_brotherhood-of-fezzes", + "brown honey buckle": "vom_brown-honey-buckle", + "bubbling retort": "vom_bubbling-retort", + "buckle of blasting": "vom_buckle-of-blasting", + "bullseye arrow": "vom_bullseye-arrow", + "burglar's lock and key": "vom_burglars-lock-and-key", + "burning skull": "vom_burning-skull", + "butter of disbelief": "vom_butter-of-disbelief", + "buzzing battleaxe": "vom_buzzing-battleaxe", + "buzzing greataxe": "vom_buzzing-greataxe", + "buzzing greatsword": "vom_buzzing-greatsword", + "buzzing handaxe": "vom_buzzing-handaxe", + "buzzing longsword": "vom_buzzing-longsword", + "buzzing rapier": "vom_buzzing-rapier", + "buzzing scimitar": "vom_buzzing-scimitar", + "buzzing shortsword": "vom_buzzing-shortsword", + "candied axe": "vom_candied-axe", + "candle of communion": "vom_candle-of-communion", + "candle of summoning": "vom_candle-of-summoning", + "candle of visions": "vom_candle-of-visions", + "cap of thorns": "vom_cap-of-thorns", + "cape of targeting": "vom_cape-of-targeting", + "captain's flag": "vom_captains-flag", + "captain's goggles": "vom_captains-goggles", + "case of preservation": "vom_case-of-preservation", + "cataloguing book": "vom_cataloguing-book", + "catalyst oil": "vom_catalyst-oil", + "celestial charter": "vom_celestial-charter", + "celestial sextant": "vom_celestial-sextant", + "censer of dark shadows": "vom_censer-of-dark-shadows", + "centaur wrist-wraps": "vom_centaur-wrist-wraps", + "cephalopod breastplate": "vom_cephalopod-breastplate", + "ceremonial sacrificial knife": "vom_ceremonial-sacrificial-knife", + "chain mail of warding (+1)": "vom_chain-mail-of-warding-1", + "chain mail of warding (+2)": "vom_chain-mail-of-warding-2", + "chain mail of warding (+3)": "vom_chain-mail-of-warding-3", + "chain shirt of warding (+1)": "vom_chain-shirt-of-warding-1", + "chain shirt of warding (+2)": "vom_chain-shirt-of-warding-2", + "chain shirt of warding (+3)": "vom_chain-shirt-of-warding-3", + "chainbreaker greatsword": "vom_chainbreaker-greatsword", + "chainbreaker longsword": "vom_chainbreaker-longsword", + "chainbreaker rapier": "vom_chainbreaker-rapier", + "chainbreaker scimitar": "vom_chainbreaker-scimitar", + "chainbreaker shortsword": "vom_chainbreaker-shortsword", + "chalice of forbidden ecstasies": "vom_chalice-of-forbidden-ecstasies", + "chalk of exodus": "vom_chalk-of-exodus", + "chamrosh salve": "vom_chamrosh-salve", + "charlatan's veneer": "vom_charlatans-veneer", + "charm of restoration": "vom_charm-of-restoration", + "chieftain's axe": "vom_chieftains-axe", + "chillblain breastplate": "vom_chillblain-breastplate", + "chillblain chain mail": "vom_chillblain-chain-mail", + "chillblain chain shirt": "vom_chillblain-chain-shirt", + "chillblain half plate": "vom_chillblain-half-plate", + "chillblain plate": "vom_chillblain-plate", + "chillblain ring mail": "vom_chillblain-ring-mail", + "chillblain scale mail": "vom_chillblain-scale-mail", + "chillblain splint": "vom_chillblain-splint", + "chronomancer's pocket clock": "vom_chronomancers-pocket-clock", + "cinch of the wolfmother": "vom_cinch-of-the-wolfmother", + "circlet of holly": "vom_circlet-of-holly", + "circlet of persuasion": "vom_circlet-of-persuasion", + "clacking teeth": "vom_clacking-teeth", + "clamor bell": "vom_clamor-bell", + "clarifying goggles": "vom_clarifying-goggles", + "cleaning concoction": "vom_cleaning-concoction", + "cloak of coagulation": "vom_cloak-of-coagulation", + "cloak of petals": "vom_cloak-of-petals", + "cloak of sails": "vom_cloak-of-sails", + "cloak of squirrels": "vom_cloak-of-squirrels", + "cloak of the bearfolk": "vom_cloak-of-the-bearfolk", + "cloak of the eel": "vom_cloak-of-the-eel", + "cloak of the empire": "vom_cloak-of-the-empire", + "cloak of the inconspicuous rake": "vom_cloak-of-the-inconspicuous-rake", + "cloak of the ram": "vom_cloak-of-the-ram", + "cloak of the rat": "vom_cloak-of-the-rat", + "cloak of wicked wings": "vom_cloak-of-wicked-wings", + "clockwork gauntlet": "vom_clockwork-gauntlet", + "clockwork hand": "vom_clockwork-hand", + "clockwork hare": "vom_clockwork-hare", + "clockwork mace of divinity": "vom_clockwork-mace-of-divinity", + "clockwork mynah bird": "vom_clockwork-mynah-bird", + "clockwork pendant": "vom_clockwork-pendant", + "clockwork rogue ring": "vom_clockwork-rogue-ring", + "clockwork spider cloak": "vom_clockwork-spider-cloak", + "coffer of memory": "vom_coffer-of-memory", + "collar of beast armor": "vom_collar-of-beast-armor", + "comfy slippers": "vom_comfy-slippers", + "commander's helm": "vom_commanders-helm", + "commander's plate": "vom_commanders-plate", + "commander's visage": "vom_commanders-visage", + "commoner's veneer": "vom_commoners-veneer", + "communal flute": "vom_communal-flute", + "companion's broth": "vom_companions-broth", + "constant dagger": "vom_constant-dagger", + "consuming rod": "vom_consuming-rod", + "copper skeleton key": "vom_copper-skeleton-key", + "coral of enchanted colors": "vom_coral-of-enchanted-colors", + "cordial of understanding": "vom_cordial-of-understanding", + "corpsehunter's medallion": "vom_corpsehunters-medallion", + "countermelody crystals": "vom_countermelody-crystals", + "courtesan's allure": "vom_courtesans-allure", + "crab gloves": "vom_crab-gloves", + "crafter shabti": "vom_crafter-shabti", + "craven's heart": "vom_cravens-heart", + "crawling cloak": "vom_crawling-cloak", + "crimson carpet": "vom_crimson-carpet", + "crimson starfall arrow": "vom_crimson-starfall-arrow", + "crocodile hide armor": "vom_crocodile-hide-armor", + "crocodile leather armor": "vom_crocodile-leather-armor", + "crook of the flock": "vom_crook-of-the-flock", + "crown of the pharaoh": "vom_crown-of-the-pharaoh", + "crusader's shield": "vom_crusaders-shield", + "crystal skeleton key": "vom_crystal-skeleton-key", + "crystal staff": "vom_crystal-staff", + "dagger of the barbed devil": "vom_dagger-of-the-barbed-devil", + "dancing caltrops": "vom_dancing-caltrops", + "dancing floret": "vom_dancing-floret", + "dancing ink": "vom_dancing-ink", + "dastardly quill and parchment": "vom_dastardly-quill-and-parchment", + "dawn shard dagger": "vom_dawn-shard-dagger", + "dawn shard greatsword": "vom_dawn-shard-greatsword", + "dawn shard longsword": "vom_dawn-shard-longsword", + "dawn shard rapier": "vom_dawn-shard-rapier", + "dawn shard scimitar": "vom_dawn-shard-scimitar", + "dawn shard shortsword": "vom_dawn-shard-shortsword", + "deadfall arrow": "vom_deadfall-arrow", + "death's mirror": "vom_deaths-mirror", + "decoy card": "vom_decoy-card", + "deepchill orb": "vom_deepchill-orb", + "defender shabti": "vom_defender-shabti", + "deserter's boots": "vom_deserters-boots", + "devil shark mask": "vom_devil-shark-mask", + "devilish doubloon": "vom_devilish-doubloon", + "devil's barb": "vom_devils-barb", + "digger shabti": "vom_digger-shabti", + "dimensional net": "vom_dimensional-net", + "dirgeblade": "vom_dirgeblade", + "dirk of daring": "vom_dirk-of-daring", + "distracting doubloon": "vom_distracting-doubloon", + "djinn vessel": "vom_djinn-vessel", + "doppelganger ointment": "vom_doppelganger-ointment", + "dragonstooth blade": "vom_dragonstooth-blade", + "draught of ambrosia": "vom_draught-of-ambrosia", + "draught of the black owl": "vom_draught-of-the-black-owl", + "dread scarab": "vom_dread-scarab", + "dust of desiccation": "vom_dust-of-desiccation", + "dust of muffling": "vom_dust-of-muffling", + "dust of the dead": "vom_dust-of-the-dead", + "eagle cape": "vom_eagle-cape", + "earrings of the agent": "vom_earrings-of-the-agent", + "earrings of the eclipse": "vom_earrings-of-the-eclipse", + "earrings of the storm oyster": "vom_earrings-of-the-storm-oyster", + "ebon shards": "vom_ebon-shards", + "efficacious eyewash": "vom_efficacious-eyewash", + "eldritch rod": "vom_eldritch-rod", + "elemental wraps": "vom_elemental-wraps", + "elixir of corruption": "vom_elixir-of-corruption", + "elixir of deep slumber": "vom_elixir-of-deep-slumber", + "elixir of focus": "vom_elixir-of-focus", + "elixir of mimicry": "vom_elixir-of-mimicry", + "elixir of oracular delirium": "vom_elixir-of-oracular-delirium", + "elixir of spike skin": "vom_elixir-of-spike-skin", + "elixir of the clear mind": "vom_elixir-of-the-clear-mind", + "elixir of the deep": "vom_elixir-of-the-deep", + "elixir of wakefulness": "vom_elixir-of-wakefulness", + "elk horn rod": "vom_elk-horn-rod", + "encouraging breastplate": "vom_encouraging-breastplate", + "encouraging chain mail": "vom_encouraging-chain-mail", + "encouraging chain shirt": "vom_encouraging-chain-shirt", + "encouraging half plate": "vom_encouraging-half-plate", + "encouraging hide armor": "vom_encouraging-hide-armor", + "encouraging leather armor": "vom_encouraging-leather-armor", + "encouraging padded armor": "vom_encouraging-padded-armor", + "encouraging plate": "vom_encouraging-plate", + "encouraging ring mail": "vom_encouraging-ring-mail", + "encouraging scale mail": "vom_encouraging-scale-mail", + "encouraging splint": "vom_encouraging-splint", + "encouraging studded leather": "vom_encouraging-studded-leather", + "enraging ammunition": "vom_enraging-ammunition", + "ensnaring ammunition": "vom_ensnaring-ammunition", + "entrenching mattock": "vom_entrenching-mattock", + "everflowing bowl": "vom_everflowing-bowl", + "explosive orb of obfuscation": "vom_explosive-orb-of-obfuscation", + "exsanguinating blade": "vom_exsanguinating-blade", + "extract of dual-mindedness": "vom_extract-of-dual-mindedness", + "eye of horus": "vom_eye-of-horus", + "eye of the golden god": "vom_eye-of-the-golden-god", + "eyes of the outer dark": "vom_eyes-of-the-outer-dark", + "eyes of the portal masters": "vom_eyes-of-the-portal-masters", + "fanged mask": "vom_fanged-mask", + "farhealing bandages": "vom_farhealing-bandages", + "farmer shabti": "vom_farmer-shabti", + "fear-eater's mask": "vom_fear-eaters-mask", + "fellforged armor": "vom_fellforged-armor", + "ferryman's coins": "vom_ferrymans-coins", + "feysworn contract": "vom_feysworn-contract", + "fiendish charter": "vom_fiendish-charter", + "figurehead of prowess": "vom_figurehead-of-prowess", + "figurine of wondrous power (amber bee)": "vom_figurine-of-wondrous-power-amber-bee", + "figurine of wondrous power (basalt cockatrice)": "vom_figurine-of-wondrous-power-basalt-cockatrice", + "figurine of wondrous power (coral shark)": "vom_figurine-of-wondrous-power-coral-shark", + "figurine of wondrous power (hematite aurochs)": "vom_figurine-of-wondrous-power-hematite-aurochs", + "figurine of wondrous power (lapis camel)": "vom_figurine-of-wondrous-power-lapis-camel", + "figurine of wondrous power (marble mistwolf)": "vom_figurine-of-wondrous-power-marble-mistwolf", + "figurine of wondrous power (tin dog)": "vom_figurine-of-wondrous-power-tin-dog", + "figurine of wondrous power (violet octopoid)": "vom_figurine-of-wondrous-power-violet-octopoid", + "firebird feather": "vom_firebird-feather", + "flag of the cursed fleet": "vom_flag-of-the-cursed-fleet", + "flash bullet": "vom_flash-bullet", + "flask of epiphanies": "vom_flask-of-epiphanies", + "fleshspurned mask": "vom_fleshspurned-mask", + "flood charm": "vom_flood-charm", + "flute of saurian summoning": "vom_flute-of-saurian-summoning", + "fly whisk of authority": "vom_fly-whisk-of-authority", + "fog stone": "vom_fog-stone", + "forgefire maul": "vom_forgefire-maul", + "forgefire warhammer": "vom_forgefire-warhammer", + "fountmail": "vom_fountmail", + "freerunner rod": "vom_freerunner-rod", + "frost pellet": "vom_frost-pellet", + "frostfire lantern": "vom_frostfire-lantern", + "frungilator": "vom_frungilator", + "fulminar bracers": "vom_fulminar-bracers", + "gale javelin": "vom_gale-javelin", + "garments of winter's knight": "vom_garments-of-winters-knight", + "gauntlet of the iron sphere": "vom_gauntlet-of-the-iron-sphere", + "gazebo of shade and shelter": "vom_gazebo-of-shade-and-shelter", + "ghost barding breastplate": "vom_ghost-barding-breastplate", + "ghost barding chain mail": "vom_ghost-barding-chain-mail", + "ghost barding chain shirt": "vom_ghost-barding-chain-shirt", + "ghost barding half plate": "vom_ghost-barding-half-plate", + "ghost barding hide": "vom_ghost-barding-hide", + "ghost barding leather": "vom_ghost-barding-leather", + "ghost barding padded": "vom_ghost-barding-padded", + "ghost barding plate": "vom_ghost-barding-plate", + "ghost barding ring mail": "vom_ghost-barding-ring-mail", + "ghost barding scale mail": "vom_ghost-barding-scale-mail", + "ghost barding splint": "vom_ghost-barding-splint", + "ghost barding studded leather": "vom_ghost-barding-studded-leather", + "ghost dragon horn": "vom_ghost-dragon-horn", + "ghost thread": "vom_ghost-thread", + "ghoul light": "vom_ghoul-light", + "ghoulbane oil": "vom_ghoulbane-oil", + "ghoulbane rod": "vom_ghoulbane-rod", + "giggling orb": "vom_giggling-orb", + "girdle of traveling alchemy": "vom_girdle-of-traveling-alchemy", + "glamour rings": "vom_glamour-rings", + "glass wand of leng": "vom_glass-wand-of-leng", + "glazed battleaxe": "vom_glazed-battleaxe", + "glazed greataxe": "vom_glazed-greataxe", + "glazed greatsword": "vom_glazed-greatsword", + "glazed handaxe": "vom_glazed-handaxe", + "glazed longsword": "vom_glazed-longsword", + "glazed rapier": "vom_glazed-rapier", + "glazed scimitar": "vom_glazed-scimitar", + "glazed shortsword": "vom_glazed-shortsword", + "gliding cloak": "vom_gliding-cloak", + "gloomflower corsage": "vom_gloomflower-corsage", + "gloves of the magister": "vom_gloves-of-the-magister", + "gloves of the walking shade": "vom_gloves-of-the-walking-shade", + "gnawing spear": "vom_gnawing-spear", + "goblin shield": "vom_goblin-shield", + "goggles of firesight": "vom_goggles-of-firesight", + "goggles of shade": "vom_goggles-of-shade", + "golden bolt": "vom_golden-bolt", + "gorgon scale": "vom_gorgon-scale", + "granny wax": "vom_granny-wax", + "grasping cap": "vom_grasping-cap", + "grasping cloak": "vom_grasping-cloak", + "grasping shield": "vom_grasping-shield", + "grave reagent": "vom_grave-reagent", + "grave ward breastplate": "vom_grave-ward-breastplate", + "grave ward chain mail": "vom_grave-ward-chain-mail", + "grave ward chain shirt": "vom_grave-ward-chain-shirt", + "grave ward half plate": "vom_grave-ward-half-plate", + "grave ward hide": "vom_grave-ward-hide", + "grave ward leather": "vom_grave-ward-leather", + "grave ward padded": "vom_grave-ward-padded", + "grave ward plate": "vom_grave-ward-plate", + "grave ward ring mail": "vom_grave-ward-ring-mail", + "grave ward scale mail": "vom_grave-ward-scale-mail", + "grave ward splint": "vom_grave-ward-splint", + "grave ward studded leather": "vom_grave-ward-studded-leather", + "greater potion of troll blood": "vom_greater-potion-of-troll-blood", + "greater scroll of conjuring": "vom_greater-scroll-of-conjuring", + "greatsword of fallen saints": "vom_greatsword-of-fallen-saints", + "greatsword of volsung": "vom_greatsword-of-volsung", + "green mantle": "vom_green-mantle", + "gremlin's paw": "vom_gremlins-paw", + "grifter's deck": "vom_grifters-deck", + "grim escutcheon": "vom_grim-escutcheon", + "gritless grease": "vom_gritless-grease", + "hair pick of protection": "vom_hair-pick-of-protection", + "half plate of warding (+1)": "vom_half-plate-of-warding-1", + "half plate of warding (+2)": "vom_half-plate-of-warding-2", + "half plate of warding (+3)": "vom_half-plate-of-warding-3", + "hallowed effigy": "vom_hallowed-effigy", + "hallucinatory dust": "vom_hallucinatory-dust", + "hammer of decrees": "vom_hammer-of-decrees", + "hammer of throwing": "vom_hammer-of-throwing", + "handy scroll quiver": "vom_handy-scroll-quiver", + "hangman's noose": "vom_hangmans-noose", + "hardening polish": "vom_hardening-polish", + "harmonizing instrument": "vom_harmonizing-instrument", + "hat of mental acuity": "vom_hat-of-mental-acuity", + "hazelwood wand": "vom_hazelwood-wand", + "headdress of majesty": "vom_headdress-of-majesty", + "headrest of the cattle queens": "vom_headrest-of-the-cattle-queens", + "headscarf of the oasis": "vom_headscarf-of-the-oasis", + "healer shabti": "vom_healer-shabti", + "healthful honeypot": "vom_healthful-honeypot", + "heat stone": "vom_heat-stone", + "heliotrope heart": "vom_heliotrope-heart", + "helm of the slashing fin": "vom_helm-of-the-slashing-fin", + "hewer's draught": "vom_hewers-draught", + "hexen blade": "vom_hexen-blade", + "hidden armament": "vom_hidden-armament", + "hide armor of the leaf": "vom_hide-armor-of-the-leaf", + "hide armor of warding (+1)": "vom_hide-armor-of-warding-1", + "hide armor of warding (+2)": "vom_hide-armor-of-warding-2", + "hide armor of warding (+3)": "vom_hide-armor-of-warding-3", + "holy verdant bat droppings": "vom_holy-verdant-bat-droppings", + "honey lamp": "vom_honey-lamp", + "honey of the warped wildflowers": "vom_honey-of-the-warped-wildflowers", + "honey trap": "vom_honey-trap", + "honeypot of awakening": "vom_honeypot-of-awakening", + "howling rod": "vom_howling-rod", + "humble cudgel of temperance": "vom_humble-cudgel-of-temperance", + "hunter's charm (+1)": "vom_hunters-charm-1", + "hunter's charm (+2)": "vom_hunters-charm-2", + "hunter's charm (+3)": "vom_hunters-charm-3", + "iceblink greatsword": "vom_iceblink-greatsword", + "iceblink longsword": "vom_iceblink-longsword", + "iceblink rapier": "vom_iceblink-rapier", + "iceblink scimitar": "vom_iceblink-scimitar", + "iceblink shortsword": "vom_iceblink-shortsword", + "impact club": "vom_impact-club", + "impaling lance": "vom_impaling-lance", + "impaling morningstar": "vom_impaling-morningstar", + "impaling pike": "vom_impaling-pike", + "impaling rapier": "vom_impaling-rapier", + "impaling warpick": "vom_impaling-warpick", + "incense of recovery": "vom_incense-of-recovery", + "interplanar paint": "vom_interplanar-paint", + "ironskin oil": "vom_ironskin-oil", + "ivy crown of prophecy": "vom_ivy-crown-of-prophecy", + "jeweler's anvil": "vom_jewelers-anvil", + "jungle mess kit": "vom_jungle-mess-kit", + "justicar's mask": "vom_justicars-mask", + "keffiyeh of serendipitous escape": "vom_keffiyeh-of-serendipitous-escape", + "knockabout billet": "vom_knockabout-billet", + "kobold firework": "vom_kobold-firework", + "kraken clutch ring": "vom_kraken-clutch-ring", + "kyshaarth's fang": "vom_kyshaarths-fang", + "labrys of the raging bull (battleaxe)": "vom_labrys-of-the-raging-bull-battleaxe", + "labrys of the raging bull (greataxe)": "vom_labrys-of-the-raging-bull-greataxe", + "language pyramid": "vom_language-pyramid", + "lantern of auspex": "vom_lantern-of-auspex", + "lantern of judgment": "vom_lantern-of-judgment", + "lantern of selective illumination": "vom_lantern-of-selective-illumination", + "larkmail": "vom_larkmail", + "last chance quiver": "vom_last-chance-quiver", + "leaf-bladed greatsword": "vom_leaf-bladed-greatsword", + "leaf-bladed longsword": "vom_leaf-bladed-longsword", + "leaf-bladed rapier": "vom_leaf-bladed-rapier", + "leaf-bladed scimitar": "vom_leaf-bladed-scimitar", + "leaf-bladed shortsword": "vom_leaf-bladed-shortsword", + "least scroll of conjuring": "vom_least-scroll-of-conjuring", + "leather armor of the leaf": "vom_leather-armor-of-the-leaf", + "leather armor of warding (+1)": "vom_leather-armor-of-warding-1", + "leather armor of warding (+2)": "vom_leather-armor-of-warding-2", + "leather armor of warding (+3)": "vom_leather-armor-of-warding-3", + "leonino wings": "vom_leonino-wings", + "lesser scroll of conjuring": "vom_lesser-scroll-of-conjuring", + "lifeblood gear": "vom_lifeblood-gear", + "lightning rod": "vom_lightning-rod", + "linguist's cap": "vom_linguists-cap", + "liquid courage": "vom_liquid-courage", + "liquid shadow": "vom_liquid-shadow", + "living juggernaut": "vom_living-juggernaut", + "living stake": "vom_living-stake", + "lockbreaker": "vom_lockbreaker", + "locket of dragon vitality": "vom_locket-of-dragon-vitality", + "locket of remembrance": "vom_locket-of-remembrance", + "locksmith's oil": "vom_locksmiths-oil", + "lodestone caltrops": "vom_lodestone-caltrops", + "longbow of accuracy": "vom_longbow-of-accuracy", + "longsword of fallen saints": "vom_longsword-of-fallen-saints", + "longsword of volsung": "vom_longsword-of-volsung", + "loom of fate": "vom_loom-of-fate", + "lucky charm of the monkey king": "vom_lucky-charm-of-the-monkey-king", + "lucky coin": "vom_lucky-coin", + "lucky eyepatch": "vom_lucky-eyepatch", + "lupine crown": "vom_lupine-crown", + "luring perfume": "vom_luring-perfume", + "magma mantle": "vom_magma-mantle", + "maiden's tears": "vom_maidens-tears", + "mail of the sword master": "vom_mail-of-the-sword-master", + "manticore's tail": "vom_manticores-tail", + "mantle of blood vengeance": "vom_mantle-of-blood-vengeance", + "mantle of the forest lord": "vom_mantle-of-the-forest-lord", + "mantle of the lion": "vom_mantle-of-the-lion", + "mantle of the void": "vom_mantle-of-the-void", + "manual of exercise": "vom_manual-of-exercise", + "manual of the lesser golem": "vom_manual-of-the-lesser-golem", + "manual of vine golem": "vom_manual-of-vine-golem", + "mapping ink": "vom_mapping-ink", + "marvelous clockwork mallard": "vom_marvelous-clockwork-mallard", + "masher basher": "vom_masher-basher", + "mask of the leaping gazelle": "vom_mask-of-the-leaping-gazelle", + "mask of the war chief": "vom_mask-of-the-war-chief", + "master angler's tackle": "vom_master-anglers-tackle", + "matryoshka dolls": "vom_matryoshka-dolls", + "mayhem mask": "vom_mayhem-mask", + "medal of valor": "vom_medal-of-valor", + "memory philter": "vom_memory-philter", + "mender's mark": "vom_menders-mark", + "meteoric plate": "vom_meteoric-plate", + "mindshatter bombard": "vom_mindshatter-bombard", + "minor minstrel": "vom_minor-minstrel", + "mirror of eavesdropping": "vom_mirror-of-eavesdropping", + "mirrored breastplate": "vom_mirrored-breastplate", + "mirrored half plate": "vom_mirrored-half-plate", + "mirrored plate": "vom_mirrored-plate", + "mnemonic fob": "vom_mnemonic-fob", + "mock box": "vom_mock-box", + "molten hellfire breastplate": "vom_molten-hellfire-breastplate", + "molten hellfire chain mail": "vom_molten-hellfire-chain-mail", + "molten hellfire chain shirt": "vom_molten-hellfire-chain-shirt", + "molten hellfire half plate": "vom_molten-hellfire-half-plate", + "molten hellfire plate": "vom_molten-hellfire-plate", + "molten hellfire ring mail": "vom_molten-hellfire-ring-mail", + "molten hellfire scale mail": "vom_molten-hellfire-scale-mail", + "molten hellfire splint": "vom_molten-hellfire-splint", + "mongrelmaker's handbook": "vom_mongrelmakers-handbook", + "monkey's paw of fortune": "vom_monkeys-paw-of-fortune", + "moon through the trees": "vom_moon-through-the-trees", + "moonfield lens": "vom_moonfield-lens", + "moonsteel dagger": "vom_moonsteel-dagger", + "moonsteel rapier": "vom_moonsteel-rapier", + "mordant battleaxe": "vom_mordant-battleaxe", + "mordant glaive": "vom_mordant-glaive", + "mordant greataxe": "vom_mordant-greataxe", + "mordant greatsword": "vom_mordant-greatsword", + "mordant halberd": "vom_mordant-halberd", + "mordant longsword": "vom_mordant-longsword", + "mordant scimitar": "vom_mordant-scimitar", + "mordant shortsword": "vom_mordant-shortsword", + "mordant sickle": "vom_mordant-sickle", + "mordant whip": "vom_mordant-whip", + "mountain hewer": "vom_mountain-hewer", + "mountaineer's hand crossbow": "vom_mountaineers-hand-crossbow", + "mountaineer's heavy crossbow": "vom_mountaineers-heavy-crossbow", + "mountaineer's light crossbow ": "vom_mountaineers-light-crossbow", + "muffled chain mail": "vom_muffled-chain-mail", + "muffled half plate": "vom_muffled-half-plate", + "muffled padded": "vom_muffled-padded", + "muffled plate": "vom_muffled-plate", + "muffled ring mail": "vom_muffled-ring-mail", + "muffled scale mail": "vom_muffled-scale-mail", + "muffled splint": "vom_muffled-splint", + "mug of merry drinking": "vom_mug-of-merry-drinking", + "murderous bombard": "vom_murderous-bombard", + "mutineer's blade": "vom_mutineers-blade", + "nameless cults": "vom_nameless-cults", + "necromantic ink": "vom_necromantic-ink", + "neutralizing bead": "vom_neutralizing-bead", + "nithing pole": "vom_nithing-pole", + "nullifier's lexicon": "vom_nullifiers-lexicon", + "oakwood wand": "vom_oakwood-wand", + "octopus bracers": "vom_octopus-bracers", + "oculi of the ancestor": "vom_oculi-of-the-ancestor", + "odd bodkin": "vom_odd-bodkin", + "odorless oil": "vom_odorless-oil", + "ogre's pot": "vom_ogres-pot", + "oil of concussion": "vom_oil-of-concussion", + "oil of defoliation": "vom_oil-of-defoliation", + "oil of extreme bludgeoning": "vom_oil-of-extreme-bludgeoning", + "oil of numbing": "vom_oil-of-numbing", + "oil of sharpening": "vom_oil-of-sharpening", + "oni mask": "vom_oni-mask", + "oracle charm": "vom_oracle-charm", + "orb of enthralling patterns": "vom_orb-of-enthralling-patterns", + "orb of obfuscation": "vom_orb-of-obfuscation", + "ouroboros amulet": "vom_ouroboros-amulet", + "pact paper": "vom_pact-paper", + "padded armor of the leaf": "vom_padded-armor-of-the-leaf", + "padded armor of warding (+1)": "vom_padded-armor-of-warding-1", + "padded armor of warding (+2)": "vom_padded-armor-of-warding-2", + "padded armor of warding (+3)": "vom_padded-armor-of-warding-3", + "parasol of temperate weather": "vom_parasol-of-temperate-weather", + "pavilion of dreams": "vom_pavilion-of-dreams", + "pearl of diving": "vom_pearl-of-diving", + "periapt of eldritch knowledge": "vom_periapt-of-eldritch-knowledge", + "periapt of proof against lies": "vom_periapt-of-proof-against-lies", + "pestilent spear": "vom_pestilent-spear", + "phase mirror": "vom_phase-mirror", + "phidjetz spinner": "vom_phidjetz-spinner", + "philter of luck": "vom_philter-of-luck", + "phoenix ember": "vom_phoenix-ember", + "pick of ice breaking": "vom_pick-of-ice-breaking", + "pipes of madness": "vom_pipes-of-madness", + "pistol of the umbral court": "vom_pistol-of-the-umbral-court", + "plate of warding (+1)": "vom_plate-of-warding-1", + "plate of warding (+2)": "vom_plate-of-warding-2", + "plate of warding (+3)": "vom_plate-of-warding-3", + "plumb of the elements": "vom_plumb-of-the-elements", + "plunderer's sea chest": "vom_plunderers-sea-chest", + "pocket oasis": "vom_pocket-oasis", + "pocket spark": "vom_pocket-spark", + "poison strand": "vom_poison-strand", + "potent cure-all": "vom_potent-cure-all", + "potion of air breathing": "vom_potion-of-air-breathing", + "potion of bad taste": "vom_potion-of-bad-taste", + "potion of bouncing": "vom_potion-of-bouncing", + "potion of buoyancy": "vom_potion-of-buoyancy", + "potion of dire cleansing": "vom_potion-of-dire-cleansing", + "potion of ebbing strength": "vom_potion-of-ebbing-strength", + "potion of effulgence": "vom_potion-of-effulgence", + "potion of empowering truth": "vom_potion-of-empowering-truth", + "potion of freezing fog": "vom_potion-of-freezing-fog", + "potion of malleability": "vom_potion-of-malleability", + "potion of sand form": "vom_potion-of-sand-form", + "potion of skating": "vom_potion-of-skating", + "potion of transparency": "vom_potion-of-transparency", + "potion of worg form": "vom_potion-of-worg-form", + "prayer mat": "vom_prayer-mat", + "primal doom of anguish": "vom_primal-doom-of-anguish", + "primal doom of pain": "vom_primal-doom-of-pain", + "primal doom of rage": "vom_primal-doom-of-rage", + "primordial scale": "vom_primordial-scale", + "prospecting compass": "vom_prospecting-compass", + "quick-change mirror": "vom_quick-change-mirror", + "quill of scribing": "vom_quill-of-scribing", + "quilted bridge": "vom_quilted-bridge", + "radiance bomb": "vom_radiance-bomb", + "radiant bracers": "vom_radiant-bracers", + "radiant libram": "vom_radiant-libram", + "rain of chaos": "vom_rain-of-chaos", + "rainbow extract": "vom_rainbow-extract", + "rapier of fallen saints": "vom_rapier-of-fallen-saints", + "ravager's axe": "vom_ravagers-axe", + "recondite shield": "vom_recondite-shield", + "recording book": "vom_recording-book", + "reef splitter": "vom_reef-splitter", + "relocation cable": "vom_relocation-cable", + "resolute bracer": "vom_resolute-bracer", + "retribution armor": "vom_retribution-armor", + "revenant's shawl": "vom_revenants-shawl", + "rift orb": "vom_rift-orb", + "ring mail of warding (+1)": "vom_ring-mail-of-warding-1", + "ring mail of warding (+2)": "vom_ring-mail-of-warding-2", + "ring mail of warding (+3)": "vom_ring-mail-of-warding-3", + "ring of arcane adjustment": "vom_ring-of-arcane-adjustment", + "ring of bravado": "vom_ring-of-bravado", + "ring of deceiver's warning": "vom_ring-of-deceivers-warning", + "ring of dragon's discernment": "vom_ring-of-dragons-discernment", + "ring of featherweight weapons": "vom_ring-of-featherweight-weapons", + "ring of giant mingling": "vom_ring-of-giant-mingling", + "ring of hoarded life": "vom_ring-of-hoarded-life", + "ring of imperious command": "vom_ring-of-imperious-command", + "ring of light's comfort": "vom_ring-of-lights-comfort", + "ring of night's solace": "vom_ring-of-nights-solace", + "ring of powerful summons": "vom_ring-of-powerful-summons", + "ring of remembrance": "vom_ring-of-remembrance", + "ring of sealing": "vom_ring-of-sealing", + "ring of shadows": "vom_ring-of-shadows", + "ring of small mercies": "vom_ring-of-small-mercies", + "ring of stored vitality": "vom_ring-of-stored-vitality", + "ring of the dolphin": "vom_ring-of-the-dolphin", + "ring of the frog": "vom_ring-of-the-frog", + "ring of the frost knight": "vom_ring-of-the-frost-knight", + "ring of the grove's guardian": "vom_ring-of-the-groves-guardian", + "ring of the jarl": "vom_ring-of-the-jarl", + "ring of the water dancer": "vom_ring-of-the-water-dancer", + "ring of ursa": "vom_ring-of-ursa", + "river token": "vom_river-token", + "riverine blade": "vom_riverine-blade", + "rod of blade bending": "vom_rod-of-blade-bending", + "rod of bubbles": "vom_rod-of-bubbles", + "rod of conveyance": "vom_rod-of-conveyance", + "rod of deflection": "vom_rod-of-deflection", + "rod of ghastly might": "vom_rod-of-ghastly-might", + "rod of hellish grounding": "vom_rod-of-hellish-grounding", + "rod of icicles": "vom_rod-of-icicles", + "rod of reformation": "vom_rod-of-reformation", + "rod of repossession": "vom_rod-of-repossession", + "rod of sacrificial blessing": "vom_rod-of-sacrificial-blessing", + "rod of sanguine mastery": "vom_rod-of-sanguine-mastery", + "rod of swarming skulls": "vom_rod-of-swarming-skulls", + "rod of the disciplinarian": "vom_rod-of-the-disciplinarian", + "rod of the infernal realms": "vom_rod-of-the-infernal-realms", + "rod of the jester": "vom_rod-of-the-jester", + "rod of the mariner": "vom_rod-of-the-mariner", + "rod of the wastes": "vom_rod-of-the-wastes", + "rod of thorns": "vom_rod-of-thorns", + "rod of underworld navigation": "vom_rod-of-underworld-navigation", + "rod of vapor": "vom_rod-of-vapor", + "rod of verbatim": "vom_rod-of-verbatim", + "rod of warning": "vom_rod-of-warning", + "rogue's aces": "vom_rogues-aces", + "root of the world tree": "vom_root-of-the-world-tree", + "rope seed": "vom_rope-seed", + "rowan staff": "vom_rowan-staff", + "rowdy's club": "vom_rowdys-club", + "rowdy's ring": "vom_rowdys-ring", + "royal jelly": "vom_royal-jelly", + "ruby crusher": "vom_ruby-crusher", + "rug of safe haven": "vom_rug-of-safe-haven", + "rust monster shell": "vom_rust-monster-shell", + "sacrificial knife": "vom_sacrificial-knife", + "saddle of the cavalry casters": "vom_saddle-of-the-cavalry-casters", + "sanctuary shell": "vom_sanctuary-shell", + "sand arrow": "vom_sand-arrow", + "sand suit": "vom_sand-suit", + "sandals of sand skating": "vom_sandals-of-sand-skating", + "sandals of the desert wanderer": "vom_sandals-of-the-desert-wanderer", + "sanguine lance": "vom_sanguine-lance", + "satchel of seawalking": "vom_satchel-of-seawalking", + "scale mail of warding (+1)": "vom_scale-mail-of-warding-1", + "scale mail of warding (+2)": "vom_scale-mail-of-warding-2", + "scale mail of warding (+3)": "vom_scale-mail-of-warding-3", + "scalehide cream": "vom_scalehide-cream", + "scarab of rebirth": "vom_scarab-of-rebirth", + "scarf of deception": "vom_scarf-of-deception", + "scent sponge": "vom_scent-sponge", + "scepter of majesty": "vom_scepter-of-majesty", + "scimitar of fallen saints": "vom_scimitar-of-fallen-saints", + "scimitar of the desert winds": "vom_scimitar-of-the-desert-winds", + "scorn pouch": "vom_scorn-pouch", + "scorpion feet": "vom_scorpion-feet", + "scoundrel's gambit": "vom_scoundrels-gambit", + "scourge of devotion": "vom_scourge-of-devotion", + "scout's coat": "vom_scouts-coat", + "screaming skull": "vom_screaming-skull", + "scrimshaw comb": "vom_scrimshaw-comb", + "scrimshaw parrot": "vom_scrimshaw-parrot", + "scroll of fabrication": "vom_scroll-of-fabrication", + "scroll of treasure finding": "vom_scroll-of-treasure-finding", + "scrolls of correspondence": "vom_scrolls-of-correspondence", + "sea witch's blade": "vom_sea-witchs-blade", + "searing whip": "vom_searing-whip", + "second wind": "vom_second-wind", + "seelie staff": "vom_seelie-staff", + "selket's bracer": "vom_selkets-bracer", + "seneschal's gloves": "vom_seneschals-gloves", + "sentinel portrait": "vom_sentinel-portrait", + "serpent staff": "vom_serpent-staff", + "serpentine bracers": "vom_serpentine-bracers", + "serpent's scales": "vom_serpents-scales", + "serpent's tooth": "vom_serpents-tooth", + "shadow tome": "vom_shadow-tome", + "shadowhound's muzzle": "vom_shadowhounds-muzzle", + "shark tooth crown": "vom_shark-tooth-crown", + "sharkskin vest": "vom_sharkskin-vest", + "sheeshah of revelations": "vom_sheeshah-of-revelations", + "shepherd's flail": "vom_shepherds-flail", + "shield of gnawing": "vom_shield-of-gnawing", + "shield of missile reversal": "vom_shield-of-missile-reversal", + "shield of the fallen": "vom_shield-of-the-fallen", + "shifting shirt": "vom_shifting-shirt", + "shimmer ring": "vom_shimmer-ring", + "shoes of the shingled canopy": "vom_shoes-of-the-shingled-canopy", + "shortbow of accuracy": "vom_shortbow-of-accuracy", + "shortsword of fallen saints": "vom_shortsword-of-fallen-saints", + "shrutinandan sitar": "vom_shrutinandan-sitar", + "sickle of thorns": "vom_sickle-of-thorns", + "siege arrow": "vom_siege-arrow", + "signaling ammunition": "vom_signaling-ammunition", + "signaling compass": "vom_signaling-compass", + "signet of the magister": "vom_signet-of-the-magister", + "silver skeleton key": "vom_silver-skeleton-key", + "silver string": "vom_silver-string", + "silvered oar": "vom_silvered-oar", + "skald's harp": "vom_skalds-harp", + "skipstone": "vom_skipstone", + "skullcap of deep wisdom": "vom_skullcap-of-deep-wisdom", + "slatelight ring": "vom_slatelight-ring", + "sleep pellet": "vom_sleep-pellet", + "slick cuirass": "vom_slick-cuirass", + "slimeblade greatsword": "vom_slimeblade-greatsword", + "slimeblade longsword": "vom_slimeblade-longsword", + "slimeblade rapier": "vom_slimeblade-rapier", + "slimeblade scimitar": "vom_slimeblade-scimitar", + "slimeblade shortsword": "vom_slimeblade-shortsword", + "sling stone of screeching": "vom_sling-stone-of-screeching", + "slippers of the cat": "vom_slippers-of-the-cat", + "slipshod hammer": "vom_slipshod-hammer", + "sloughide bombard": "vom_sloughide-bombard", + "smoking plate of heithmir": "vom_smoking-plate-of-heithmir", + "smuggler's bag": "vom_smugglers-bag", + "smuggler's coat": "vom_smugglers-coat", + "snake basket": "vom_snake-basket", + "soldra's staff": "vom_soldras-staff", + "song-saddle of the khan": "vom_song-saddle-of-the-khan", + "soul bond chalice": "vom_soul-bond-chalice", + "soul jug": "vom_soul-jug", + "spear of the north": "vom_spear-of-the-north", + "spear of the stilled heart": "vom_spear-of-the-stilled-heart", + "spear of the western whale": "vom_spear-of-the-western-whale", + "spearbiter": "vom_spearbiter", + "spectral blade": "vom_spectral-blade", + "spell disruptor horn": "vom_spell-disruptor-horn", + "spice box of zest": "vom_spice-box-of-zest", + "spice box spoon": "vom_spice-box-spoon", + "spider grenade": "vom_spider-grenade", + "spider staff": "vom_spider-staff", + "splint of warding (+1)": "vom_splint-of-warding-1", + "splint of warding (+2)": "vom_splint-of-warding-2", + "splint of warding (+3)": "vom_splint-of-warding-3", + "splinter staff": "vom_splinter-staff", + "spyglass of summoning": "vom_spyglass-of-summoning", + "staff of binding": "vom_staff-of-binding", + "staff of camazotz": "vom_staff-of-camazotz", + "staff of channeling": "vom_staff-of-channeling", + "staff of desolation": "vom_staff-of-desolation", + "staff of dissolution": "vom_staff-of-dissolution", + "staff of fate": "vom_staff-of-fate", + "staff of feathers": "vom_staff-of-feathers", + "staff of giantkin": "vom_staff-of-giantkin", + "staff of ice and fire": "vom_staff-of-ice-and-fire", + "staff of master lu po": "vom_staff-of-master-lu-po", + "staff of midnight": "vom_staff-of-midnight", + "staff of minor curses": "vom_staff-of-minor-curses", + "staff of parzelon": "vom_staff-of-parzelon", + "staff of portals": "vom_staff-of-portals", + "staff of scrying": "vom_staff-of-scrying", + "staff of spores": "vom_staff-of-spores", + "staff of the armada": "vom_staff-of-the-armada", + "staff of the artisan": "vom_staff-of-the-artisan", + "staff of the cephalopod": "vom_staff-of-the-cephalopod", + "staff of the four winds": "vom_staff-of-the-four-winds", + "staff of the lantern bearer": "vom_staff-of-the-lantern-bearer", + "staff of the peaks": "vom_staff-of-the-peaks", + "staff of the scion": "vom_staff-of-the-scion", + "staff of the treant": "vom_staff-of-the-treant", + "staff of the unhatched": "vom_staff-of-the-unhatched", + "staff of the white necromancer": "vom_staff-of-the-white-necromancer", + "staff of thorns": "vom_staff-of-thorns", + "staff of voices": "vom_staff-of-voices", + "staff of winter and ice": "vom_staff-of-winter-and-ice", + "standard of divinity (glaive)": "vom_standard-of-divinity-glaive", + "standard of divinity (halberd)": "vom_standard-of-divinity-halberd", + "standard of divinity (lance)": "vom_standard-of-divinity-lance", + "standard of divinity (pike)": "vom_standard-of-divinity-pike", + "steadfast splint": "vom_steadfast-splint", + "stinger": "vom_stinger", + "stolen thunder": "vom_stolen-thunder", + "stone staff": "vom_stone-staff", + "stonechewer gauntlets": "vom_stonechewer-gauntlets", + "stonedrift staff": "vom_stonedrift-staff", + "storyteller's pipe": "vom_storytellers-pipe", + "studded leather armor of the leaf": "vom_studded-leather-armor-of-the-leaf", + "studded-leather of warding (+1)": "vom_studded-leather-of-warding-1", + "studded-leather of warding (+2)": "vom_studded-leather-of-warding-2", + "studded-leather of warding (+3)": "vom_studded-leather-of-warding-3", + "sturdy crawling cloak": "vom_sturdy-crawling-cloak", + "sturdy scroll tube": "vom_sturdy-scroll-tube", + "stygian crook": "vom_stygian-crook", + "superior potion of troll blood": "vom_superior-potion-of-troll-blood", + "supreme potion of troll blood": "vom_supreme-potion-of-troll-blood", + "survival knife": "vom_survival-knife", + "swarmfoe hide": "vom_swarmfoe-hide", + "swarmfoe leather": "vom_swarmfoe-leather", + "swashing plumage": "vom_swashing-plumage", + "sweet nature": "vom_sweet-nature", + "swolbold wraps": "vom_swolbold-wraps", + "tactile unguent": "vom_tactile-unguent", + "tailor's clasp": "vom_tailors-clasp", + "talisman of the snow queen": "vom_talisman-of-the-snow-queen", + "talking tablets": "vom_talking-tablets", + "talking torches": "vom_talking-torches", + "tamer's whip": "vom_tamers-whip", + "tarian graddfeydd ddraig": "vom_tarian-graddfeydd-ddraig", + "teapot of soothing": "vom_teapot-of-soothing", + "tenebrous flail of screams": "vom_tenebrous-flail-of-screams", + "tenebrous mantle": "vom_tenebrous-mantle", + "thirsting scalpel": "vom_thirsting-scalpel", + "thirsting thorn": "vom_thirsting-thorn", + "thornish nocturnal": "vom_thornish-nocturnal", + "three-section boots": "vom_three-section-boots", + "throttler's gauntlets": "vom_throttlers-gauntlets", + "thunderous kazoo": "vom_thunderous-kazoo", + "tick stop watch": "vom_tick-stop-watch", + "timeworn timepiece": "vom_timeworn-timepiece", + "tincture of moonlit blossom": "vom_tincture-of-moonlit-blossom", + "tipstaff": "vom_tipstaff", + "tome of knowledge": "vom_tome-of-knowledge", + "tonic for the troubled mind": "vom_tonic-for-the-troubled-mind", + "tonic of blandness": "vom_tonic-of-blandness", + "toothsome purse": "vom_toothsome-purse", + "torc of the comet": "vom_torc-of-the-comet", + "tracking dart": "vom_tracking-dart", + "treebleed bucket": "vom_treebleed-bucket", + "trident of the vortex": "vom_trident-of-the-vortex", + "trident of the yearning tide": "vom_trident-of-the-yearning-tide", + "troll skin hide": "vom_troll-skin-hide", + "troll skin leather": "vom_troll-skin-leather", + "trollsblood elixir": "vom_trollsblood-elixir", + "tyrant's whip": "vom_tyrants-whip", + "umber beans": "vom_umber-beans", + "umbral band": "vom_umbral-band", + "umbral chopper": "vom_umbral-chopper", + "umbral lantern": "vom_umbral-lantern", + "umbral staff": "vom_umbral-staff", + "undine plate": "vom_undine-plate", + "unerring dowsing rod": "vom_unerring-dowsing-rod", + "unquiet dagger": "vom_unquiet-dagger", + "unseelie staff": "vom_unseelie-staff", + "valkyrie's bite": "vom_valkyries-bite", + "vengeful coat": "vom_vengeful-coat", + "venomous fangs": "vom_venomous-fangs", + "verdant elixir": "vom_verdant-elixir", + "verminous snipsnaps": "vom_verminous-snipsnaps", + "verses of vengeance": "vom_verses-of-vengeance", + "vessel of deadly venoms": "vom_vessel-of-deadly-venoms", + "vestments of the bleak shinobi": "vom_vestments-of-the-bleak-shinobi", + "vial of sunlight": "vom_vial-of-sunlight", + "vielle of weirding and warding": "vom_vielle-of-weirding-and-warding", + "vigilant mug": "vom_vigilant-mug", + "vile razor": "vom_vile-razor", + "void-touched buckler": "vom_void-touched-buckler", + "voidskin cloak": "vom_voidskin-cloak", + "voidwalker": "vom_voidwalker", + "wand of accompaniment": "vom_wand-of-accompaniment", + "wand of air glyphs": "vom_wand-of-air-glyphs", + "wand of bristles": "vom_wand-of-bristles", + "wand of depth detection": "vom_wand-of-depth-detection", + "wand of direction": "vom_wand-of-direction", + "wand of drowning": "vom_wand-of-drowning", + "wand of extinguishing": "vom_wand-of-extinguishing", + "wand of fermentation": "vom_wand-of-fermentation", + "wand of flame control": "vom_wand-of-flame-control", + "wand of giggles": "vom_wand-of-giggles", + "wand of guidance": "vom_wand-of-guidance", + "wand of harrowing": "vom_wand-of-harrowing", + "wand of ignition": "vom_wand-of-ignition", + "wand of plant destruction": "vom_wand-of-plant-destruction", + "wand of relieved burdens": "vom_wand-of-relieved-burdens", + "wand of resistance": "vom_wand-of-resistance", + "wand of revealing": "vom_wand-of-revealing", + "wand of tears": "vom_wand-of-tears", + "wand of the timekeeper": "vom_wand-of-the-timekeeper", + "wand of treasure finding": "vom_wand-of-treasure-finding", + "wand of vapors": "vom_wand-of-vapors", + "wand of windows": "vom_wand-of-windows", + "ward against wild appetites": "vom_ward-against-wild-appetites", + "warding icon": "vom_warding-icon", + "warlock's aegis": "vom_warlocks-aegis", + "warrior shabti": "vom_warrior-shabti", + "wave chain mail": "vom_wave-chain-mail", + "wayfarer's candle": "vom_wayfarers-candle", + "web arrows": "vom_web-arrows", + "webbed staff": "vom_webbed-staff", + "whip of fangs": "vom_whip-of-fangs", + "whispering cloak": "vom_whispering-cloak", + "whispering powder": "vom_whispering-powder", + "white ape hide": "vom_white-ape-hide", + "white ape leather": "vom_white-ape-leather", + "white dandelion": "vom_white-dandelion", + "white honey buckle": "vom_white-honey-buckle", + "windwalker boots": "vom_windwalker-boots", + "wisp of the void": "vom_wisp-of-the-void", + "witch ward bottle": "vom_witch-ward-bottle", + "witch's brew": "vom_witchs-brew", + "wolf brush": "vom_wolf-brush", + "wolfbite ring": "vom_wolfbite-ring", + "worg salve": "vom_worg-salve", + "worry stone": "vom_worry-stone", + "wraithstone": "vom_wraithstone", + "wrathful vapors": "vom_wrathful-vapors", + "zephyr shield": "vom_zephyr-shield", + "ziphian eye amulet": "vom_ziphian-eye-amulet", + "zipline ring": "vom_zipline-ring" + } + } +} \ No newline at end of file diff --git a/data/spells.json b/data/spells.json new file mode 100644 index 0000000..d41bce1 --- /dev/null +++ b/data/spells.json @@ -0,0 +1,8687 @@ +{ + "count": 339, + "results": [ + { + "key": "acid-arrow", + "name": "Acid Arrow", + "level": 2, + "school": "Evocation", + "casting_time": "action", + "range": 90, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.", + "higher_level": "The damage (both initial and later) increases by 1d4 for each spell slot level above 2.", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "acid-splash", + "name": "Acid Splash", + "level": 0, + "school": "Evocation", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "aid", + "name": "Aid", + "level": 2, + "school": "Abjuration", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.", + "higher_level": "Each target's Hit Points increase by 5 for each spell slot level above 2.", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "alarm", + "name": "Alarm", + "level": 1, + "school": "Abjuration", + "casting_time": "1minute", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": true, + "description": "You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:", + "higher_level": "", + "classes": [ + "Ranger", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "alter-self", + "name": "Alter Self", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. _Aquatic Adaptation._ You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. _Change Appearance._ You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. _Natural Weapons._ You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "animal-friendship", + "name": "Animal Friendship", + "level": 1, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.", + "higher_level": "You can target one additional Beast for each spell slot level above 1.", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "animal-messenger", + "name": "Animal Messenger", + "level": 2, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": true, + "description": "A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \"a person dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.", + "higher_level": "The spell's duration increases by 48 hours for each spell slot level above 2.", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "animal-shapes", + "name": "Animal Shapes", + "level": 8, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again. A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form. The target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.", + "higher_level": "", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "animate-dead", + "name": "Animate Dead", + "level": 3, + "school": "Necromancy", + "casting_time": "1minute", + "range": 10, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see \"Monsters\" for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.", + "higher_level": "You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.", + "classes": [ + "Cleric", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "animate-objects", + "name": "Animate Objects", + "level": 5, + "school": "Transmutation", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.", + "higher_level": "The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "antilife-shell", + "name": "Antilife Shell", + "level": 5, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.", + "higher_level": "", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "antimagic-field", + "name": "Antimagic Field", + "level": 8, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it. Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.", + "higher_level": "", + "classes": [ + "Cleric", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "antipathysympathy", + "name": "Antipathy/Sympathy", + "level": 8, + "school": "Enchantment", + "casting_time": "1hour", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 days", + "concentration": false, + "ritual": false, + "description": "As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\n\n**Antipathy**. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\n\n**Sympathy**. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\n\n**Ending the Effect**. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "arcane-eye", + "name": "Arcane Eye", + "level": 4, + "school": "Divination", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "arcane-hand", + "name": "Arcane Hand", + "level": 5, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space. When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:", + "higher_level": "The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "arcane-lock", + "name": "Arcane Lock", + "level": 2, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": false, + "description": "You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "arcane-sword", + "name": "Arcane Sword", + "level": 7, + "school": "Evocation", + "casting_time": "action", + "range": 90, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "arcanists-magic-aura", + "name": "Arcanist's Magic Aura", + "level": 2, + "school": "Illusion", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "astral-projection", + "name": "Astral Projection", + "level": 9, + "school": "Necromancy", + "casting_time": "1hour", + "range": 10, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": false, + "description": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die. A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.", + "higher_level": "", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "augury", + "name": "Augury", + "level": 2, + "school": "Divination", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": true, + "description": "You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Table: Omens | Omen | For Results That Will Be \u2026 | |--------------|----------------------------| | Weal | Good | | Woe | Bad | | Weal and woe | Good and bad | | Indifference | Neither good nor bad | The spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "aura-of-life", + "name": "Aura of Life", + "level": 4, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.", + "higher_level": "", + "classes": [ + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "awaken", + "name": "Awaken", + "level": 5, + "school": "Transmutation", + "casting_time": "1hour", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in \"Monsters.\" The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.", + "higher_level": "", + "classes": [ + "Bard", + "Druid" + ], + "subclasses": [] + }, + { + "key": "bane", + "name": "Bane", + "level": 1, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "classes": [ + "Bard", + "Cleric", + "Warlock" + ], + "subclasses": [] + }, + { + "key": "banishment", + "name": "Banishment", + "level": 4, + "school": "Abjuration", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (GM's choice) associated with its creature type.", + "higher_level": "You can target one additional creature for each spell slot level above 4.", + "classes": [ + "Cleric", + "Paladin", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "barkskin", + "name": "Barkskin", + "level": 2, + "school": "Transmutation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "beacon-of-hope", + "name": "Beacon of Hope", + "level": 3, + "school": "Abjuration", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "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.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "befuddlement", + "name": "Befuddlement", + "level": 8, + "school": "Enchantment", + "casting_time": "action", + "range": 150, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "bestow-curse", + "name": "Bestow Curse", + "level": 3, + "school": "Necromancy", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: - Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. - The target has Disadvantage on attack rolls against you. - In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. - If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.", + "higher_level": "If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5\u20136 slot) or 24 hours (level 7\u20138 slot). If you use a level 9 spell slot, the spell lasts until dispelled.", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "black-tentacles", + "name": "Black Tentacles", + "level": 4, + "school": "Conjuration", + "casting_time": "action", + "range": 90, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "blade-barrier", + "name": "Blade Barrier", + "level": 6, + "school": "Evocation", + "casting_time": "action", + "range": 90, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "bless", + "name": "Bless", + "level": 1, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "classes": [ + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "blight", + "name": "Blight", + "level": 4, + "school": "Necromancy", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save. Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "blindnessdeafness", + "name": "Blindness/Deafness", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", + "higher_level": "You can target one additional creature for each spell slot level above 2.", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "blink", + "name": "Blink", + "level": 3, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "Roll 1d6 at the end of each of your turns for the duration. On a roll of 4\u20136, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "blur", + "name": "Blur", + "level": 2, + "school": "Illusion", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "burning-hands", + "name": "Burning Hands", + "level": 1, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "call-lightning", + "name": "Call Lightning", + "level": 3, + "school": "Conjuration", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one. If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", + "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "calm-emotions", + "name": "Calm Emotions", + "level": 2, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. - The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric" + ], + "subclasses": [] + }, + { + "key": "chain-lightning", + "name": "Chain Lightning", + "level": 6, + "school": "Evocation", + "casting_time": "action", + "range": 150, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "charm-monster", + "name": "Charm Monster", + "level": 4, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", + "higher_level": "You can target one additional creature for each spell slot level above 4.", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "charm-person", + "name": "Charm Person", + "level": 1, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "chill-touch", + "name": "Chill Touch", + "level": 0, + "school": "Necromancy", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.", + "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "chromatic-orb", + "name": "Chromatic Orb", + "level": 1, + "school": "Evocation", + "casting_time": "action", + "range": 90, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "circle-of-death", + "name": "Circle of Death", + "level": 6, + "school": "Necromancy", + "casting_time": "action", + "range": 150, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.", + "higher_level": "The damage increases by 2d8 for each spell slot level above 6.", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "clairvoyance", + "name": "Clairvoyance", + "level": 3, + "school": "Divination", + "casting_time": "1minute", + "range": 5280, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing. A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "clone", + "name": "Clone", + "level": 8, + "school": "Necromancy", + "casting_time": "1hour", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. If the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "cloudkill", + "name": "Cloudkill", + "level": 5, + "school": "Conjuration", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The Sphere moves 10 feet away from you at the start of each of your turns.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "color-spray", + "name": "Color Spray", + "level": 1, + "school": "Illusion", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "command", + "name": "Command", + "level": 1, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\n- **Drop.** The target drops whatever it is holding and then ends its turn.\n- **Flee.** The target spends its turn moving away from you by the fastest available means.\n- **Grovel.** The target has the Prone condition and then ends its turn.\n- **Halt.** On its turn, the target doesn't move and takes no action or Bonus Action.", + "higher_level": "You can affect one additional creature for each spell slot level above 1.", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "commune", + "name": "Commune", + "level": 5, + "school": "Divination", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": false, + "ritual": true, + "description": "You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "commune-with-nature", + "name": "Commune with Nature", + "level": 5, + "school": "Divination", + "casting_time": "1minute", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": true, + "description": "You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell's area: - Locations of settlements - Locations of portals to other planes of existence - Location of one Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to learn) - Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "comprehend-languages", + "name": "Comprehend Languages", + "level": 1, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": true, + "description": "For the duration, you understand the literal meaning of any language that you hear or see signed. 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. This spell doesn't decode symbols or secret messages.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "compulsion", + "name": "Compulsion", + "level": 4, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.", + "higher_level": "", + "classes": [ + "Bard" + ], + "subclasses": [] + }, + { + "key": "cone-of-cold", + "name": "Cone of Cold", + "level": 5, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "confusion", + "name": "Confusion", + "level": 4, + "school": "Enchantment", + "casting_time": "action", + "range": 90, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. Table: 1d10 Behavior for the Turn | d10 | Behavior for the Turn | |------|----------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.| | 2\u20136 | The target doesn't move or take actions. | | 7\u20138 | The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. | | 9\u201310 | The target chooses its behavior. | At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.", + "higher_level": "The Sphere's radius increases by 5 feet for each spell slot level above 4.", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "conjure-animals", + "name": "Conjure Animals", + "level": 3, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.", + "higher_level": "The damage increases by 1d10 for each spell slot level above 3.", + "classes": [ + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "conjure-celestial", + "name": "Conjure Celestial", + "level": 7, + "school": "Conjuration", + "casting_time": "action", + "range": 90, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.", + "higher_level": "The healing and damage increase by 1d12 for each spell slot level above 7.", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "conjure-elemental", + "name": "Conjure Elemental", + "level": 5, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 5.", + "classes": [ + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "conjure-fey", + "name": "Conjure Fey", + "level": 6, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.", + "higher_level": "The damage increases by 1d12 for each spell slot level above 6.", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "conjure-minor-elementals", + "name": "Conjure Minor Elementals", + "level": 4, + "school": "Conjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack). In addition, the ground in the Emanation is Difficult Terrain for your enemies.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "classes": [ + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "conjure-woodland-beings", + "name": "Conjure Woodland Beings", + "level": 4, + "school": "Conjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell's duration.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "classes": [ + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "contact-other-plane", + "name": "Contact Other Plane", + "level": 5, + "school": "Divination", + "casting_time": "1minute", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "1 minute", + "concentration": false, + "ritual": true, + "description": "You mentally contact a demigod, the spirit of a longdead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.", + "higher_level": "", + "classes": [ + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "contagion", + "name": "Contagion", + "level": 5, + "school": "Necromancy", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "7 days", + "concentration": false, + "ritual": false, + "description": "Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "contingency", + "name": "Contingency", + "level": 6, + "school": "Abjuration", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 days", + "concentration": false, + "ritual": false, + "description": "Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "continual-flame", + "name": "Continual Flame", + "level": 2, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": false, + "description": "A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "control-water", + "name": "Control Water", + "level": 4, + "school": "Transmutation", + "casting_time": "action", + "range": 300, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "control-weather", + "name": "Control Weather", + "level": 8, + "school": "Transmutation", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": true, + "ritual": false, + "description": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the GM. You can change precipitation, temperature, and wind. It takes 1d4 \u00d7 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Table: Precipitation | Stage | Condition | |-------|--------------------------------------------| | 1 | Clear | | 2 | Light clouds | | 3 | Overcast or ground fog | | 4 | Rain, hail, or snow | | 5 | Torrential rain, driving hail, or blizzard | Table: Temperature | Stage | Condition | |-------------|-----------| | 1 | Heat wave | | 2 | Hot | | 3 | Warm | | 4 | Cool | | 5 | Cold | | 6 | Freezing | Table: Wind | Stage | Condition | |-------|---------------| | 1 | Calm | | 2 | Moderate wind | | 3 | Strong wind | | 4 | Gale | | 5 | Storm |", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "counterspell", + "name": "Counterspell", + "level": 3, + "school": "Abjuration", + "casting_time": "reaction", + "range": 60, + "components": { + "material": false, + "verbal": false, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "create-food-and-water", + "name": "Create Food and Water", + "level": 3, + "school": "Conjuration", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.", + "higher_level": "", + "classes": [ + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "create-or-destroy-water", + "name": "Create or Destroy Water", + "level": 1, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You do one of the following:", + "higher_level": "You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.", + "classes": [ + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "create-undead", + "name": "Create Undead", + "level": 6, + "school": "Necromancy", + "casting_time": "1minute", + "range": 10, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see \"Monsters\" for its stat block). As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.", + "higher_level": "If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See \"Monsters\" for these stat blocks.", + "classes": [ + "Cleric", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "creation", + "name": "Creation", + "level": 5, + "school": "Illusion", + "casting_time": "1minute", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "special", + "concentration": false, + "ritual": false, + "description": "You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen. The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail. Table: Materials | Material | Duration | |-----------------------|------------| | Vegetable matter | 24 hours | | Stone or crystal | 12 hours | | Precious metals | 1 hour | | Gems | 10 minutes | | Adamantine or mithral | 1 minute |", + "higher_level": "The Cube increases by 5 feet for each spell slot level above 5.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "cure-wounds", + "name": "Cure Wounds", + "level": 1, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.", + "higher_level": "The healing increases by 2d8 for each spell slot level above 1.", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "dancing-lights", + "name": "Dancing Lights", + "level": 0, + "school": "Illusion", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10 foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "darkness", + "name": "Darkness", + "level": 2, + "school": "Evocation", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": false + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "darkvision", + "name": "Darkvision", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "For the duration, a willing creature you touch has Darkvision with a range of 150 feet.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "daylight", + "name": "Daylight", + "level": 3, + "school": "Evocation", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer" + ], + "subclasses": [] + }, + { + "key": "death-ward", + "name": "Death Ward", + "level": 4, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.", + "higher_level": "", + "classes": [ + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "delayed-blast-fireball", + "name": "Delayed Blast Fireball", + "level": 7, + "school": "Evocation", + "casting_time": "action", + "range": 150, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.", + "higher_level": "The base damage increases by 1d6 for each spell slot level above 7.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "demiplane", + "name": "Demiplane", + "level": 8, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": false, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space. Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "detect-evil-and-good", + "name": "Detect Evil and Good", + "level": 1, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", + "higher_level": "", + "classes": [ + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "detect-magic", + "name": "Detect Magic", + "level": 1, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": true, + "description": "For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "detect-poison-and-disease", + "name": "Detect Poison and Disease", + "level": 1, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": true, + "description": "For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "detect-thoughts", + "name": "Detect Thoughts", + "level": 2, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\n***Sense Thoughts.*** You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\n**Read Thoughts.** Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\nAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "dimension-door", + "name": "Dimension Door", + "level": 4, + "school": "Conjuration", + "casting_time": "action", + "range": 500, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\" You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "disguise-self", + "name": "Disguise Self", + "level": 1, + "school": "Illusion", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "disintegrate", + "name": "Disintegrate", + "level": 6, + "school": "Transmutation", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.", + "higher_level": "The damage increases by 3d6 for each spell slot level above 6.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "dispel-evil-and-good", + "name": "Dispel Evil and Good", + "level": 5, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.", + "higher_level": "", + "classes": [ + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "dispel-magic", + "name": "Dispel Magic", + "level": 3, + "school": "Abjuration", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.", + "higher_level": "You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "dissonant-whispers", + "name": "Dissonant Whispers", + "level": 1, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.", + "higher_level": "", + "classes": [ + "Bard" + ], + "subclasses": [] + }, + { + "key": "divination", + "name": "Divination", + "level": 4, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": true, + "description": "This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "divine-favor", + "name": "Divine Favor", + "level": 1, + "school": "Transmutation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.", + "higher_level": "", + "classes": [ + "Paladin" + ], + "subclasses": [] + }, + { + "key": "divine-smite", + "name": "Divine Smite", + "level": 1, + "school": "Evocation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", + "classes": [ + "Paladin" + ], + "subclasses": [] + }, + { + "key": "divine-word", + "name": "Divine Word", + "level": 7, + "school": "Evocation", + "casting_time": "bonus-action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\n| Hit Points | Effect |\n|---|---|\n| 0\u201320 | The target dies. |\n| 21\u201330 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. |\n| 31\u201340 | The target has the Blinded and Deafened conditions for 10 minutes. |\n| 41\u201350 | The target has the Deafened condition for 1 minute. |", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "dominate-beast", + "name": "Dominate Beast", + "level": 4, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so.", + "higher_level": "Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).", + "classes": [ + "Druid", + "Ranger", + "Sorcerer" + ], + "subclasses": [] + }, + { + "key": "dominate-monster", + "name": "Dominate Monster", + "level": 8, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so.", + "higher_level": "Your Concentration can last longer with a level 9 spell slot (up to 8 hours).", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "dominate-person", + "name": "Dominate Person", + "level": 5, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so.", + "higher_level": "Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "dragons-breath", + "name": "Dragon's Breath", + "level": 2, + "school": "Transmutation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "dream", + "name": "Dream", + "level": 5, + "school": "Illusion", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.", + "higher_level": "", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "druidcraft", + "name": "Druidcraft", + "level": 0, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Whispering to the spirits of nature, you create one of the following effects within range.\n\n- ***Weather Sensor.*** You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n- ***Bloom.*** You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n- ***Sensory Effect.*** You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n- ***Fire Play.*** You light or snuff out a candle, a torch, or a campfire.", + "higher_level": "", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "earthquake", + "name": "Earthquake", + "level": 8, + "school": "Transmutation", + "casting_time": "action", + "range": 500, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\nWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\nYou can also cause the effects below.\n\n***Fissures.*** A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 \u00d7 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\n***Structures.*** The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\nA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "subclasses": [] + }, + { + "key": "eldritch-blast", + "name": "Eldritch Blast", + "level": 0, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.", + "higher_level": "The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", + "classes": [ + "Warlock" + ], + "subclasses": [] + }, + { + "key": "elementalism", + "name": "Elementalism", + "level": 0, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You exert control over the elements, creating one of the following effects within range.\n\n***Beckon Air.*** You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\n***Beckon Earth.*** You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\n***Beckon Fire.*** You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\n***Beckon Water.*** You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\n***Sculpt Element.*** You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.", + "higher_level": "", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "enhance-ability", + "name": "Enhance Ability", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.", + "higher_level": "You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "enlargereduce", + "name": "Enlarge/Reduce", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\n**_Enlarge._** The target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\n**_Reduce._** The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "ensnaring-strike", + "name": "Ensnaring Strike", + "level": 1, + "school": "Conjuration", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "classes": [ + "Ranger" + ], + "subclasses": [] + }, + { + "key": "entangle", + "name": "Entangle", + "level": 1, + "school": "Conjuration", + "casting_time": "action", + "range": 90, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "enthrall", + "name": "Enthrall", + "level": 2, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a \u221210 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.", + "higher_level": "", + "classes": [ + "Bard", + "Warlock" + ], + "subclasses": [] + }, + { + "key": "etherealness", + "name": "Etherealness", + "level": 7, + "school": "Conjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", + "higher_level": "You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "expeditious-retreat", + "name": "Expeditious Retreat", + "level": 1, + "school": "Transmutation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "eyebite", + "name": "Eyebite", + "level": 6, + "school": "Necromancy", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\n\n**_Asleep._** The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\n\n**_Panicked._** The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\n\n**_Sickened._** The target has the Poisoned condition.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "fabricate", + "name": "Fabricate", + "level": 4, + "school": "Transmutation", + "casting_time": "1minute", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of Artisan's Tools used to craft such objects.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "faerie-fire", + "name": "Faerie Fire", + "level": 1, + "school": "Evocation", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.", + "higher_level": "", + "classes": [ + "Bard", + "Druid" + ], + "subclasses": [] + }, + { + "key": "faithful-hound", + "name": "Faithful Hound", + "level": 4, + "school": "Conjuration", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet. At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 feet.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "false-life", + "name": "False Life", + "level": 1, + "school": "Necromancy", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You gain 2d4 + 4 Temporary Hit Points.", + "higher_level": "You gain 5 additional Temporary Hit Points for each spell slot level above 1.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "fear", + "name": "Fear", + "level": 3, + "school": "Illusion", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "feather-fall", + "name": "Feather Fall", + "level": 1, + "school": "Transmutation", + "casting_time": "reaction", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": false + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "find-familiar", + "name": "Find Familiar", + "level": 1, + "school": "Conjuration", + "casting_time": "action", + "range": 10, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": true, + "description": "You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see \"Monsters\"), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\n\n**_Telepathic Connection._** While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\n\nFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\n\n**_Combat._** The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\n**_Disappearance of the Familiar._** When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\n\n**_One Familiar Only._** You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "find-steed", + "name": "Find Steed", + "level": 2, + "school": "Conjuration", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\nThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend which determines certain traits in the stat block.\n\n**_Combat._** The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\n**_Disappearance of the Steed._** The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "classes": [ + "Paladin" + ], + "subclasses": [] + }, + { + "key": "find-the-path", + "name": "Find the Path", + "level": 6, + "school": "Divination", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 day", + "concentration": true, + "ritual": false, + "description": "You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \"a green dragon's lair\"). For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "find-traps", + "name": "Find Traps", + "level": 2, + "school": "Divination", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "finger-of-death", + "name": "Finger of Death", + "level": 7, + "school": "Necromancy", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see \"Monsters\") that follows your verbal orders.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "fire-bolt", + "name": "Fire Bolt", + "level": 0, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.", + "higher_level": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "fire-shield", + "name": "Fire Shield", + "level": 4, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": false, + "ritual": false, + "description": "Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.", + "higher_level": "", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "fire-storm", + "name": "Fire Storm", + "level": 7, + "school": "Evocation", + "casting_time": "action", + "range": 150, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "subclasses": [] + }, + { + "key": "fireball", + "name": "Fireball", + "level": 3, + "school": "Evocation", + "casting_time": "action", + "range": 150, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "flame-blade", + "name": "Flame Blade", + "level": 2, + "school": "Evocation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action. As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "classes": [ + "Druid", + "Sorcerer" + ], + "subclasses": [] + }, + { + "key": "flame-strike", + "name": "Flame Strike", + "level": 5, + "school": "Evocation", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foothigh Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.", + "higher_level": "The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "flaming-sphere", + "name": "Flaming Sphere", + "level": 2, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "flesh-to-stone", + "name": "Flesh to Stone", + "level": 6, + "school": "Transmutation", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.", + "higher_level": "", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "floating-disk", + "name": "Floating Disk", + "level": 1, + "school": "Conjuration", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": true, + "description": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "fly", + "name": "Fly", + "level": 3, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "", + "higher_level": "You can target one additional creature for each spell slot level above 3.", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "fog-cloud", + "name": "Fog Cloud", + "level": 1, + "school": "Conjuration", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.", + "higher_level": "The fog's radius increases by 20 feet for each spell slot level above 1.", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "forbiddance", + "name": "Forbiddance", + "level": 6, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 day", + "concentration": false, + "ritual": true, + "description": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "forcecage", + "name": "Forcecage", + "level": 7, + "school": "Evocation", + "casting_time": "1hour", + "range": 0, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "", + "higher_level": "", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "foresight", + "name": "Foresight", + "level": 9, + "school": "Divination", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "freedom-of-movement", + "name": "Freedom of Movement", + "level": 4, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\n\nIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.", + "higher_level": "You can target one additional creature for each spell slot level above 4.", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "freezing-sphere", + "name": "Freezing Sphere", + "level": 6, + "school": "Evocation", + "casting_time": "action", + "range": 300, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.\n\nIf the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.\n\nYou can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 6.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "gaseous-form", + "name": "Gaseous Form", + "level": 3, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.", + "higher_level": "You can target one additional creature for each spell slot level above 3.", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "gate", + "name": "Gate", + "level": 9, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.", + "higher_level": "", + "classes": [ + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "geas", + "name": "Geas", + "level": 5, + "school": "Enchantment", + "casting_time": "1minute", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "30 days", + "concentration": false, + "ritual": false, + "description": "You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell.", + "higher_level": "If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "gentle-repose", + "name": "Gentle Repose", + "level": 2, + "school": "Necromancy", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 days", + "concentration": false, + "ritual": true, + "description": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. 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.", + "higher_level": "", + "classes": [ + "Cleric", + "Paladin", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "giant-insect", + "name": "Giant Insect", + "level": 4, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "glibness", + "name": "Glibness", + "level": 8, + "school": "Enchantment", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "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.", + "higher_level": "", + "classes": [ + "Bard", + "Warlock" + ], + "subclasses": [] + }, + { + "key": "globe-of-invulnerability", + "name": "Globe of Invulnerability", + "level": 6, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "An immobile, shimmering barrier appears in a 10 foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.", + "higher_level": "The barrier blocks spells of 1 level higher for each spell slot level above 6.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "glyph-of-warding", + "name": "Glyph of Warding", + "level": 3, + "school": "Abjuration", + "casting_time": "1hour", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled or triggered", + "concentration": false, + "ritual": false, + "description": "You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\n\n**_Set the Trigger._** You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\n**_Explosive Rune._** When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\n\n**_Spell Glyph._** You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\n\nWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.", + "higher_level": "The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "goodberry", + "name": "Goodberry", + "level": 1, + "school": "Conjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus 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. Uneaten berries disappear when the spell ends.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "grease", + "name": "Grease", + "level": 1, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "Nonflammable grease covers the ground in a 10 foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "greater-invisibility", + "name": "Greater Invisibility", + "level": 4, + "school": "Illusion", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "greater-restoration", + "name": "Greater Restoration", + "level": 5, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You touch a creature and magically remove one of the following effects from it:\n\n- 1 Exhaustion level\n- The Charmed or Petrified condition\n- A curse, including the target's Attunement to a cursed magic item\n- Any reduction to one of the target's ability scores\n- Any reduction to the target's Hit Point maximum", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "guardian-of-faith", + "name": "Guardian of Faith", + "level": 4, + "school": "Conjuration", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "guards-and-wards", + "name": "Guards and Wards", + "level": 6, + "school": "Abjuration", + "casting_time": "1hour", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\nWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\nThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\n**_Corridors._** Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\n**_Doors._** All doors in the warded area are magically locked, as if sealed by the *Arcane Lock* spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\n**_Stairs._** Webs fill all stairs in the warded area from top to bottom, as in the *Web* spell. These strands regrow in 10 minutes if they are destroyed while *Guards and Wards* lasts.\n\n**_Other Spell Effect._** Place one of the following magical effects within the warded area:\n\n- *Dancing Lights* in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\n- *Magic Mouth* in two locations\n- *Stinking Cloud* in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts) - Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\n- *Suggestion* in one 5-foot square; any creature that enters that square receives the suggestion mentally", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "guidance", + "name": "Guidance", + "level": 0, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "guiding-bolt", + "name": "Guiding Bolt", + "level": 1, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 round", + "concentration": false, + "ritual": false, + "description": "You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 1.", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "gust-of-wind", + "name": "Gust of Wind", + "level": 2, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "hallow", + "name": "Hallow", + "level": 5, + "school": "Abjuration", + "casting_time": "1hour", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": false, + "description": "You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\n\n**_Hallowed Ward._** Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\n\n**_Extra Effect._** You bind an extra effect to the area from the list below:\n\n- **_Courage._** Creatures of any types you choose can't gain the Frightened condition while in the area.\n- **_Darkness._** Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\n - **_Daylight._** Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\n- **_Peaceful Rest._** Dead bodies interred in the area can't be turned into Undead.\n- **_Extradimensional Interference._** Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\n- **_Fear._** Creatures of any types you choose have the Frightened condition while in the area.\n- **_Silence._** No sound can emanate from within the area, and no sound can reach into it.\n- **_Tongues._** Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\n- **_Vulnerability._** Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "hallucinatory-terrain", + "name": "Hallucinatory Terrain", + "level": 4, + "school": "Illusion", + "casting_time": "1minute", + "range": 300, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "harm", + "name": "Harm", + "level": 6, + "school": "Necromancy", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "haste", + "name": "Haste", + "level": 3, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "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 Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "heal", + "name": "Heal", + "level": 6, + "school": "Abjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.", + "higher_level": "The healing increases by 10 for each spell slot level above 6.", + "classes": [ + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "healing-word", + "name": "Healing Word", + "level": 1, + "school": "Abjuration", + "casting_time": "bonus-action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.", + "higher_level": "The healing increases by 2d4 for each spell slot level above 1.", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "heat-metal", + "name": "Heat Metal", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", + "classes": [ + "Bard", + "Druid" + ], + "subclasses": [] + }, + { + "key": "hellish-rebuke", + "name": "Hellish Rebuke", + "level": 1, + "school": "Evocation", + "casting_time": "reaction", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.", + "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", + "classes": [ + "Warlock" + ], + "subclasses": [] + }, + { + "key": "heroes-feast", + "name": "Heroes' Feast", + "level": 6, + "school": "Conjuration", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "heroism", + "name": "Heroism", + "level": 1, + "school": "Enchantment", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "classes": [ + "Bard", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "hex", + "name": "Hex", + "level": 1, + "school": "Enchantment", + "casting_time": "bonus-action", + "range": 90, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.", + "higher_level": "Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3\u20134 (up to 8 hours), or 5+ (24 hours).", + "classes": [ + "Warlock" + ], + "subclasses": [] + }, + { + "key": "hideous-laughter", + "name": "Hideous Laughter", + "level": 1, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself. At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "hold-monster", + "name": "Hold Monster", + "level": 5, + "school": "Enchantment", + "casting_time": "action", + "range": 90, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", + "higher_level": "You can target one additional creature for each spell slot level above 5.", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "hold-person", + "name": "Hold Person", + "level": 2, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.", + "higher_level": "You can target one additional Humanoid for each spell slot level above 2.", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "holy-aura", + "name": "Holy Aura", + "level": 8, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "hunters-mark", + "name": "Hunter's Mark", + "level": 1, + "school": "Divination", + "casting_time": "bonus-action", + "range": 90, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.", + "higher_level": "Your Concentration can last longer with a spell slot of level 3\u20134 (up to 8 hours) or 5+ (up to 24 hours).", + "classes": [ + "Ranger" + ], + "subclasses": [] + }, + { + "key": "hypnotic-pattern", + "name": "Hypnotic Pattern", + "level": 3, + "school": "Illusion", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": false, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "ice-knife", + "name": "Ice Knife", + "level": 1, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": false, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.", + "higher_level": "The Cold damage increases by 1d6 for each spell slot level above 1.", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "ice-storm", + "name": "Ice Storm", + "level": 4, + "school": "Evocation", + "casting_time": "action", + "range": 300, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.", + "higher_level": "The Bludgeoning damage increases by 1d10 for each spell slot level above 4.", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "identify", + "name": "Identify", + "level": 1, + "school": "Divination", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": true, + "description": "You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "illusory-script", + "name": "Illusory Script", + "level": 1, + "school": "Illusion", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": false, + "somatic": true + }, + "duration": "10 days", + "concentration": false, + "ritual": true, + "description": "You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. If the spell is dispelled, the original script and the illusion both disappear. A creature that has Truesight can read the hidden message.", + "higher_level": "", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "imprisonment", + "name": "Imprisonment", + "level": 9, + "school": "Abjuration", + "casting_time": "1minute", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": false, + "description": "You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\n\nUntil the spell ends, the target is also affected by one of the following effects of your choice:\n\n- **Burial.** The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\n- **Chaining.** Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\n- **Hedged Prison.** The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\n- **Minimus Containment.** The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\n- **Slumber.** The target has the Unconscious condition and can't be awoken.\n\n**_Ending the Spell._** When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.\n\nA Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.", + "higher_level": "", + "classes": [ + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "incendiary-cloud", + "name": "Incendiary Cloud", + "level": 8, + "school": "Conjuration", + "casting_time": "action", + "range": 150, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.", + "higher_level": "", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "inflict-wounds", + "name": "Inflict Wounds", + "level": 1, + "school": "Necromancy", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.", + "higher_level": "The damage increases by 1d10 for each spell slot level above 1.", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "insect-plague", + "name": "Insect Plague", + "level": 5, + "school": "Conjuration", + "casting_time": "action", + "range": 300, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.", + "higher_level": "The damage increases by 1d10 for each spell slot level above 5.", + "classes": [ + "Cleric", + "Druid", + "Sorcerer" + ], + "subclasses": [] + }, + { + "key": "instant-summons", + "name": "Instant Summons", + "level": 6, + "school": "Conjuration", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": true, + "description": "You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "invisibility", + "name": "Invisibility", + "level": 2, + "school": "Illusion", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.", + "higher_level": "You can target one additional creature for each spell slot level above 2.", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "irresistible-dance", + "name": "Irresistible Dance", + "level": 6, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "jump", + "name": "Jump", + "level": 1, + "school": "Transmutation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "knock", + "name": "Knock", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "legend-lore", + "name": "Legend Lore", + "level": 5, + "school": "Divination", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the GM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the GM. If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "lesser-restoration", + "name": "Lesser Restoration", + "level": 2, + "school": "Abjuration", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "levitate", + "name": "Levitate", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "light", + "name": "Light", + "level": 0, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": false + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You touch one Large or smaller object that isn't being worn or carried by someone else. 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. Covering the object with something opaque blocks the light. The spell ends if you cast it again.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "lightning-bolt", + "name": "Lightning Bolt", + "level": 3, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "locate-animals-or-plants", + "name": "Locate Animals or Plants", + "level": 2, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": true, + "description": "Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "locate-creature", + "name": "Locate Creature", + "level": 4, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "locate-object", + "name": "Locate Object", + "level": 2, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Paladin", + "Ranger", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "longstrider", + "name": "Longstrider", + "level": 1, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You touch a creature. The target's Speed increases by 10 feet until the spell ends.", + "higher_level": "You can target one additional creature for each spell slot level above 1.", + "classes": [ + "Bard", + "Druid", + "Ranger", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "mage-armor", + "name": "Mage Armor", + "level": 1, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "mage-hand", + "name": "Mage Hand", + "level": 0, + "school": "Conjuration", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "magic-circle", + "name": "Magic Circle", + "level": 3, + "school": "Abjuration", + "casting_time": "1minute", + "range": 10, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n- The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n- The creature has Disadvantage on attack rolls against targets within the Cylinder.\n- Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.", + "higher_level": "The duration increases by 1 hour for each spell slot level above 3.", + "classes": [ + "Cleric", + "Paladin", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "magic-jar", + "name": "Magic Jar", + "level": 6, + "school": "Necromancy", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": false, + "description": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "magic-missile", + "name": "Magic Missile", + "level": 1, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You create three glowing darts of magical force. Each dart strikes 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.", + "higher_level": "The spell creates one more dart for each spell slot level above 1.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "magic-mouth", + "name": "Magic Mouth", + "level": 2, + "school": "Illusion", + "casting_time": "1minute", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": true, + "description": "You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "magic-weapon", + "name": "Magic Weapon", + "level": 2, + "school": "Transmutation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "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. The spell ends early if you cast it again.", + "higher_level": "The bonus increases to +2 with a level 3\u20135 spell slot. The bonus increases to +3 with a level 6+ spell slot.", + "classes": [ + "Paladin", + "Ranger", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "magnificent-mansion", + "name": "Magnificent Mansion", + "level": 7, + "school": "Conjuration", + "casting_time": "1minute", + "range": 300, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "major-image", + "name": "Major Image", + "level": 3, + "school": "Illusion", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", + "higher_level": "The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "mass-cure-wounds", + "name": "Mass Cure Wounds", + "level": 5, + "school": "Abjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.", + "higher_level": "The healing increases by 1d8 for each spell slot level above 5.", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "mass-heal", + "name": "Mass Heal", + "level": 9, + "school": "Abjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A flood of healing energy flows from you into 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 also have the Blinded, Deafened, and Poisoned conditions removed from them.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "mass-healing-word", + "name": "Mass Healing Word", + "level": 3, + "school": "Abjuration", + "casting_time": "bonus-action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.", + "higher_level": "The healing increases by 1d4 for each spell slot level above 3.", + "classes": [ + "Bard", + "Cleric" + ], + "subclasses": [] + }, + { + "key": "mass-suggestion", + "name": "Mass Suggestion", + "level": 6, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": false + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \"Walk to the village down that road, and help the villagers there harvest crops until sunset.\" Or you could say, \"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\" Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.", + "higher_level": "The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "maze", + "name": "Maze", + "level": 8, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "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. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "meld-into-stone", + "name": "Meld into Stone", + "level": 3, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": true, + "description": "You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "mending", + "name": "Mending", + "level": 0, + "school": "Transmutation", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "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. This spell can physically repair a magic item, but it can't restore magic to such an object.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "message", + "name": "Message", + "level": 0, + "school": "Transmutation", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": false, + "somatic": true + }, + "duration": "1 round", + "concentration": false, + "ritual": false, + "description": "You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "meteor-swarm", + "name": "Meteor Swarm", + "level": 9, + "school": "Evocation", + "casting_time": "action", + "range": 5280, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "mind-blank", + "name": "Mind Blank", + "level": 8, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "mind-spike", + "name": "Mind Spike", + "level": 2, + "school": "Divination", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": false, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "minor-illusion", + "name": "Minor Illusion", + "level": 0, + "school": "Illusion", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": false, + "somatic": true + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.\n\n**_Sound._** If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\n**_Image._** If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "mirage-arcane", + "name": "Mirage Arcane", + "level": 7, + "school": "Illusion", + "casting_time": "1minute", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 days", + "concentration": false, + "ritual": false, + "description": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "mirror-image", + "name": "Mirror Image", + "level": 2, + "school": "Illusion", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "mislead", + "name": "Mislead", + "level": 5, + "school": "Illusion", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": false, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.", + "higher_level": "", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "misty-step", + "name": "Misty Step", + "level": 2, + "school": "Conjuration", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "modify-memory", + "name": "Modify Memory", + "level": 5, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.", + "higher_level": "You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "moonbeam", + "name": "Moonbeam", + "level": 2, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.", + "higher_level": "The damage increases by 1d10 for each spell slot level above 2.", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "move-earth", + "name": "Move Earth", + "level": 6, + "school": "Transmutation", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "2 hours", + "concentration": true, + "ritual": false, + "description": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", + "higher_level": "", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "nondetection", + "name": "Nondetection", + "level": 3, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.", + "higher_level": "", + "classes": [ + "Bard", + "Ranger", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "pass-without-trace", + "name": "Pass without Trace", + "level": 2, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "passwall", + "name": "Passwall", + "level": 5, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or 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. 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.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "phantasmal-force", + "name": "Phantasmal Force", + "level": 2, + "school": "Illusion", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall. An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "phantasmal-killer", + "name": "Phantasmal Killer", + "level": 4, + "school": "Illusion", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.", + "higher_level": "The damage increases by 1d10 for each spell slot level above 4.", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "phantom-steed", + "name": "Phantom Steed", + "level": 3, + "school": "Illusion", + "casting_time": "1minute", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": true, + "description": "A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see \"Monsters\"), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "planar-ally", + "name": "Planar Ally", + "level": 6, + "school": "Conjuration", + "casting_time": "1minute", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "planar-binding", + "name": "Planar Binding", + "level": 5, + "school": "Abjuration", + "casting_time": "1hour", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.", + "higher_level": "The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "plane-shift", + "name": "Plane Shift", + "level": 7, + "school": "Conjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the GM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "plant-growth", + "name": "Plant Growth", + "level": 3, + "school": "Transmutation", + "casting_time": "1hour", + "range": 150, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\n\n**_Overgrowth._** Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\n\n**_Enrichment._** All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one *Plant Growth* per year.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "poison-spray", + "name": "Poison Spray", + "level": 0, + "school": "Necromancy", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.", + "higher_level": "The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).", + "classes": [ + "Druid", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "polymorph", + "name": "Polymorph", + "level": 4, + "school": "Transmutation", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "power-word-heal", + "name": "Power Word Heal", + "level": 9, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric" + ], + "subclasses": [] + }, + { + "key": "power-word-kill", + "name": "Power Word Kill", + "level": 9, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "power-word-stun", + "name": "Power Word Stun", + "level": 8, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "prayer-of-healing", + "name": "Prayer of Healing", + "level": 2, + "school": "Abjuration", + "casting_time": "1minute", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.", + "higher_level": "The healing increases by 1d8 for each spell slot level above 2.", + "classes": [ + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "prestidigitation", + "name": "Prestidigitation", + "level": 0, + "school": "Transmutation", + "casting_time": "action", + "range": 10, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\n**_Sensory Effect._** You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\n**_Fire Play._** You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\n**_Clean or Soil._** You instantaneously clean or soil an object no larger than 1 cubic foot.\n\n**_Minor Sensation._** You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\n**_Magic Mark._** You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\n**_Minor Creation._** You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "prismatic-spray", + "name": "Prismatic Spray", + "level": 7, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\n\n| 1d8 | Ray |\n|---|---|\n| 1 | **Red.** *Failed Save:* 12d6 Fire damage. *Successful Save:* Half as much damage. |\n| 2 | **Orange.** *Failed Save:* 12d6 Acid damage. *Successful Save:* Half as much damage. |\n| 3 | **Yellow.** *Failed Save:* 12d6 Lightning damage. *Successful Save:* Half as much damage. |\n| 4 | **Green.** *Failed Save:* 12d6 Poison damage. *Successful Save:* Half as much damage. |\n| 5 | **Blue.** *Failed Save:* 12d6 Cold damage. *Successful Save:* Half as much damage. |\n| 6 | **Indigo.** *Failed Save:* The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. |\n| 7 | **Violet.** *Failed Save:* The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (GM's choice). |\n| 8 | **Special.** The target is struck by two rays. Roll twice, rerolling any 8. |", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "prismatic-wall", + "name": "Prismatic Wall", + "level": 9, + "school": "Abjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": false, + "ritual": false, + "description": "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\nThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\nThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\nThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\n| Order | Effects |\n|---|---|\n| 1 | **Red.** *Failed Save:* 12d6 Fire damage. *Successful Save:* Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage. |\n| 2 | **Orange.** *Failed Save:* 12d6 Acid damage. *Successful Save:* Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind). |\n| 3 | **Yellow.** *Failed Save:* 12d6 Lightning damage. *Successful Save:* Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage. |\n| 4 | **Green.** *Failed Save:* 12d6 Poison damage. *Successful Save:* Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. |\n| 5 | **Blue.** *Failed Save:* 12d6 Cold damage. *Successful Save:* Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. |\n| 6 | **Indigo.** *Failed Save:* The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell. |\n| 7 | **Violet.** *Failed Save:* The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (GM's choice). Additional Effects: This layer is destroyed by Dispel Magic. |", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "private-sanctum", + "name": "Private Sanctum", + "level": 4, + "school": "Abjuration", + "casting_time": "1minute", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": false, + "description": "You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.\n\nWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n- Sound can't pass through the barrier at the edge of the warded area.\n- The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n- Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter. - Creatures in the area can't be targeted by Divination spells.\n- Nothing can teleport into or out of the warded area.\n- Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.", + "higher_level": "You can increase the size of the Cube by 100 feet for each spell slot level above 4.", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "produce-flame", + "name": "Produce Flame", + "level": 0, + "school": "Conjuration", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": false, + "ritual": false, + "description": "A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "programmed-illusion", + "name": "Programmed Illusion", + "level": 6, + "school": "Illusion", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": false, + "description": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "project-image", + "name": "Project Image", + "level": 7, + "school": "Illusion", + "casting_time": "action", + "range": 2640000, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 day", + "concentration": true, + "ritual": false, + "description": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "protection-from-energy", + "name": "Protection from Energy", + "level": 3, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "protection-from-evil-and-good", + "name": "Protection from Evil and Good", + "level": 1, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "protection-from-poison", + "name": "Protection from Poison", + "level": 2, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "purify-food-and-drink", + "name": "Purify Food and Drink", + "level": 1, + "school": "Transmutation", + "casting_time": "action", + "range": 10, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": true, + "description": "You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "raise-dead", + "name": "Raise Dead", + "level": 5, + "school": "Necromancy", + "casting_time": "1hour", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival its head, for instance\u2014the spell automatically fails. Coming back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "ray-of-enfeeblement", + "name": "Ray of Enfeeblement", + "level": 2, + "school": "Necromancy", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.", + "higher_level": "", + "classes": [ + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "ray-of-frost", + "name": "Ray of Frost", + "level": 0, + "school": "Evocation", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "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.", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "ray-of-sickness", + "name": "Ray of Sickness", + "level": 1, + "school": "Necromancy", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "regenerate", + "name": "Regenerate", + "level": 7, + "school": "Transmutation", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "reincarnate", + "name": "Reincarnate", + "level": 5, + "school": "Necromancy", + "casting_time": "1hour", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the GM chooses another playable species.\n\n| 1d10 | Species |\n|---|---|\n| 1 | Roll again. |\n| 2 | Dragonborn |\n| 3 | Dwarf |\n| 4 | Elf |\n| 5 | Gnome |\n| 6 | Goliath |\n| 7 | Halfling |\n| 8 | Human |\n| 9 | Orc |\n| 10 | Tiefling |\n\nThe reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.", + "higher_level": "", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "remove-curse", + "name": "Remove Curse", + "level": 3, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "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.", + "higher_level": "", + "classes": [ + "Cleric", + "Paladin", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "resilient-sphere", + "name": "Resilient Sphere", + "level": 4, + "school": "Abjuration", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "resistance", + "name": "Resistance", + "level": 0, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "resurrection", + "name": "Resurrection", + "level": 7, + "school": "Necromancy", + "casting_time": "1hour", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a \u22124 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric" + ], + "subclasses": [] + }, + { + "key": "reverse-gravity", + "name": "Reverse Gravity", + "level": 7, + "school": "Transmutation", + "casting_time": "action", + "range": 100, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "This spell reverses gravity in a 50-foot-radius, 100 foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.", + "higher_level": "", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "revivify", + "name": "Revivify", + "level": 3, + "school": "Necromancy", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Paladin", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "rope-trick", + "name": "Rope Trick", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "sacred-flame", + "name": "Sacred Flame", + "level": 0, + "school": "Evocation", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "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 Half Cover or Three-Quarters Cover for this save.", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "sanctuary", + "name": "Sanctuary", + "level": 1, + "school": "Abjuration", + "casting_time": "bonus-action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "scorching-ray", + "name": "Scorching Ray", + "level": 2, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.", + "higher_level": "You create one additional ray for each spell slot level above 2.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "scrying", + "name": "Scrying", + "level": 5, + "school": "Divination", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\n| Your Knowledge of the Target Is \u2026 | Save Modifier |\n|---|---|\n| Secondhand (heard of the target) | +5 |\n| Firsthand (met the target) | +0 |\n| Extensive (know the target well) | \u22125 |\n\n| You Have the Target's \u2026 | Save Modifier |\n|---|---|\n| Picture or other likeness | \u22122 |\n| Garment or other possession | \u22124 |\n| Body part, lock of hair, or bit of nail | \u221210 |\n\nOn a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.\n\nOn a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "searing-smite", + "name": "Searing Smite", + "level": 1, + "school": "Evocation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.", + "higher_level": "All the damage increases by 1d6 for each spell slot level above 1.", + "classes": [ + "Paladin" + ], + "subclasses": [] + }, + { + "key": "secret-chest", + "name": "Secret Chest", + "level": 4, + "school": "Conjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": false, + "description": "You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "see-invisibility", + "name": "See Invisibility", + "level": 2, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "seeming", + "name": "Seeming", + "level": 5, + "school": "Illusion", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "sending", + "name": "Sending", + "level": 3, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "sequester", + "name": "Sequester", + "level": 7, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": false, + "description": "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "shapechange", + "name": "Shapechange", + "level": 9, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.", + "higher_level": "", + "classes": [ + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "shatter", + "name": "Shatter", + "level": 2, + "school": "Evocation", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 2.", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "shield", + "name": "Shield", + "level": 1, + "school": "Abjuration", + "casting_time": "reaction", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 round", + "concentration": false, + "ritual": false, + "description": "An imperceptible barrier of magical force 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.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "shield-of-faith", + "name": "Shield of Faith", + "level": 1, + "school": "Abjuration", + "casting_time": "bonus-action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", + "higher_level": "", + "classes": [ + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "shillelagh", + "name": "Shillelagh", + "level": 0, + "school": "Transmutation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "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. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon.", + "higher_level": "The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "shining-smite", + "name": "Shining Smite", + "level": 2, + "school": "Transmutation", + "casting_time": "bonus-action", + "range": 0, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 2.", + "classes": [ + "Paladin" + ], + "subclasses": [] + }, + { + "key": "shocking-grasp", + "name": "Shocking Grasp", + "level": 0, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "silence", + "name": "Silence", + "level": 2, + "school": "Illusion", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": true, + "description": "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 has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "silent-image", + "name": "Silent Image", + "level": 1, + "school": "Illusion", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "simulacrum", + "name": "Simulacrum", + "level": 7, + "school": "Illusion", + "casting_time": "1hour", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled", + "concentration": false, + "ritual": false, + "description": "You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "sleep", + "name": "Sleep", + "level": 1, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "sleet-storm", + "name": "Sleet Storm", + "level": 3, + "school": "Conjuration", + "casting_time": "action", + "range": 150, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.", + "higher_level": "", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "slow", + "name": "Slow", + "level": 3, + "school": "Transmutation", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "sorcerous-burst", + "name": "Sorcerous Burst", + "level": 0, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": false, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "classes": [ + "Sorcerer" + ], + "subclasses": [] + }, + { + "key": "spare-the-dying", + "name": "Spare the Dying", + "level": 0, + "school": "Necromancy", + "casting_time": "action", + "range": 15, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.", + "higher_level": "The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).", + "classes": [ + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "speak-with-animals", + "name": "Speak with Animals", + "level": 1, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": false, + "ritual": true, + "description": "For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Ranger", + "Warlock" + ], + "subclasses": [] + }, + { + "key": "speak-with-dead", + "name": "Speak with Dead", + "level": 3, + "school": "Necromancy", + "casting_time": "action", + "range": 10, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": false, + "ritual": false, + "description": "You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "speak-with-plants", + "name": "Speak with Plants", + "level": 3, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": false, + "ritual": false, + "description": "You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration. The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language.", + "higher_level": "", + "classes": [ + "Bard", + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "spider-climb", + "name": "Spider Climb", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.", + "higher_level": "You can target one additional creature for each spell slot level above 2.", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "spike-growth", + "name": "Spike Growth", + "level": 2, + "school": "Transmutation", + "casting_time": "action", + "range": 150, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "spirit-guardians", + "name": "Spirit Guardians", + "level": 3, + "school": "Conjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 3.", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "spiritual-weapon", + "name": "Spiritual Weapon", + "level": 2, + "school": "Evocation", + "casting_time": "bonus-action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.", + "higher_level": "The damage increases by 1d8 for every slot level above 2.", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "starry-wisp", + "name": "Starry Wisp", + "level": 0, + "school": "Evocation", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.", + "higher_level": "The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).", + "classes": [ + "Bard", + "Druid" + ], + "subclasses": [] + }, + { + "key": "stinking-cloud", + "name": "Stinking Cloud", + "level": 3, + "school": "Conjuration", + "casting_time": "action", + "range": 90, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "stone-shape", + "name": "Stone Shape", + "level": 4, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "stoneskin", + "name": "Stoneskin", + "level": 4, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "storm-of-vengeance", + "name": "Storm of Vengeance", + "level": 9, + "school": "Conjuration", + "casting_time": "action", + "range": 5280, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\nAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\n**_Turn 2._** Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\n**_Turn 3._** You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\n**_Turn 4._** Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\n**_Turns 5\u201310._** Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.", + "higher_level": "", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "suggestion", + "name": "Suggestion", + "level": 2, + "school": "Enchantment", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": false + }, + "duration": "8 hours", + "concentration": true, + "ritual": false, + "description": "You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\" The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "summon-dragon", + "name": "Summon Dragon", + "level": 5, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.", + "higher_level": "Use the spell slot's level for the spell's level in the stat block.", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "sunbeam", + "name": "Sunbeam", + "level": 6, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "sunburst", + "name": "Sunburst", + "level": 8, + "school": "Evocation", + "casting_time": "action", + "range": 150, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell dispels Darkness in its area that was created by any spell.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "symbol", + "name": "Symbol", + "level": 7, + "school": "Abjuration", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "until dispelled or triggered", + "concentration": false, + "ritual": false, + "description": "You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\n\n**_Set the Trigger._** You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\n\n**_Death._** Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\n\n**_Discord._** Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\n\n**_Fear._** Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\n\n**_Pain._** Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\n\n**_Sleep._** Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\n\n**_Stunning._** Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Druid", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "telekinesis", + "name": "Telekinesis", + "level": 5, + "school": "Transmutation", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\n**_Creature._** You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\n**_Object._** You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\nIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\nYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool,", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "telepathic-bond", + "name": "Telepathic Bond", + "level": 5, + "school": "Divination", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": true, + "description": "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 that can't communicate in any languages aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "teleport", + "name": "Teleport", + "level": 7, + "school": "Conjuration", + "casting_time": "action", + "range": 10, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\n| Familiarity | Mishap | Similar Area | Off Target | On Target |\n|---|---|---|---|---|\n| Permanent circle | \u2014 | \u2014 | \u2014 | 01\u201300 |\n| Linked object | \u2014 | \u2014 | \u2014 | 01\u201300 |\n| Very familiar | 01\u201305 | 06\u201313 | 14\u201324 | 25\u201300 |\n| Seen casually | 01\u201333 | 34\u201343 | 44\u201353 | 54\u201300 |\n| Viewed once or described | 01\u201343 | 44\u201353 | 54\u201373 | 74\u201300 |\n| False destination | 01\u201350 | 51\u201300 | \u2014 | \u2014 |\n\n- \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.\n- \"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n- \"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n- \"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.\n- \"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n- \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "teleportation-circle", + "name": "Teleportation Circle", + "level": 5, + "school": "Conjuration", + "casting_time": "1minute", + "range": 10, + "components": { + "material": true, + "verbal": true, + "somatic": false + }, + "duration": "1 round", + "concentration": false, + "ritual": false, + "description": "As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.", + "higher_level": "", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "thaumaturgy", + "name": "Thaumaturgy", + "level": 0, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\n**_Altered Eyes._** You alter the appearance of your eyes for 1 minute.\n\n**_Booming Voice._** Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\n**_Fire Play._** You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\n**_Invisible Hand._** You instantaneously cause an unlocked door or window to fly open or slam shut.\n\n**_Phantom Sound._** You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\n**_Tremors._** You cause harmless tremors in the ground for 1 minute.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "thunderwave", + "name": "Thunderwave", + "level": 1, + "school": "Evocation", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\n\nIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 1.", + "classes": [ + "Bard", + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "time-stop", + "name": "Time Stop", + "level": 9, + "school": "Transmutation", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "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. This spell ends if one of the actions you use during this period, or any effects that you create during it, 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.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "tiny-hut", + "name": "Tiny Hut", + "level": 3, + "school": "Evocation", + "casting_time": "1minute", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": true, + "description": "A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside. The spell ends early if you leave the Emanation or if you cast it again.", + "higher_level": "", + "classes": [ + "Bard", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "tongues", + "name": "Tongues", + "level": 3, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": false + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "transport-via-plants", + "name": "Transport via Plants", + "level": 6, + "school": "Conjuration", + "casting_time": "action", + "range": 10, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": false, + "ritual": false, + "description": "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.", + "higher_level": "", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "tree-stride", + "name": "Tree Stride", + "level": 5, + "school": "Conjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "true-polymorph", + "name": "True Polymorph", + "level": 9, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\n\nAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\n**_Creature into Creature._** If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\n\nThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\nThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\n\n**_Object into Creature._** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\n\nIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\n\n**_Creature into Object._** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.", + "higher_level": "", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "true-resurrection", + "name": "True Resurrection", + "level": 9, + "school": "Necromancy", + "casting_time": "1hour", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid" + ], + "subclasses": [] + }, + { + "key": "true-seeing", + "name": "True Seeing", + "level": 6, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "For the duration, the willing creature you touch has Truesight with a range of 120 feet.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "true-strike", + "name": "True Strike", + "level": 0, + "school": "Divination", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": false, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).", + "higher_level": "Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).", + "classes": [ + "Bard", + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "tsunami", + "name": "Tsunami", + "level": 8, + "school": "Conjuration", + "casting_time": "1minute", + "range": 5280, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "6 rounds", + "concentration": true, + "ritual": false, + "description": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground. ### U-Z Spells", + "higher_level": "", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "unseen-servant", + "name": "Unseen Servant", + "level": 1, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": true, + "description": "This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", + "higher_level": "", + "classes": [ + "Bard", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "vampiric-touch", + "name": "Vampiric Touch", + "level": 3, + "school": "Necromancy", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within 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 a Magic action, targeting the same creature or a different one.", + "higher_level": "The damage increases by 1d6 for each spell slot level above 3.", + "classes": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "vicious-mockery", + "name": "Vicious Mockery", + "level": 0, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.", + "higher_level": "The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).", + "classes": [ + "Bard" + ], + "subclasses": [] + }, + { + "key": "vitriolic-sphere", + "name": "Vitriolic Sphere", + "level": 4, + "school": "Evocation", + "casting_time": "action", + "range": 150, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.", + "higher_level": "The initial damage increases by 2d4 for each spell slot level above 4.", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "wall-of-fire", + "name": "Wall of Fire", + "level": 4, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.", + "higher_level": "The damage increases by 1d8 for each spell slot level above 4.", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "wall-of-force", + "name": "Wall of Force", + "level": 5, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.", + "higher_level": "", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "wall-of-ice", + "name": "Wall of Ice", + "level": 6, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.", + "higher_level": "The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.", + "classes": [ + "Wizard" + ], + "subclasses": [] + }, + { + "key": "wall-of-stone", + "name": "Wall of Stone", + "level": 5, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-footby-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", + "higher_level": "", + "classes": [ + "Druid", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "wall-of-thorns", + "name": "Wall of Thorns", + "level": 6, + "school": "Conjuration", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": true, + "ritual": false, + "description": "You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.", + "higher_level": "Both types of damage increase by 1d8 for each spell slot level above 6.", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "warding-bond", + "name": "Warding Bond", + "level": 2, + "school": "Abjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": false, + "description": "You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.", + "higher_level": "", + "classes": [ + "Cleric", + "Paladin" + ], + "subclasses": [] + }, + { + "key": "water-breathing", + "name": "Water Breathing", + "level": 3, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "24 hours", + "concentration": false, + "ritual": true, + "description": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger", + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "water-walk", + "name": "Water Walk", + "level": 3, + "school": "Transmutation", + "casting_time": "action", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": false, + "ritual": true, + "description": "This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.", + "higher_level": "", + "classes": [ + "Cleric", + "Druid", + "Ranger", + "Sorcerer" + ], + "subclasses": [] + }, + { + "key": "web", + "name": "Web", + "level": 2, + "school": "Conjuration", + "casting_time": "action", + "range": 60, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 hour", + "concentration": true, + "ritual": false, + "description": "You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "weird", + "name": "Weird", + "level": 9, + "school": "Illusion", + "casting_time": "action", + "range": 120, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.", + "higher_level": "", + "classes": [ + "Warlock", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "wind-walk", + "name": "Wind Walk", + "level": 6, + "school": "Transmutation", + "casting_time": "1minute", + "range": 30, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "8 hours", + "concentration": false, + "ritual": false, + "description": "You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.", + "higher_level": "", + "classes": [ + "Druid" + ], + "subclasses": [] + }, + { + "key": "wind-wall", + "name": "Wind Wall", + "level": 3, + "school": "Evocation", + "casting_time": "action", + "range": 120, + "components": { + "material": true, + "verbal": true, + "somatic": true + }, + "duration": "1 minute", + "concentration": true, + "ritual": false, + "description": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.", + "higher_level": "", + "classes": [ + "Druid", + "Ranger" + ], + "subclasses": [] + }, + { + "key": "wish", + "name": "Wish", + "level": 9, + "school": "Conjuration", + "casting_time": "action", + "range": 0, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "*Wish* is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\nThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\nAlternatively, you can create one of the following effects of your choice:\n\n**_Object Creation._** You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\n**_Instant Health._** You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the *Greater Restoration* spell.\n\n**_Resistance._** You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\n**_Spell Immunity._** You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\n**_Sudden Learning._** You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\n**_Roll Redo._** You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a *Wish* spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\n**_Reshape Reality._** You may wish for something not included in any of the other effects. To do so, state your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game.\n\nSimilarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, your wish fails.\n\nThe stress of casting *Wish* to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast *Wish* ever again if you suffer this stress.", + "higher_level": "", + "classes": [ + "Sorcerer", + "Wizard" + ], + "subclasses": [] + }, + { + "key": "word-of-recall", + "name": "Word of Recall", + "level": 6, + "school": "Conjuration", + "casting_time": "action", + "range": 5, + "components": { + "material": false, + "verbal": true, + "somatic": false + }, + "duration": "instantaneous", + "concentration": false, + "ritual": false, + "description": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there.", + "higher_level": "", + "classes": [ + "Cleric" + ], + "subclasses": [] + }, + { + "key": "zone-of-truth", + "name": "Zone of Truth", + "level": 2, + "school": "Enchantment", + "casting_time": "action", + "range": 60, + "components": { + "material": false, + "verbal": true, + "somatic": true + }, + "duration": "10 minutes", + "concentration": false, + "ritual": false, + "description": "You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.", + "higher_level": "", + "classes": [ + "Bard", + "Cleric", + "Paladin" + ], + "subclasses": [] + } + ], + "_index": { + "by_key": { + "acid-arrow": true, + "acid-splash": true, + "aid": true, + "alarm": true, + "alter-self": true, + "animal-friendship": true, + "animal-messenger": true, + "animal-shapes": true, + "animate-dead": true, + "animate-objects": true, + "antilife-shell": true, + "antimagic-field": true, + "antipathysympathy": true, + "arcane-eye": true, + "arcane-hand": true, + "arcane-lock": true, + "arcane-sword": true, + "arcanists-magic-aura": true, + "astral-projection": true, + "augury": true, + "aura-of-life": true, + "awaken": true, + "bane": true, + "banishment": true, + "barkskin": true, + "beacon-of-hope": true, + "befuddlement": true, + "bestow-curse": true, + "black-tentacles": true, + "blade-barrier": true, + "bless": true, + "blight": true, + "blindnessdeafness": true, + "blink": true, + "blur": true, + "burning-hands": true, + "call-lightning": true, + "calm-emotions": true, + "chain-lightning": true, + "charm-monster": true, + "charm-person": true, + "chill-touch": true, + "chromatic-orb": true, + "circle-of-death": true, + "clairvoyance": true, + "clone": true, + "cloudkill": true, + "color-spray": true, + "command": true, + "commune": true, + "commune-with-nature": true, + "comprehend-languages": true, + "compulsion": true, + "cone-of-cold": true, + "confusion": true, + "conjure-animals": true, + "conjure-celestial": true, + "conjure-elemental": true, + "conjure-fey": true, + "conjure-minor-elementals": true, + "conjure-woodland-beings": true, + "contact-other-plane": true, + "contagion": true, + "contingency": true, + "continual-flame": true, + "control-water": true, + "control-weather": true, + "counterspell": true, + "create-food-and-water": true, + "create-or-destroy-water": true, + "create-undead": true, + "creation": true, + "cure-wounds": true, + "dancing-lights": true, + "darkness": true, + "darkvision": true, + "daylight": true, + "death-ward": true, + "delayed-blast-fireball": true, + "demiplane": true, + "detect-evil-and-good": true, + "detect-magic": true, + "detect-poison-and-disease": true, + "detect-thoughts": true, + "dimension-door": true, + "disguise-self": true, + "disintegrate": true, + "dispel-evil-and-good": true, + "dispel-magic": true, + "dissonant-whispers": true, + "divination": true, + "divine-favor": true, + "divine-smite": true, + "divine-word": true, + "dominate-beast": true, + "dominate-monster": true, + "dominate-person": true, + "dragons-breath": true, + "dream": true, + "druidcraft": true, + "earthquake": true, + "eldritch-blast": true, + "elementalism": true, + "enhance-ability": true, + "enlargereduce": true, + "ensnaring-strike": true, + "entangle": true, + "enthrall": true, + "etherealness": true, + "expeditious-retreat": true, + "eyebite": true, + "fabricate": true, + "faerie-fire": true, + "faithful-hound": true, + "false-life": true, + "fear": true, + "feather-fall": true, + "find-familiar": true, + "find-steed": true, + "find-the-path": true, + "find-traps": true, + "finger-of-death": true, + "fire-bolt": true, + "fire-shield": true, + "fire-storm": true, + "fireball": true, + "flame-blade": true, + "flame-strike": true, + "flaming-sphere": true, + "flesh-to-stone": true, + "floating-disk": true, + "fly": true, + "fog-cloud": true, + "forbiddance": true, + "forcecage": true, + "foresight": true, + "freedom-of-movement": true, + "freezing-sphere": true, + "gaseous-form": true, + "gate": true, + "geas": true, + "gentle-repose": true, + "giant-insect": true, + "glibness": true, + "globe-of-invulnerability": true, + "glyph-of-warding": true, + "goodberry": true, + "grease": true, + "greater-invisibility": true, + "greater-restoration": true, + "guardian-of-faith": true, + "guards-and-wards": true, + "guidance": true, + "guiding-bolt": true, + "gust-of-wind": true, + "hallow": true, + "hallucinatory-terrain": true, + "harm": true, + "haste": true, + "heal": true, + "healing-word": true, + "heat-metal": true, + "hellish-rebuke": true, + "heroes-feast": true, + "heroism": true, + "hex": true, + "hideous-laughter": true, + "hold-monster": true, + "hold-person": true, + "holy-aura": true, + "hunters-mark": true, + "hypnotic-pattern": true, + "ice-knife": true, + "ice-storm": true, + "identify": true, + "illusory-script": true, + "imprisonment": true, + "incendiary-cloud": true, + "inflict-wounds": true, + "insect-plague": true, + "instant-summons": true, + "invisibility": true, + "irresistible-dance": true, + "jump": true, + "knock": true, + "legend-lore": true, + "lesser-restoration": true, + "levitate": true, + "light": true, + "lightning-bolt": true, + "locate-animals-or-plants": true, + "locate-creature": true, + "locate-object": true, + "longstrider": true, + "mage-armor": true, + "mage-hand": true, + "magic-circle": true, + "magic-jar": true, + "magic-missile": true, + "magic-mouth": true, + "magic-weapon": true, + "magnificent-mansion": true, + "major-image": true, + "mass-cure-wounds": true, + "mass-heal": true, + "mass-healing-word": true, + "mass-suggestion": true, + "maze": true, + "meld-into-stone": true, + "mending": true, + "message": true, + "meteor-swarm": true, + "mind-blank": true, + "mind-spike": true, + "minor-illusion": true, + "mirage-arcane": true, + "mirror-image": true, + "mislead": true, + "misty-step": true, + "modify-memory": true, + "moonbeam": true, + "move-earth": true, + "nondetection": true, + "pass-without-trace": true, + "passwall": true, + "phantasmal-force": true, + "phantasmal-killer": true, + "phantom-steed": true, + "planar-ally": true, + "planar-binding": true, + "plane-shift": true, + "plant-growth": true, + "poison-spray": true, + "polymorph": true, + "power-word-heal": true, + "power-word-kill": true, + "power-word-stun": true, + "prayer-of-healing": true, + "prestidigitation": true, + "prismatic-spray": true, + "prismatic-wall": true, + "private-sanctum": true, + "produce-flame": true, + "programmed-illusion": true, + "project-image": true, + "protection-from-energy": true, + "protection-from-evil-and-good": true, + "protection-from-poison": true, + "purify-food-and-drink": true, + "raise-dead": true, + "ray-of-enfeeblement": true, + "ray-of-frost": true, + "ray-of-sickness": true, + "regenerate": true, + "reincarnate": true, + "remove-curse": true, + "resilient-sphere": true, + "resistance": true, + "resurrection": true, + "reverse-gravity": true, + "revivify": true, + "rope-trick": true, + "sacred-flame": true, + "sanctuary": true, + "scorching-ray": true, + "scrying": true, + "searing-smite": true, + "secret-chest": true, + "see-invisibility": true, + "seeming": true, + "sending": true, + "sequester": true, + "shapechange": true, + "shatter": true, + "shield": true, + "shield-of-faith": true, + "shillelagh": true, + "shining-smite": true, + "shocking-grasp": true, + "silence": true, + "silent-image": true, + "simulacrum": true, + "sleep": true, + "sleet-storm": true, + "slow": true, + "sorcerous-burst": true, + "spare-the-dying": true, + "speak-with-animals": true, + "speak-with-dead": true, + "speak-with-plants": true, + "spider-climb": true, + "spike-growth": true, + "spirit-guardians": true, + "spiritual-weapon": true, + "starry-wisp": true, + "stinking-cloud": true, + "stone-shape": true, + "stoneskin": true, + "storm-of-vengeance": true, + "suggestion": true, + "summon-dragon": true, + "sunbeam": true, + "sunburst": true, + "symbol": true, + "telekinesis": true, + "telepathic-bond": true, + "teleport": true, + "teleportation-circle": true, + "thaumaturgy": true, + "thunderwave": true, + "time-stop": true, + "tiny-hut": true, + "tongues": true, + "transport-via-plants": true, + "tree-stride": true, + "true-polymorph": true, + "true-resurrection": true, + "true-seeing": true, + "true-strike": true, + "tsunami": true, + "unseen-servant": true, + "vampiric-touch": true, + "vicious-mockery": true, + "vitriolic-sphere": true, + "wall-of-fire": true, + "wall-of-force": true, + "wall-of-ice": true, + "wall-of-stone": true, + "wall-of-thorns": true, + "warding-bond": true, + "water-breathing": true, + "water-walk": true, + "web": true, + "weird": true, + "wind-walk": true, + "wind-wall": true, + "wish": true, + "word-of-recall": true, + "zone-of-truth": true + }, + "by_name": { + "acid arrow": "acid-arrow", + "acid splash": "acid-splash", + "aid": "aid", + "alarm": "alarm", + "alter self": "alter-self", + "animal friendship": "animal-friendship", + "animal messenger": "animal-messenger", + "animal shapes": "animal-shapes", + "animate dead": "animate-dead", + "animate objects": "animate-objects", + "antilife shell": "antilife-shell", + "antimagic field": "antimagic-field", + "antipathy/sympathy": "antipathysympathy", + "arcane eye": "arcane-eye", + "arcane hand": "arcane-hand", + "arcane lock": "arcane-lock", + "arcane sword": "arcane-sword", + "arcanist's magic aura": "arcanists-magic-aura", + "astral projection": "astral-projection", + "augury": "augury", + "aura of life": "aura-of-life", + "awaken": "awaken", + "bane": "bane", + "banishment": "banishment", + "barkskin": "barkskin", + "beacon of hope": "beacon-of-hope", + "befuddlement": "befuddlement", + "bestow curse": "bestow-curse", + "black tentacles": "black-tentacles", + "blade barrier": "blade-barrier", + "bless": "bless", + "blight": "blight", + "blindness/deafness": "blindnessdeafness", + "blink": "blink", + "blur": "blur", + "burning hands": "burning-hands", + "call lightning": "call-lightning", + "calm emotions": "calm-emotions", + "chain lightning": "chain-lightning", + "charm monster": "charm-monster", + "charm person": "charm-person", + "chill touch": "chill-touch", + "chromatic orb": "chromatic-orb", + "circle of death": "circle-of-death", + "clairvoyance": "clairvoyance", + "clone": "clone", + "cloudkill": "cloudkill", + "color spray": "color-spray", + "command": "command", + "commune": "commune", + "commune with nature": "commune-with-nature", + "comprehend languages": "comprehend-languages", + "compulsion": "compulsion", + "cone of cold": "cone-of-cold", + "confusion": "confusion", + "conjure animals": "conjure-animals", + "conjure celestial": "conjure-celestial", + "conjure elemental": "conjure-elemental", + "conjure fey": "conjure-fey", + "conjure minor elementals": "conjure-minor-elementals", + "conjure woodland beings": "conjure-woodland-beings", + "contact other plane": "contact-other-plane", + "contagion": "contagion", + "contingency": "contingency", + "continual flame": "continual-flame", + "control water": "control-water", + "control weather": "control-weather", + "counterspell": "counterspell", + "create food and water": "create-food-and-water", + "create or destroy water": "create-or-destroy-water", + "create undead": "create-undead", + "creation": "creation", + "cure wounds": "cure-wounds", + "dancing lights": "dancing-lights", + "darkness": "darkness", + "darkvision": "darkvision", + "daylight": "daylight", + "death ward": "death-ward", + "delayed blast fireball": "delayed-blast-fireball", + "demiplane": "demiplane", + "detect evil and good": "detect-evil-and-good", + "detect magic": "detect-magic", + "detect poison and disease": "detect-poison-and-disease", + "detect thoughts": "detect-thoughts", + "dimension door": "dimension-door", + "disguise self": "disguise-self", + "disintegrate": "disintegrate", + "dispel evil and good": "dispel-evil-and-good", + "dispel magic": "dispel-magic", + "dissonant whispers": "dissonant-whispers", + "divination": "divination", + "divine favor": "divine-favor", + "divine smite": "divine-smite", + "divine word": "divine-word", + "dominate beast": "dominate-beast", + "dominate monster": "dominate-monster", + "dominate person": "dominate-person", + "dragon's breath": "dragons-breath", + "dream": "dream", + "druidcraft": "druidcraft", + "earthquake": "earthquake", + "eldritch blast": "eldritch-blast", + "elementalism": "elementalism", + "enhance ability": "enhance-ability", + "enlarge/reduce": "enlargereduce", + "ensnaring strike": "ensnaring-strike", + "entangle": "entangle", + "enthrall": "enthrall", + "etherealness": "etherealness", + "expeditious retreat": "expeditious-retreat", + "eyebite": "eyebite", + "fabricate": "fabricate", + "faerie fire": "faerie-fire", + "faithful hound": "faithful-hound", + "false life": "false-life", + "fear": "fear", + "feather fall": "feather-fall", + "find familiar": "find-familiar", + "find steed": "find-steed", + "find the path": "find-the-path", + "find traps": "find-traps", + "finger of death": "finger-of-death", + "fire bolt": "fire-bolt", + "fire shield": "fire-shield", + "fire storm": "fire-storm", + "fireball": "fireball", + "flame blade": "flame-blade", + "flame strike": "flame-strike", + "flaming sphere": "flaming-sphere", + "flesh to stone": "flesh-to-stone", + "floating disk": "floating-disk", + "fly": "fly", + "fog cloud": "fog-cloud", + "forbiddance": "forbiddance", + "forcecage": "forcecage", + "foresight": "foresight", + "freedom of movement": "freedom-of-movement", + "freezing sphere": "freezing-sphere", + "gaseous form": "gaseous-form", + "gate": "gate", + "geas": "geas", + "gentle repose": "gentle-repose", + "giant insect": "giant-insect", + "glibness": "glibness", + "globe of invulnerability": "globe-of-invulnerability", + "glyph of warding": "glyph-of-warding", + "goodberry": "goodberry", + "grease": "grease", + "greater invisibility": "greater-invisibility", + "greater restoration": "greater-restoration", + "guardian of faith": "guardian-of-faith", + "guards and wards": "guards-and-wards", + "guidance": "guidance", + "guiding bolt": "guiding-bolt", + "gust of wind": "gust-of-wind", + "hallow": "hallow", + "hallucinatory terrain": "hallucinatory-terrain", + "harm": "harm", + "haste": "haste", + "heal": "heal", + "healing word": "healing-word", + "heat metal": "heat-metal", + "hellish rebuke": "hellish-rebuke", + "heroes' feast": "heroes-feast", + "heroism": "heroism", + "hex": "hex", + "hideous laughter": "hideous-laughter", + "hold monster": "hold-monster", + "hold person": "hold-person", + "holy aura": "holy-aura", + "hunter's mark": "hunters-mark", + "hypnotic pattern": "hypnotic-pattern", + "ice knife": "ice-knife", + "ice storm": "ice-storm", + "identify": "identify", + "illusory script": "illusory-script", + "imprisonment": "imprisonment", + "incendiary cloud": "incendiary-cloud", + "inflict wounds": "inflict-wounds", + "insect plague": "insect-plague", + "instant summons": "instant-summons", + "invisibility": "invisibility", + "irresistible dance": "irresistible-dance", + "jump": "jump", + "knock": "knock", + "legend lore": "legend-lore", + "lesser restoration": "lesser-restoration", + "levitate": "levitate", + "light": "light", + "lightning bolt": "lightning-bolt", + "locate animals or plants": "locate-animals-or-plants", + "locate creature": "locate-creature", + "locate object": "locate-object", + "longstrider": "longstrider", + "mage armor": "mage-armor", + "mage hand": "mage-hand", + "magic circle": "magic-circle", + "magic jar": "magic-jar", + "magic missile": "magic-missile", + "magic mouth": "magic-mouth", + "magic weapon": "magic-weapon", + "magnificent mansion": "magnificent-mansion", + "major image": "major-image", + "mass cure wounds": "mass-cure-wounds", + "mass heal": "mass-heal", + "mass healing word": "mass-healing-word", + "mass suggestion": "mass-suggestion", + "maze": "maze", + "meld into stone": "meld-into-stone", + "mending": "mending", + "message": "message", + "meteor swarm": "meteor-swarm", + "mind blank": "mind-blank", + "mind spike": "mind-spike", + "minor illusion": "minor-illusion", + "mirage arcane": "mirage-arcane", + "mirror image": "mirror-image", + "mislead": "mislead", + "misty step": "misty-step", + "modify memory": "modify-memory", + "moonbeam": "moonbeam", + "move earth": "move-earth", + "nondetection": "nondetection", + "pass without trace": "pass-without-trace", + "passwall": "passwall", + "phantasmal force": "phantasmal-force", + "phantasmal killer": "phantasmal-killer", + "phantom steed": "phantom-steed", + "planar ally": "planar-ally", + "planar binding": "planar-binding", + "plane shift": "plane-shift", + "plant growth": "plant-growth", + "poison spray": "poison-spray", + "polymorph": "polymorph", + "power word heal": "power-word-heal", + "power word kill": "power-word-kill", + "power word stun": "power-word-stun", + "prayer of healing": "prayer-of-healing", + "prestidigitation": "prestidigitation", + "prismatic spray": "prismatic-spray", + "prismatic wall": "prismatic-wall", + "private sanctum": "private-sanctum", + "produce flame": "produce-flame", + "programmed illusion": "programmed-illusion", + "project image": "project-image", + "protection from energy": "protection-from-energy", + "protection from evil and good": "protection-from-evil-and-good", + "protection from poison": "protection-from-poison", + "purify food and drink": "purify-food-and-drink", + "raise dead": "raise-dead", + "ray of enfeeblement": "ray-of-enfeeblement", + "ray of frost": "ray-of-frost", + "ray of sickness": "ray-of-sickness", + "regenerate": "regenerate", + "reincarnate": "reincarnate", + "remove curse": "remove-curse", + "resilient sphere": "resilient-sphere", + "resistance": "resistance", + "resurrection": "resurrection", + "reverse gravity": "reverse-gravity", + "revivify": "revivify", + "rope trick": "rope-trick", + "sacred flame": "sacred-flame", + "sanctuary": "sanctuary", + "scorching ray": "scorching-ray", + "scrying": "scrying", + "searing smite": "searing-smite", + "secret chest": "secret-chest", + "see invisibility": "see-invisibility", + "seeming": "seeming", + "sending": "sending", + "sequester": "sequester", + "shapechange": "shapechange", + "shatter": "shatter", + "shield": "shield", + "shield of faith": "shield-of-faith", + "shillelagh": "shillelagh", + "shining smite": "shining-smite", + "shocking grasp": "shocking-grasp", + "silence": "silence", + "silent image": "silent-image", + "simulacrum": "simulacrum", + "sleep": "sleep", + "sleet storm": "sleet-storm", + "slow": "slow", + "sorcerous burst": "sorcerous-burst", + "spare the dying": "spare-the-dying", + "speak with animals": "speak-with-animals", + "speak with dead": "speak-with-dead", + "speak with plants": "speak-with-plants", + "spider climb": "spider-climb", + "spike growth": "spike-growth", + "spirit guardians": "spirit-guardians", + "spiritual weapon": "spiritual-weapon", + "starry wisp": "starry-wisp", + "stinking cloud": "stinking-cloud", + "stone shape": "stone-shape", + "stoneskin": "stoneskin", + "storm of vengeance": "storm-of-vengeance", + "suggestion": "suggestion", + "summon dragon": "summon-dragon", + "sunbeam": "sunbeam", + "sunburst": "sunburst", + "symbol": "symbol", + "telekinesis": "telekinesis", + "telepathic bond": "telepathic-bond", + "teleport": "teleport", + "teleportation circle": "teleportation-circle", + "thaumaturgy": "thaumaturgy", + "thunderwave": "thunderwave", + "time stop": "time-stop", + "tiny hut": "tiny-hut", + "tongues": "tongues", + "transport via plants": "transport-via-plants", + "tree stride": "tree-stride", + "true polymorph": "true-polymorph", + "true resurrection": "true-resurrection", + "true seeing": "true-seeing", + "true strike": "true-strike", + "tsunami": "tsunami", + "unseen servant": "unseen-servant", + "vampiric touch": "vampiric-touch", + "vicious mockery": "vicious-mockery", + "vitriolic sphere": "vitriolic-sphere", + "wall of fire": "wall-of-fire", + "wall of force": "wall-of-force", + "wall of ice": "wall-of-ice", + "wall of stone": "wall-of-stone", + "wall of thorns": "wall-of-thorns", + "warding bond": "warding-bond", + "water breathing": "water-breathing", + "water walk": "water-walk", + "web": "web", + "weird": "weird", + "wind walk": "wind-walk", + "wind wall": "wind-wall", + "wish": "wish", + "word of recall": "word-of-recall", + "zone of truth": "zone-of-truth" + } + } +} \ No newline at end of file diff --git a/requirements.txt b/requirements.txt new file mode 100644 index 0000000..be390cf --- /dev/null +++ b/requirements.txt @@ -0,0 +1,2 @@ +fastapi>=0.100.0 +uvicorn[standard]>=0.20.0 \ No newline at end of file diff --git a/scripts/dnd-api.nginx b/scripts/dnd-api.nginx new file mode 100644 index 0000000..751485c --- /dev/null +++ b/scripts/dnd-api.nginx @@ -0,0 +1,44 @@ +server { + listen 80; + server_name dnd.jezzahehn.com; + return 301 https://$host$request_uri; +} + +server { + listen 443 ssl http2; + server_name dnd.jezzahehn.com; + + ssl_certificate /etc/letsencrypt/live/dnd.jezzahehn.com/fullchain.pem; + ssl_certificate_key /etc/letsencrypt/live/dnd.jezzahehn.com/privkey.pem; + ssl_protocols TLSv1.2 TLSv1.3; + ssl_ciphers ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384:ECDHE-ECDSA-CHACHA20-POLY1305:ECDHE-RSA-CHACHA20-POLY1305:DHE-RSA-AES128-GCM-SHA256:DHE-RSA-AES256-GCM-SHA384; + + # Security headers + add_header Strict-Transport-Security "max-age=31536000; includeSubDomains" always; + add_header X-Content-Type-Options "nosniff" always; + add_header X-Frame-Options "DENY" always; + + location / { + proxy_pass http://127.0.0.1:8000; + proxy_set_header Host $host; + proxy_set_header X-Real-IP $remote_addr; + proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; + proxy_set_header X-Forwarded-Proto $scheme; + + # Long timeout for large responses + proxy_read_timeout 30s; + proxy_send_timeout 30s; + + # Increase buffer for API responses + proxy_buffers 8 64k; + proxy_buffer_size 64k; + } + + # Deny access to sensitive files + location ~ /\.git { + deny all; + } + + access_log /var/log/nginx/dnd-api-access.log; + error_log /var/log/nginx/dnd-api-error.log; +} \ No newline at end of file diff --git a/scripts/dnd-api.service b/scripts/dnd-api.service new file mode 100644 index 0000000..b3b43bc --- /dev/null +++ b/scripts/dnd-api.service @@ -0,0 +1,16 @@ +[Unit] +Description=D&D SRD 5.2 API Server +After=network.target + +[Service] +Type=simple +User=hermes +WorkingDirectory=/home/hermes/workspace/dnd-srd-api +ExecStart=/usr/local/lib/hermes-agent/venv/bin/uvicorn app.main:app --host 127.0.0.1 --port 8000 +Restart=on-failure +RestartSec=5 + +Environment=PYTHONUNBUFFERED=1 + +[Install] +WantedBy=multi-user.target \ No newline at end of file diff --git a/scripts/fetch_data.py b/scripts/fetch_data.py new file mode 100644 index 0000000..10d2627 --- /dev/null +++ b/scripts/fetch_data.py @@ -0,0 +1,226 @@ +#!/usr/bin/env python3 +""" +Fetch all SRD 5.2 data from Open5e API and cache as flat JSON files. +""" + +import json +import os +import sys +import time +import urllib.request +import urllib.error + +DATA_DIR = os.path.join(os.path.dirname(os.path.dirname(os.path.abspath(__file__))), "data") +SRD_FILTER = "document__key__in=srd-2024" + +SOURCES = { + "spells": f"https://api.open5e.com/v2/spells/?limit=100&{SRD_FILTER}", + "creatures": f"https://api.open5e.com/v2/creatures/?limit=100&{SRD_FILTER}", + "classes": f"https://api.open5e.com/v2/classes/?limit=100&{SRD_FILTER}", + "magic-items": "https://api.open5e.com/v2/magicitems/?limit=100", + "equipment": f"https://api.open5e.com/v2/items/?limit=100&{SRD_FILTER}", +} + +os.makedirs(DATA_DIR, exist_ok=True) + + +def fetch_page(url: str, retries: int = 3) -> dict: + """Fetch a single page from the API with retries.""" + for attempt in range(retries): + try: + req = urllib.request.Request(url, headers={"User-Agent": "Cupcake-DnD-API/1.0"}) + with urllib.request.urlopen(req, timeout=30) as resp: + data = json.loads(resp.read().decode()) + return data + except Exception as e: + if attempt < retries - 1: + wait = 2 ** attempt + print(f" ⚠ Retry {attempt + 1}/{retries} after {wait}s: {e}") + time.sleep(wait) + else: + raise + + +def fetch_all(name: str, first_url: str) -> list: + """Fetch all pages of a resource, returning combined results.""" + print(f"\n📦 Fetching {name}...") + all_results = [] + url = first_url + page = 0 + + while url: + page += 1 + print(f" 📄 Page {page}: {url[:80]}...") + data = fetch_page(url) + results = data.get("results", []) + all_results.extend(results) + print(f" Got {len(results)} items (total: {len(all_results)})") + url = data.get("next") + + print(f"✅ {name}: {len(all_results)} total items") + return all_results + + +def simplify_spell(s: dict) -> dict: + """Extract key fields from a spell.""" + return { + "key": s.get("key", "").replace("srd-2024_", ""), + "name": s.get("name", ""), + "level": s.get("level", 0), + "school": s.get("school", {}).get("name") if isinstance(s.get("school"), dict) else s.get("school"), + "casting_time": s.get("casting_time", ""), + "range": s.get("range", ""), + "components": {"material": s.get("material"), "verbal": s.get("verbal"), "somatic": s.get("somatic")}, + "duration": s.get("duration", ""), + "concentration": s.get("concentration", False), + "ritual": s.get("ritual", False), + "description": s.get("desc", ""), + "higher_level": s.get("higher_level", ""), + "classes": [c.get("name") for c in (s.get("classes") or [])] if isinstance(s.get("classes"), list) else [], + "subclasses": [c.get("name") for c in (s.get("subclasses") or [])] if isinstance(s.get("subclasses"), list) else [], + } + + +def simplify_creature(c: dict) -> dict: + """Extract key fields from a creature.""" + return { + "key": c.get("key", ""), + "name": c.get("name", ""), + "size": c.get("size", {}).get("name") if isinstance(c.get("size"), dict) else c.get("size"), + "type": c.get("type", {}).get("name") if isinstance(c.get("type"), dict) else c.get("type"), + "alignment": c.get("alignment", ""), + "armor_class": c.get("armor_class", 0), + "hit_points": c.get("hit_points", 0), + "hit_dice": c.get("hit_dice", ""), + "speed": c.get("speed", {}), + "strength": c.get("strength", 10), + "dexterity": c.get("dexterity", 10), + "constitution": c.get("constitution", 10), + "intelligence": c.get("intelligence", 10), + "wisdom": c.get("wisdom", 10), + "charisma": c.get("charisma", 10), + "saving_throws": c.get("saving_throws", {}), + "skills": c.get("skills", {}), + "damage_vulnerabilities": c.get("damage_vulnerabilities", []), + "damage_resistances": c.get("damage_resistances", []), + "damage_immunities": c.get("damage_immunities", []), + "condition_immunities": c.get("condition_immunities", []), + "senses": c.get("senses", ""), + "languages": c.get("languages", ""), + "challenge_rating": c.get("challenge_rating", "0"), + "xp": c.get("xp", 0), + "traits": [{"name": t.get("name"), "desc": t.get("desc")} for t in (c.get("traits") or [])], + "actions": [{"name": a.get("name"), "desc": a.get("desc")} for a in (c.get("actions") or [])], + "legendary_actions": [{"name": a.get("name"), "desc": a.get("desc")} for a in (c.get("legendary_actions") or [])], + "description": c.get("desc", ""), + } + + +def simplify_class(c: dict) -> dict: + """Extract key fields from a class.""" + return { + "key": c.get("key", ""), + "name": c.get("name", ""), + "hit_dice": c.get("hit_dice", ""), + "description": c.get("desc", ""), + "spellcasting_ability": c.get("spellcasting_ability", {}).get("key") if isinstance(c.get("spellcasting_ability"), dict) else c.get("spellcasting_ability"), + "subclasses": [s.get("name") for s in (c.get("subclasses") or [])] if isinstance(c.get("subclasses"), list) else [], + } + + +def simplify_magic_item(m: dict) -> dict: + """Extract key fields from a magic item.""" + return { + "key": m.get("key", ""), + "name": m.get("name", ""), + "type": m.get("type", {}).get("name") if isinstance(m.get("type"), dict) else m.get("type"), + "rarity": m.get("rarity", {}).get("name") if isinstance(m.get("rarity"), dict) else m.get("rarity"), + "requires_attunement": m.get("requires_attunement", ""), + "description": m.get("desc", ""), + } + + +def simplify_item(i: dict) -> dict: + """Extract key fields from equipment/item.""" + cat = i.get("category") or {} + return { + "key": i.get("key", ""), + "name": i.get("name", ""), + "category": cat.get("name") if isinstance(cat, dict) else cat, + "cost": i.get("cost", ""), + "weight": i.get("weight", ""), + "description": i.get("desc", ""), + "armor_class": i.get("armor_class"), + "stealth_disadvantage": i.get("stealth_disadvantage", False), + "strength_requirement": i.get("strength_requirement"), + "damage": i.get("damage", {}).get("damage_dice") if isinstance(i.get("damage"), dict) else None, + "properties": [p.get("name") for p in (i.get("properties") or [])] if isinstance(i.get("properties"), list) else [], + } + + +SIMPLIFIERS = { + "spells": simplify_spell, + "creatures": simplify_creature, + "classes": simplify_class, + "magic-items": simplify_magic_item, + "equipment": simplify_item, +} + + +def main(): + for name, first_url in SOURCES.items(): + try: + raw_data = fetch_all(name, first_url) + simplifier = SIMPLIFIERS.get(name) + if simplifier: + simplified = [simplifier(item) for item in raw_data] + else: + simplified = raw_data + + # Build index: name -> slug and key -> item + indexed = { + item.get("key"): item + for item in simplified + if item.get("key") + } + + # Also build a name index + name_index = {} + for item in simplified: + name_lower = item.get("name", "").lower() + slug = item.get("key", "") + if name_lower: + name_index[name_lower] = slug + + output = { + "count": len(simplified), + "results": simplified, + "_index": { + "by_key": {k: True for k in indexed.keys()}, + "by_name": name_index, + } + } + + # Remove _index for display but keep for reference + filepath = os.path.join(DATA_DIR, f"{name}.json") + with open(filepath, "w") as f: + json.dump(output, f, indent=2) + + print(f"💾 Saved {len(simplified)} items to {filepath}") + + # Also save raw data for debugging + raw_filepath = os.path.join(DATA_DIR, f"{name}_raw.json") + with open(raw_filepath, "w") as f: + json.dump({"count": len(raw_data), "results": raw_data}, f, indent=2) + print(f"💾 Raw backup saved to {raw_filepath}") + + except Exception as e: + print(f"❌ Failed to fetch {name}: {e}") + sys.exit(1) + + print("\n✨ All data fetched successfully!") + print(json.dumps({"status": "ok", "dir": DATA_DIR}, indent=2)) + + +if __name__ == "__main__": + main() \ No newline at end of file diff --git a/scripts/manage_keys.py b/scripts/manage_keys.py new file mode 100644 index 0000000..ec24565 --- /dev/null +++ b/scripts/manage_keys.py @@ -0,0 +1,94 @@ +#!/usr/bin/env python3 +""" +Admin CLI for managing D&D SRD API keys. + +Usage: + python scripts/manage_keys.py list + python scripts/manage_keys.py create [--rate-limit N] + python scripts/manage_keys.py revoke +""" + +import argparse +import json +import os +import secrets +import sys +from pathlib import Path + +API_KEYS_FILE = Path(__file__).resolve().parent.parent / "data" / "api_keys.json" + + +def load_keys() -> dict: + if API_KEYS_FILE.exists(): + with open(API_KEYS_FILE) as f: + return json.load(f) + return {"keys": {}} + + +def save_keys(keys: dict): + API_KEYS_FILE.parent.mkdir(parents=True, exist_ok=True) + with open(API_KEYS_FILE, "w") as f: + json.dump(keys, f, indent=2) + + +def cmd_list(args): + keys = load_keys() + if not keys["keys"]: + print("No API keys configured.") + return + print(f"{'Name':<20} {'Key':<40} {'Created':<20}") + print("-" * 80) + for key, info in keys["keys"].items(): + print(f"{info.get('name', 'unknown'):<20} {key:<40} {info.get('created', ''):<20}") + + +def cmd_create(args): + keys = load_keys() + new_key = "dnd_" + secrets.token_hex(16) + keys["keys"][new_key] = { + "name": args.name, + "created": os.popen("date -Iseconds").read().strip(), + "rate_limit": args.rate_limit or 60, + } + save_keys(keys) + print(f"✅ Created API key for '{args.name}':") + print(f" Key: {new_key}") + print(f" Rate limit: {args.rate_limit or 60} req/min") + + +def cmd_revoke(args): + keys = load_keys() + if args.key in keys["keys"]: + info = keys["keys"].pop(args.key) + save_keys(keys) + print(f"✅ Revoked key for '{info['name']}' ({args.key[:20]}...)") + else: + print(f"❌ Key not found: {args.key[:20]}...") + + +def main(): + parser = argparse.ArgumentParser(description="D&D SRD API Key Manager") + sub = parser.add_subparsers(dest="command") + + p_list = sub.add_parser("list", help="List all API keys") + + p_create = sub.add_parser("create", help="Create a new API key") + p_create.add_argument("name", help="Name for the key (e.g., 'jez-personal')") + p_create.add_argument("--rate-limit", type=int, default=60, help="Requests per minute limit") + + p_revoke = sub.add_parser("revoke", help="Revoke an API key") + p_revoke.add_argument("key", help="Full API key to revoke") + + args = parser.parse_args() + if args.command == "list": + cmd_list(args) + elif args.command == "create": + cmd_create(args) + elif args.command == "revoke": + cmd_revoke(args) + else: + parser.print_help() + + +if __name__ == "__main__": + main() \ No newline at end of file