diff --git a/collection/Haven; Archive of Entombed Omens and Neglected Secrets.json b/collection/Haven; Archive of Entombed Omens and Neglected Secrets.json new file mode 100644 index 0000000000..496df3d0db --- /dev/null +++ b/collection/Haven; Archive of Entombed Omens and Neglected Secrets.json @@ -0,0 +1,16506 @@ +{ + "_meta": { + "sources": [ + { + "json": "AEONSHaven", + "abbreviation": "AEONS", + "full": "Archive of Entombed Omens and Forgotten Secrets", + "color": "ffab40", + "authors": [ + "Haven" + ], + "convertedBy": [ + "BkyleB", + "the_bard", + "FungusAmongUs" + ], + "version": "1", + "url": "https://drive.google.com/file/d/1s3iaWb3EZuMKlxYzFNVs0Ma2ZSBOu7YL/view?usp=sharing" + } + ], + "dateAdded": 1767664747, + "dateLastModified": 1767664747, + "optionalFeatureTypes": { + "CUR": "Curse" + }, + "edition": "classic" + }, + "race": [ + { + "name": "Prymid", + "source": "AEONSHaven", + "page": 6, + "size": [ + "S", + "M" + ], + "speed": { + "walk": 30, + "climb": 30 + }, + "ability": [ + { + "dex": 2, + "str": 1, + "wis": 1 + } + ], + "age": { + "mature": 2, + "max": 500 + }, + "languageProficiencies": [ + { + "common": true, + "anyStandard": 1 + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Most prymids perish long before their time. The few that survive possess centuries of memories and can recount tales of the creators of the ruins prymids often inhabit. They mature to adulthood within two years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Prymids care most about the survival of themselves and their loved ones, and rarely take sides in external conflicts. If they believe it is safe to do so, they will offer assistance to others. They are usually chaotic and rarely evil." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Most prymids range from 1 1/2 feet to 3 feet tall and weigh up to 25 lbs. Others range from 4-5 feet tall and weigh up to 300 pounds. You are Medium or Small. You choose the size when you select this race." + ] + }, + { + "name": "Ape Escape", + "type": "entries", + "entries": [ + "When you take the Disengage action, you can take the Hide action as part of the same action." + ] + }, + { + "name": "Prehensile Tail", + "type": "entries", + "entries": [ + "A tail extends from the middle of your back just above your legs. This tail has a reach of 5 feet, and you can manipulate it as if it were another limb. It can lift a number of pounds equal to your Strength score, and you can use it to do simple tasks such as pulling a lever or opening a door.", + "Your tail can’t wield weapons or shields or do anything that requires extreme manual precision, such as performing the somatic components of a spell. Your tail also conceals a sharp retractable spike, which you can use to make an unarmed strike. When you hit with it, the strike deals {@damage 1d6} + your Strength modifier in piercing damage, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "name": "Bizarre Adaptation", + "type": "entries", + "entries": [ + "Your primeval biology allows you to grow parts that help you adjust to your environment. Choose an adaptation from the list below:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Chlorophyll", + "entry": "Your skin and fur are tinted green, allowing you to sustain yourself as plants do. 1 hour in direct sunlight provides you with enough nourishment to sustain you for one day (though you can still eat normally). If you spend the entire duration of a short rest exposed to direct sunlight, you can choose a number of hit dice up to your Constitution modifier (a minimum of 1) and treat those dice as if you had rolled the maximum result." + }, + { + "type": "item", + "name": "Eyespot", + "entry": "An extra, rudimentary eye grows within your flesh, on a short stalk that extends from the tip of your tail, the nape of your neck, or another part of your body. You have advantage on saving throws against being {@condition blinded}. If you are blinded, you can still see and do not automatically fail checks that require sight. The other penalties of the blinded condition still apply to you." + }, + { + "type": "item", + "name": "Quills", + "entry": "Sharp spines hide within your fur. If a creature grapples you, it takes {@dice 1d6} piercing damage. When you would make a weapon attack, you can instead choose to launch your quills, which are ranged weapons with a normal range of 20 feet and a long range of 60 feet. You can use your Strength or Dexterity modifier for the attack and damage rolls of your quills (you must use the same modifier for both rolls). The quills have a damage die of {@dice 1d8}.You can make this attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you expend all your uses, creatures that grapple you take no damage from your quills." + }, + { + "type": "item", + "name": "Spinnerets", + "entry": "You have small glands that you can use to spin webs. You can use your action to connect a line of webs to a creature of your size or smaller, preventing it from moving more than 15 feet from you. A creature that can reach the line can use its action to break the web. You can also use an action to adhere an object weighing no more than 25 pounds to another surface. Your webs dissolve 1 hour after their application." + } + ], + "style": "list-hang-notitle" + } + ] + }, + { + "name": "Language", + "type": "entries", + "entries": [ + "You can speak, read, and write Common and one other language of your choice. Prymids usually learn the languages of nearby settlements." + ] + } + ], + "traitTags": [ + "Uncommon Race", + "Natural Weapon", + "Skill Proficiency" + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "'They are bizarre, no? You look at them and see talking monkeys. You have better things to dig up in these ruins. Then you realize they talk, act, and live like the dead people you want to learn about. What a find! But they'll start taking after you, too. Stick around—in a few generations they'll start to look like you. They taste terrible no matter what, though.'" + ], + "by": "Drixl Moss, lizardfolk guide" + }, + "Prymids are a small, monkey-like people who live where they feel safest. Though their technology is limited and their speech rudimentary, they have the uncanny ability to adapt to their surroundings and imitate nearby peoples, even centuries after those peoples' extinction.", + { + "type": "entries", + "name": "Simian Reenactors", + "entries": [ + "Prymid groups migrate whenever their population outstrips available resources. Family groups with close ties depart together for new lands, and settle in uninhabited forests and jungles on the outskirts of human, elf, and other civilizations.", + "Prymids are a blank slate that adapt to their environment, and love the arts, culture, and languages of others. Communications with their neighbors are infrequent, but prymids are always watching. They put their observations to good use by taking on their neighbors' mannerisms and traits. A group of prymids near an orcish stronghold learn to speak Orc and carry gigantic, crude weapons, while those close to a high elf outpost learn Elvish and devote themselves to music and art.", + "More disturbingly, the prymids near the orcish stronghold grow to larger, gorilla-like proportions, while the prymids near the elvish settlement are slender, swift, and willowy.", + "Prymids preserve the trappings of their neighbors' way of life even after those neighbors disappear. This living reenactment preserves style, culture, and language better than any written record. Historians often seek prymid settlements to find living examples of the cultures they choose to study." + ] + }, + { + "type": "entries", + "name": "Adaptable Apes", + "entries": [ + "Prymids' bodies change to accommodate their environment as easily as their culture and language do. Most are small, agile monkeys, while others evolve hulking apelike forms in the span of a few generations.", + "As they grow, prymids also experience much more exotic changes. Some bear a mane of porcupine-like quills down their shoulders and back. Others grow quills on their back to defend themselves, or an additional eye to enhance their vision.", + "Their ever-moldable biology and resemblance to neighbors of any humanoid species drive scientific speculation. Natural philosophers propose that prymids served as the common ancestor of all modern humanoids or are the missing evolutionary link between humanoids and lesser beasts. Isolated prymid populations may have changed over generations, and their adaptations transformed them into elves, dwarves, or men." + ] + }, + { + "type": "entries", + "name": "Quick to Flight", + "entries": [ + "Prymids know their size and weight make them vulnerable to predators and bandits, even more than other Small races like gnomes and halflings.", + "They tend to spook easily. Sudden shows of hostility or loud noises are a surefire way to drive away a group of prymids. Villages looking to drive their unwanted neighbors away find horn blasts, ringing bells, and banging cookware effective and accessible methods.", + "Non-confrontational as a rule, prymids do their best to be good neighbors. If they can be found and reasoned with, any troublesome behaviors (such as eating crops or harassing livestock) come to a quick end. Prymids prefer to change or flee when confronted rather than stand their ground. Preservation of the group and self takes precedence over anything else." + ] + } + ] + } + }, + { + "name": "Ji", + "source": "AEONSHaven", + "page": 5, + "size": [ + "M" + ], + "speed": { + "walk": 30 + }, + "ability": [ + { + "dex": 2, + "choose": { + "from": [ + "str", + "con", + "int", + "wis", + "cha" + ], + "count": 1 + } + } + ], + "age": { + "mature": 0, + "max": 500 + }, + "languageProficiencies": [ + { + "common": true, + "anyExotic": 1 + } + ], + "traitTags": [ + "Tool Proficiency" + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "{@item glassblower's tools|phb}", + "{@item jeweler's tools|phb}", + "{@item mason's tools|phb}", + "{@item potter's tools|phb}", + "{@item smith's tools|phb}s", + "{@item woodcarver's tools|phb}" + ] + } + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Ji do not age. They are born fully-formed from a mask created by one or more ji parents. Youths are rare; most ji have lived for centuries." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Independent and unbound by borders, most ji are chaotic. Having seen empires rise and fall, they are often passive, preferring neutrality in the battles between good and evil." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Most ji resemble tall, thin humans, though they have varied shapes, sizes, and colors. Your size is Medium." + ] + }, + { + "name": "Masked Speaker", + "type": "entries", + "entries": [ + "You have never seen the face of another ji, and may not have seen your own. As such, you learn other ways of understanding. Others have disadvantage on Wisdom (Insight) checks made to discern your intentions, and you have advantage on Wisdom (Insight) checks to understand intent through body language, tone, or other factors besides the target's expression." + ] + }, + { + "name": "Mask Maker", + "type": "entries", + "entries": [ + "You gain proficiency in one of the following artisan's tools: {@item glassblower's tools|phb}, {@item jeweler's tools|phb}, {@item mason's tools|phb}, {@item potter's tools|phb}, {@item smith's tools|phb}, or {@item woodcarver's tools|phb}." + ] + }, + { + "name": "Pilgrim of the Wind", + "type": "entries", + "entries": [ + "You take no damage if you fall from a height of 60 feet or less." + ] + }, + { + "name": "Tireless Walker", + "type": "entries", + "entries": [ + "You have advantage on saving throws against {@condition exhaustion} and you ignore nonmagical difficult terrain." + ] + }, + { + "name": "Voice of the Ages", + "type": "entries", + "entries": [ + "You can use an action to emit a few nostalgic notes from a song long forgotten. Creatures of your choice within 60 feet of you gain temporary hit points equal to your level. Plants and flowers within the area bloom and grow, regardless of season. A target must be able to hear you to be affected by this feature. Once you use this feature, you can't do so again until you finish a short or long rest." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read, and write Common and one other language of your choice. Ji often know {@filter exotic|languages|type=exotic;rare;secret}, extinct, or monstrous tongues." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "'It's good to see you blow through town again, wanderer. It's been a long time–ten, fifteen years since last time? I remember meeting you as a wee babe; now here I am with gray in my hair and a third grandchild on the way. Come with me; I'll show you how things have changed and keep the louts off your back.'" + ], + "by": "Gregory Rowantree, human inkeep" + }, + "Discussed rarely and witnessed less, the elusive ji are a masked, nomadic people devoted to their personal journeys. Often unfamiliar with local customs, most find the faceless people off-putting. They are rarely welcome for long, and so drift idly from place to place. Some claim they appear spontaneously and fully-grown, though ji often travel in groups of ji of varied ages and sizes, resembling typical family units.", + { + "type": "entries", + "name": "Masked Figures", + "entries": [ + "Ji masks exemplify their mysterious nature. Each mask is unique and represents its wearer's identity and personality. Ji masks cannot be removed. Some believe ji store their souls within their masks, which explains the universal ji belief in reincarnation." + ] + }, + { + "type": "entries", + "name": "Aimless Pilgrims", + "entries": [ + "The ji wander for reasons unknown. The spiritual calling to wander and seek is deeply ingrained into the psyche of the ji. Some believe that they can experience enlightenment through travel, while others claim they seek a forgotten ancestral home or are simply cursed to wander the world forever. In lieu of a clear answer, many ji choose their own path. Typical missions include wandering a desert in search of a legendary buried city, or exploring the universe through interplanar portals.", + "A ji's journey is as intrinsic to each individual as its mask. They are often highbrow and esoteric, and may seem impossible to non-ji. But the ji are patient and ageless, and will set whatever pace they deem appropriate. As soon as they accomplish their goal, they choose another.", + "And so, their journey continues." + ] + }, + { + "type": "entries", + "name": "Ji Names", + "entries": [ + "Ji name themselves with a single, musical syllable. People less musically inclined struggle to pronounce ji names, and instead assign nicknames from their own culture to ji they know personally. More gregarious ji happily accept these nicknames, though a select few find such rechristening offensive.", + "Ji rarely express gender identities, and pay little regard to it in other species. Those living among gendered societies may adopt one, based on their mannerisms or the pitch of their voice." + ] + }, + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Ji Names", + "entry": "Ao, Bo, Fa, Hu, Ia, Il, Li, Mu, Na, Se, Uo, Ua, Yi" + }, + { + "type": "item", + "name": "Ji Nicknames", + "entry": "Angel, Cloak, Dusk, Ghost, Hollow, Linger, Moth, Night, Shade, Silent, Strider, Singer, Watcher" + } + ], + "style": "list-hang-notitle" + } + ] + } + }, + { + "name": "Echo", + "source": "AEONSHaven", + "page": 4, + "size": [ + "S", + "M" + ], + "skillProficiencies": [ + { + "deception": true, + "intimidation": true + } + ], + "languageProficiencies": [ + { + "common": true, + "anyStandard": 1 + } + ], + "ability": [ + { + "con": 2, + "cha": 1 + } + ], + "speed": { + "walk": 30 + }, + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Many echoes face a brief existence, though one full of meaning. They form fully mature and typically live between 20 and 30 years." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Echoes, like their creators, can exemplify any alignment, but are typically influenced by their origins. " + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "You are Medium or Small. You choose your size when you select this race. Your weight is a fourth of the weight of the creature that birthed you at the time of your creation." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "type": "entries", + "name": "Enchanted Existence", + "entries": [ + "You don't need to sleep and magic cannot put you to sleep. You can finish a long rest in 4 hours so long as you spend those hours in meditation or enjoying light activity. You also have advantage on saving throws against being {@condition charmed} or {@condition frightened}." + ] + }, + { + "type": "entries", + "name": "Art Imitates Life", + "entries": [ + "When a creature other than you within 30 feet of you that you can see makes a weapon attack or casts a cantrip, you can use your reaction to make one weapon attack or cast a cantrip of your own against the same target.", + "You can use this feature a number of times equal to your Charisma modifier (a minimum of once) and regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You know Common and one other language of your choice, usually one spoken by your creator." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "These echoes are not the crude imitations born from your simulacra. They are singular individuals, created fully-formed out of nothing. Each enjoys a unique experience from its first moments, and seeks its purpose for all its life." + ], + "by": "Onnaphiane the White, moon elf dreamwitch" + }, + "Echoes are not born, but made. Powerful emotional outpourings combined with mighty magic coalesce into a duplicate of the distraught mage in that moment. Echoes can thus take many forms and temperaments. Some have a noble demeanor, others are malicious, and most are curious about their place in the world. No matter their attitude, all resemble another: the creature that spawned them.", + { + "type": "entries", + "name": "Wandering Wonderers", + "entries": [ + "Born into the world fully formed and fully mature, a newborn echo often takes up adventuring as a way to find its place in the world. With minds filled with memories not their own and little personal experience or upbringing from which to draw guidance, echoes are often intrigued or enthused by even the most mundane aspects of everyday life.", + "Some echoes loyal to their creators may take up arms in their name, whether to protect their progenitor or continue a mission in their memory.", + "Many are born without knowledge of the whereabouts of the being they reflect and travel the world in search of them, delighting in the new experiences they find along the way. Their divergent experiences shape their new personalities, influencing them as they wander. Some echoes never realize their true nature as a perfect duplicate of another creature's soul and think of themselves as undead abominations, uncannily beautiful humans touched by fey, or die alone and unmourned in the wilderness, never sharing their existence with their creator–or anyone else." + ] + }, + { + "type": "entries", + "name": "Born from Passion", + "entries": [ + "Echoes can arise in a variety of ways. Some can be memories made flesh, while others are dreams conjured into reality. Others come from fey bargains or ancient curses that returned the shadows of daring heroes or entrapped the souls of intrepid treasure-hunters.", + "An echo might be a twisted reflection of a being that gazed too long into an enchanted mirror, arise from beautiful works of art, or other mysterious origins.", + { + "type": "table", + "caption": "Art Given Life", + "colLabels": [ + "d4", + "Creation" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You emerged from a painting meant to capture the full essence of the subject's soul." + ], + [ + "2", + "You are a character from a magical story brought to life by a masterful performance." + ], + [ + "3", + "You are the life's work of a master sculptor who devoted heart and soul to the likeness' creation." + ], + [ + "4", + "You are the protagonist of a fairytale given life by the love of a child who read it." + ] + ] + }, + { + "type": "table", + "caption": "Dream Made Real", + "colLabels": [ + "d4", + "Creation" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You are a champion dreamed to life by a noble cursed to eternal slumber and longing for rescue." + ], + [ + "2", + "You are a dream of a sleeping dragon tasked with returning a treasure stolen from its hoard." + ], + [ + "3", + "A slumbering mummy lord dreamed you to life to protect its tomb or its descendants." + ], + [ + "4", + "An ancient aberration shaped you to act as its agent in the world of mortals." + ] + ] + }, + { + "type": "table", + "caption": "Memory Born Anew", + "colLabels": [ + "d4", + "Creation" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "A powerful psychic brought the happy memories of its lost loved ones to life." + ], + [ + "2", + "Mind flayers learned of a mighty hero from the memories of a victim and replicated them in you." + ], + [ + "3", + "You are all that remains of the memory of a deity slain or forgotten millennia ago." + ], + [ + "4", + "You are the result of a last-ditch effort by a dying lich to preserve itself after its phylactery's destruction." + ] + ] + }, + { + "type": "table", + "caption": "Reflection and Shadow", + "colLabels": [ + "d4", + "Creation" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You are the reflection of a victim of a cursed mirror, freed when the artifact claimed their soul." + ], + [ + "2", + "You are the shadow of a hero who wandered the Shadowfell, broken free to claim your own destiny." + ], + [ + "3", + "You are the reflection of a diviner brought to life by a scrying mirror to ward off foreseen doom." + ], + [ + "4", + "A powerful necromancer bound their soul to their shadow, seeking immortality, and brought you to life." + ] + ] + } + ] + } + ] + } + } + ], + "subclass": [ + { + "name": "Archivist", + "shortName": "Archivist", + "source": "AEONSHaven", + "className": "Wizard", + "classSource": "PHB", + "page": 37, + "subclassFeatures": [ + "Archivist|Wizard|PHB|Archivist|AEONSHaven|2", + "Occult Restoration|Wizard|PHB|Archivist|AEONSHaven|6", + "Expedited Lookup|Wizard|PHB|Archivist|AEONSHaven|10", + "Off the Shelves|Wizard|PHB|Archivist|AEONSHaven|14" + ] + }, + { + "name": "The Bygone King", + "shortName": "Bygone King", + "source": "AEONSHaven", + "className": "Warlock", + "classSource": "PHB", + "page": 34, + "additionalSpells": [ + { + "expanded": { + "s1": [ + "command", + "heroism" + ], + "s2": [ + "aid", + "locate object" + ], + "s3": [ + "beacon of hope", + "phantom steed" + ], + "s4": [ + "death ward", + "resilient sphere" + ], + "s5": [ + "geas", + "legend lore" + ] + } + } + ], + "subclassSpells": [ + "command", + "heroism", + "aid", + "locate object", + "beacon of hope", + "phantom steed", + "death ward", + "Otiluke's resilient sphere", + "geas", + "legend lore" + ], + "subclassFeatures": [ + "The Bygone King|Warlock|PHB|The Bygone King|AEONSHaven|1", + "Regal Aspect|Warlock|PHB|The Bygone King|AEONSHaven|6", + "Defend the Sovereign|Warlock|PHB|The Bygone King|AEONSHaven|10", + "Heavy Lies the Crown|Warlock|PHB|The Bygone King|AEONSHaven|14" + ] + }, + { + "name": "Circle of the Weald", + "shortName": "Weald", + "source": "AEONSHaven", + "className": "Druid", + "classSource": "PHB", + "page": 34, + "subclassFeatures": [ + "Circle of the Weald|Druid|PHB|Circle of the Weald|AEONSHaven|2", + "Wild Nature|Druid|PHB|Circle of the Weald|AEONSHaven|6", + "Eternal Wood|Druid|PHB|Circle of the Weald|AEONSHaven|10", + "Step of Old|Druid|PHB|Circle of the Weald|AEONSHaven|14" + ] + }, + { + "name": "Circle of Ancients", + "shortName": "Ancients", + "source": "AEONSHaven", + "className": "Druid", + "classSource": "PHB", + "page": 19, + "subclassFeatures": [ + "Circle of Ancients|Druid|PHB|Circle of Ancients|AEONSHaven|2", + "Hands of Time|Druid|PHB|Circle of Ancients|AEONSHaven|6", + "Preserve the Present|Druid|PHB|Circle of Ancients|AEONSHaven|10", + "Life Finds a Way|Druid|PHB|Circle of Ancients|AEONSHaven|14" + ] + }, + { + "name": "College of Oracles", + "shortName": "Oracles", + "source": "AEONSHaven", + "className": "Bard", + "classSource": "PHB", + "page": 16, + "subclassFeatures": [ + "College of Oracles|Bard|PHB|Oracles|AEONSHaven|3", + "Read the Omens|Bard|PHB|Oracles|AEONSHaven|6", + "Future Fulfilled|Bard|PHB|Oracles|AEONSHaven|14" + ] + }, + { + "name": "College of Relics", + "shortName": "Relics", + "source": "AEONSHaven", + "className": "Bard", + "classSource": "PHB", + "page": 16, + "subclassFeatures": [ + "College of Relics|Bard|PHB|Relics|AEONSHaven|3", + "Fateful Edifice|Bard|PHB|Relics|AEONSHaven|6", + "Faithful Restoration|Bard|PHB|Relics|AEONSHaven|14" + ] + }, + { + "name": "Crystal Heart", + "shortName": "Crystal Heart", + "source": "AEONSHaven", + "className": "Sorcerer", + "classSource": "PHB", + "page": 32, + "additionalSpells": [ + { + "expanded": { + "s1": [ + "color spray", + "chromatic orb" + ], + "s2": [ + "enthrall", + "spike growth" + ], + "s3": [ + "hypnotic pattern", + "meld into stone" + ], + "s4": [ + "otiluke's resilient sphere", + "stoneskin" + ], + "s5": [ + "conjure elemental", + "wall of stone" + ] + } + } + ], + "subclassSpells": [ + "color spray", + "chromatic orb", + "enthrall", + "spike growth", + "hypnotic pattern", + "meld into stone", + "otiluke's resilient sphere", + "stoneskin", + "conjure elemental", + "wall of stone" + ], + "subclassFeatures": [ + "Crystal Heart|Sorcerer|PHB|Crystal Heart|AEONSHaven|1", + "Rock Solid|Sorcerer|PHB|Crystal Heart|AEONSHaven|6", + "One With The Earth|Sorcerer|PHB|Crystal Heart|AEONSHaven|14", + "Diamonds Are Forever|Sorcerer|PHB|Crystal Heart|AEONSHaven|18" + ] + }, + { + "name": "Despair Domain", + "shortName": "Despair", + "source": "AEONSHaven", + "className": "Cleric", + "classSource": "PHB", + "page": 17, + "additionalSpells": [ + { + "prepared": { + "1": [ + "bane", + "wrathful smite" + ], + "2": [ + "crown of madness", + "shatter" + ], + "3": [ + "fear", + "vampiric touch" + ], + "4": [ + "blight", + "phantasmal killer" + ], + "5": [ + "destructive wave", + "planar binding" + ] + } + } + ], + "subclassSpells": [ + "bane", + "wrathful smite", + "crown of madness", + "shatter", + "fear", + "vampiric touch", + "blight", + "phantasmal killer", + "destructive wave", + "planar binding" + ], + "subclassFeatures": [ + "Despair Domain|Cleric|PHB|Despair|AEONSHaven|1", + "Channel Divinity: Scourge the Divine|Cleric|PHB|Despair|AEONSHaven|2", + "Existential Horror|Cleric|PHB|Despair|AEONSHaven|6", + "Profane Strike|Cleric|PHB|Despair|AEONSHaven|8", + "Graven Image|Cleric|PHB|Despair|AEONSHaven|17" + ] + }, + { + "name": "Draugr", + "shortName": "Draugr", + "source": "AEONSHaven", + "className": "Fighter", + "classSource": "PHB", + "page": 34, + "subclassFeatures": [ + "Draugr|Fighter|PHB|Draugr|AEONSHaven|3", + "Likened Unto Death|Fighter|PHB|Draugr|AEONSHaven|7", + "Spirit of Battle|Fighter|PHB|Draugr|AEONSHaven|10", + "Ghastly Jaunt|Fighter|PHB|Draugr|AEONSHaven|15", + "Inverted Cycle|Fighter|PHB|Draugr|AEONSHaven|18" + ] + }, + { + "name": "Dungeon Keeper", + "shortName": "Dungeon Keeper", + "source": "AEONSHaven", + "className": "Artificer", + "classSource": "TCE", + "page": 8, + "additionalSpells": [ + { + "expanded": { + "s1": [ + "grease", + "entangle" + ], + "s2": [ + "spike growth", + "rope trick" + ], + "s3": [ + "counterspell", + "stinking cloud" + ], + "s4": [ + "banishment", + "guardian of faith" + ], + "s5": [ + "awaken", + "wall of force" + ] + } + } + ], + "subclassSpells": [ + "grease", + "entangle", + "spike growth", + "rope trick", + "counterspell", + "stinking cloud", + "banishment", + "guardian of faith", + "awaken", + "wall of force" + ], + "subclassFeatures": [ + "Dungeon Keeper|Artificer|TCE|Dungeon Keeper|AEONSHaven|3", + "Remote Trigger|Artificer|TCE|Dungeon Keeper|AEONSHaven|5", + "Upgraded Traps|Artificer|TCE|Dungeon Keeper|AEONSHaven|9", + "Area of Influence|Artificer|TCE|Dungeon Keeper|AEONSHaven|15" + ] + }, + { + "name": "Hexarch", + "shortName": "Hexarch", + "source": "AEONSHaven", + "className": "Wizard", + "classSource": "PHB", + "page": 38, + "subclassFeatures": [ + "Hexarch|Wizard|PHB|Hexarch|AEONSHaven|3", + "Curse Lifter|Wizard|PHB|Hexarch|AEONSHaven|6", + "Unending Misery|Wizard|PHB|Hexarch|AEONSHaven|10", + "Commanding Spell|Wizard|PHB|Hexarch|AEONSHaven|14" + ] + }, + { + "name": "Hope Domain", + "shortName": "Hope", + "source": "AEONSHaven", + "className": "Cleric", + "classSource": "PHB", + "page": 18, + "additionalSpells": [ + { + "prepared": { + "1": [ + "heroism", + "protection from evil and good" + ], + "2": [ + "calm emotions", + "silence" + ], + "3": [ + "beacon of hope", + "spirit guardians" + ], + "4": [ + "aura of purity", + "Mordenkainen's Private Sanctum" + ], + "5": [ + "legend lore", + "modify memory" + ] + } + } + ], + "subclassSpells": [ + "heroism", + "protection from evil and good", + "calm emotions", + "silence", + "beacon of hope", + "spirit guardians", + "aura of purity", + "Mordenkainen's Private Sanctum", + "legend lore", + "modify memory" + ], + "subclassFeatures": [ + "Hope Domain|Cleric|PHB|Hope|AEONSHaven|1", + "Channel Divinity: Carry the Flame|Cleric|PHB|Hope|AEONSHaven|2", + "Soothing Presence|Cleric|PHB|Hope|AEONSHaven|6", + "Potent Spellcasting|Cleric|PHB|Hope|AEONSHaven|8", + "Relentless Faith|Cleric|PHB|Hope|AEONSHaven|17" + ] + }, + { + "name": "Lurker", + "shortName": "Lurker", + "source": "AEONSHaven", + "className": "Ranger", + "classSource": "PHB", + "page": 27, + "additionalSpells": [ + { + "known": { + "3": [ + "detect evil and good" + ], + "5": [ + "spider climb|XGE" + ], + "9": [ + "gaseous form" + ], + "13": [ + "arcane eye|XGE" + ], + "17": [ + "passwall|XGE" + ] + } + } + ], + "subclassSpells": [ + "detect evil and good", + "spider climb", + "gaseous form", + "arcane eye", + "passwall" + ], + "subclassFeatures": [ + "Lurker|Ranger|PHB|Lurker|AEONSHaven|3", + "Ghost of the Ruins|Ranger|PHB|Lurker|AEONSHaven|7", + "Dust Storm|Ranger|PHB|Lurker|AEONSHaven|11", + "Lost Image|Ranger|PHB|Lurker|AEONSHaven|15" + ] + }, + { + "name": "Mind Cutter", + "shortName": "Mind Cutter", + "source": "AEONSHaven", + "className": "Rogue", + "classSource": "PHB", + "page": 29, + "subclassFeatures": [ + "Mind Cutter|Rogue|PHB|Mind Cutter|AEONSHaven|3", + "Stumbling Confusion|Rogue|PHB|Mind Cutter|AEONSHaven|9", + "Mass Amnesia|Rogue|PHB|Mind Cutter|AEONSHaven|13", + "Memories Broken|Rogue|PHB|Mind Cutter|AEONSHaven|17" + ] + }, + { + "name": "Mirage", + "shortName": "Mirage", + "source": "AEONSHaven", + "className": "Rogue", + "classSource": "PHB", + "page": 29, + "subclassFeatures": [ + "Mirage|Rogue|PHB|Mirage|AEONSHaven|3", + "Confounding Step|Rogue|PHB|Mirage|AEONSHaven|9", + "Phantasmagoria|Rogue|PHB|Mirage|AEONSHaven|13", + "Shadow Dance|Rogue|PHB|Mirage|AEONSHaven|17" + ] + }, + { + "name": "Oath of Progress", + "shortName": "Progress", + "source": "AEONSHaven", + "className": "Paladin", + "classSource": "PHB", + "page": 25, + "additionalSpells": [ + { + "prepared": { + "1": [ + "heroism", + "longstrider" + ], + "7": [ + "gentle repose", + "aid" + ], + "3": [ + "haste", + "plant growth" + ], + "4": [ + "freedom of movement", + "stone shape" + ], + "5": [ + "greater restoration", + "passwall" + ] + } + } + ], + "subclassSpells": [ + "heroism", + "longstrider", + "gentle repose", + "aid", + "haste", + "plant growth", + "freedom of movement", + "stone shape", + "greater restoration", + "passwall" + ], + "subclassFeatures": [ + "Oath of Progress|Paladin|PHB|Progress|AEONSHaven|3", + "Aura of Inevitability|Paladin|PHB|Progress|AEONSHaven|7", + "All Wounds|Paladin|PHB|Progress|AEONSHaven|15", + "I am Inevitable|Paladin|PHB|Progress|AEONSHaven|20" + ] + }, + { + "name": "Oath of Remembrance", + "shortName": "Remembrance", + "source": "AEONSHaven", + "className": "Paladin", + "classSource": "PHB", + "page": 26, + "additionalSpells": [ + { + "prepared": { + "1": [ + "comprehend languages", + "false life" + ], + "7": [ + "see invisibility", + "zone of truth" + ], + "3": [ + "speak with dead", + "tongues" + ], + "4": [ + "hallucinatory terrain", + "stone shape" + ], + "5": [ + "hallow", + "legend lore" + ] + } + } + ], + "subclassSpells": [ + "comprehend languages", + "false life", + "see invisibility", + "zone of truth", + "speak with dead", + "tongues", + "hallucinatory terrain", + "stone shape", + "hallow", + "legend lore" + ], + "subclassFeatures": [ + "Oath of Remembrance|Paladin|PHB|Remembrance|AEONSHaven|3", + "Aura of Eideticism|Paladin|PHB|Remembrance|AEONSHaven|7", + "Ghost of Lifetimes Past|Paladin|PHB|Remembrance|AEONSHaven|15", + "Authentic Reenactment|Paladin|PHB|Remembrance|AEONSHaven|20" + ] + }, + { + "name": "Path of Savagery", + "shortName": "Savagery", + "source": "AEONSHaven", + "className": "Barbarian", + "classSource": "PHB", + "page": 34, + "subclassFeatures": [ + "Path of Savagery|Barbarian|PHB|Path of Savagery|AEONSHaven|3", + "Hard-Won Trophies|Barbarian|PHB|Path of Savagery|AEONSHaven|6", + "Apex Predator|Barbarian|PHB|Path of Savagery|AEONSHaven|10", + "Titan Slayer|Barbarian|PHB|Path of Savagery|AEONSHaven|14" + ] + }, + { + "name": "Path of the Golem", + "shortName": "Golem", + "source": "AEONSHaven", + "className": "Barbarian", + "classSource": "PHB", + "page": 13, + "subclassFeatures": [ + "Path of the Golem|Barbarian|PHB|Path of the Golem|AEONSHaven|3", + "Life Enduring|Barbarian|PHB|Path of the Golem|AEONSHaven|6", + "Rock of Ages|Barbarian|PHB|Path of the Golem|AEONSHaven|10", + "Immortal Ornamentation|Barbarian|PHB|Path of the Golem|AEONSHaven|14" + ] + }, + { + "name": "Sentry", + "shortName": "Sentry", + "source": "AEONSHaven", + "className": "Fighter", + "classSource": "PHB", + "page": 34, + "subclassFeatures": [ + "Sentry|Fighter|PHB|Sentry|AEONSHaven|3", + "Constant Vigil|Fighter|PHB|Sentry|AEONSHaven|7", + "Point Defense|Fighter|PHB|Sentry|AEONSHaven|10", + "Hold Fast|Fighter|PHB|Sentry|AEONSHaven|15", + "Unshakeable Discipline|Fighter|PHB|Sentry|AEONSHaven|18" + ] + }, + { + "name": "Slumbering Ancient", + "shortName": "Slumbering Ancient", + "source": "AEONSHaven", + "className": "Warlock", + "classSource": "PHB", + "page": 35, + "additionalSpells": [ + { + "expanded": { + "s1": [ + "dissonant whispers", + "sleep" + ], + "s2": [ + "augury", + "pass without trace" + ], + "s3": [ + "blink", + "feign death" + ], + "s4": [ + "compulsion", + "phantasmal killer" + ], + "s5": [ + "modify memory", + "seeming" + ] + } + } + ], + "subclassSpells": [ + "dissonant whispers", + "sleep", + "augury", + "pass without trace", + "blink", + "feign death", + "compulsion", + "phantasmal killer", + "modify memory", + "seeming" + ], + "subclassFeatures": [ + "The Slumbering Ancient|Warlock|PHB|The Slumbering Ancient|AEONSHaven|1", + "Fading Dream|Warlock|PHB|The Slumbering Ancient|AEONSHaven|6", + "Rest Easy|Warlock|PHB|The Slumbering Ancient|AEONSHaven|10", + "Curse of Eternal Sleep|Warlock|PHB|The Slumbering Ancient|AEONSHaven|14" + ] + }, + { + "name": "Soul Caller", + "shortName": "Soul Caller", + "source": "AEONSHaven", + "className": "Ranger", + "classSource": "PHB", + "page": 28, + "additionalSpells": [ + { + "known": { + "3": [ + "detect evil and good" + ], + "5": [ + "phantasmal force" + ], + "9": [ + "phantom steed" + ], + "13": [ + "divination" + ], + "17": [ + "dispel evil and good" + ] + } + } + ], + "subclassSpells": [ + "detect evil and good", + "spider climb", + "gaseous form", + "arcane eye", + "passwall" + ], + "subclassFeatures": [ + "Soul Caller|Ranger|PHB|Soul Caller|AEONSHaven|3", + "Lost Patience|Ranger|PHB|Soul Caller|AEONSHaven|7", + "March of the Dead|Ranger|PHB|Soul Caller|AEONSHaven|11", + "Soulless Hunter|Ranger|PHB|Soul Caller|AEONSHaven|15" + ] + }, + { + "name": "The Abandoned Throne", + "shortName": "Abandoned Throne", + "source": "AEONSHaven", + "className": "Sorcerer", + "classSource": "PHB", + "page": 31, + "additionalSpells": [ + { + "expanded": { + "s1": [ + "protection from evil and good", + "unseen servant" + ], + "s2": [ + "augury", + "animate dead" + ], + "s3": [ + "hypnotic pattern", + "gaseous form" + ], + "s4": [ + "death ward", + "mordenkainen's private sanctum" + ], + "s5": [ + "antilife shell", + "geas" + ] + } + } + ], + "subclassSpells": [ + "protection from evil and good", + "unseen servant", + "augury", + "calm emotions", + "animate dead", + "gaseous form", + "death ward", + "mordenkainen's private sanctum", + "antilife shell", + "geas" + ], + "subclassFeatures": [ + "The Abandoned Throne|Sorcerer|PHB|The Abandoned Throne|AEONSHaven|1", + "Lifetime of Service|Sorcerer|PHB|The Abandoned Throne|AEONSHaven|6", + "Dread Procession|Sorcerer|PHB|The Abandoned Throne|AEONSHaven|14", + "Hallowed Halls|Sorcerer|PHB|The Abandoned Throne|AEONSHaven|18" + ] + }, + { + "name": "Timekeeper", + "shortName": "Timekeeper", + "source": "AEONSHaven", + "className": "Artificer", + "classSource": "TCE", + "page": 8, + "additionalSpells": [ + { + "expanded": { + "s1": [ + "comprehend languages", + "shield of faith" + ], + "s2": [ + "augury", + "misty step" + ], + "s3": [ + "haste", + "slow" + ], + "s4": [ + "divination", + "dimension door" + ], + "s5": [ + "legend lore", + "teleportation circle" + ] + } + } + ], + "subclassSpells": [ + "comprehend languages", + "shield of faith", + "augury", + "misty step", + "haste", + "slow", + "divination", + "dimension door", + "legend lore", + "teleportation circle" + ], + "subclassFeatures": [ + "Timekeeper|Artificer|TCE|Timekeeper|AEONSHaven|3", + "Split Decision|Artificer|TCE|Timekeeper|AEONSHaven|5", + "Precision Warp|Artificer|TCE|Timekeeper|AEONSHaven|9", + "Break Time|Artificer|TCE|Timekeeper|AEONSHaven|15" + ] + }, + { + "name": "Way of Repose", + "shortName": "Repose", + "source": "AEONSHaven", + "className": "Monk", + "classSource": "PHB", + "page": 23, + "subclassFeatures": [ + "Way of Repose|Monk|PHB|Way of Repose|AEONSHaven|3", + "Canopic Fortitude|Monk|PHB|Way of Repose|AEONSHaven|6", + "Give and Take|Monk|PHB|Way of Repose|AEONSHaven|11", + "Rise Above|Monk|PHB|Way of Repose|AEONSHaven|17" + ] + }, + { + "name": "Way of the Stopped Clock", + "shortName": "Stopped Clock", + "source": "AEONSHaven", + "className": "Monk", + "classSource": "PHB", + "page": 24, + "subclassFeatures": [ + "Way of the Stopped Clock|Monk|PHB|Way of the Stopped Clock|AEONSHaven|3", + "Skip Ahead|Monk|PHB|Way of the Stopped Clock|AEONSHaven|6", + "Stop the World|Monk|PHB|Way of the Stopped Clock|AEONSHaven|11", + "In a Blink|Monk|PHB|Way of the Stopped Clock|AEONSHaven|17" + ] + } + ], + "subclassFeature": [ + { + "name": "Archivist", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Archivist", + "subclassSource": "AEONSHaven", + "level": 2, + "entries": [ + "Wizardry cannot exist without the passage of knowledge. Archivists devote themselves to the preservation and dissemination of eldritch lore to ensure the study of magic can continue. Determined to record and protect valuable information (or information important only to them), archivists are just as likely to dive into abandoned universities in search of forgotten literature as they are to stand between a library and a book-burning mob.", + "Most archivists refuse to hoard their knowledge. Instead, these tireless scribes safeguard important works so they might share them with others. They are teachers as much as librarians, and eagerly welcome new students into their ranks.", + { + "type": "refSubclassFeature", + "subclassFeature": "Careful Copyist|Wizard|PHB|Archivist|AEONSHaven|2|AEONSHaven" + }, { + "type": "refSubclassFeature", + "subclassFeature": "Spread the Word|Wizard|PHB|Archivist|AEONSHaven|2|AEONSHaven" + } + ] + }, + { + "name": "Careful Copyist", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Archivist", + "subclassSource": "AEONSHaven", + "level": 2, + "header": 2, + "entries": [ + "Beginning when you select this tradition at 2nd level, you always succeed on ability checks to copy scrolls into your spellbook. When you copy a scroll into your spellbook, the scroll is not destroyed. You also spend no gold to copy a spell already in your spellbook into another spellbook.", + "Finally, you can copy spells into your spellbook even if they aren't written in a language you can understand. The time required to inscribe such spells (but not the cost) is doubled." + ] + }, + { + "name": "Spread the Word", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Archivist", + "subclassSource": "AEONSHaven", + "level": 2, + "header": 2, + "entries": [ + "Also at 2nd level, you can choose a creature that can hear you when you prepare your spells and teach it the words of a spell of 5th-level or lower that you prepared. The creature learns the spell, and if you are conscious and willing, can cast it with your spell slots, spell attack bonus, and Wizard spell save DC.", + "If the creature has the spell slots required to cast the spell, it can do so with its own slots once. It then loses the ability to cast the spell until you teach it again. You can use this feature on two creatures once you reach 9th level in this class, and three creatures at 17th level. Each creature learns a different spell." + + ] + }, + { + "name": "Occult Restoration", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Archivist", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can use your magic to restore damaged or depleted artifacts. You can use an action to touch an object and expend a spell slot to apply one of the following effects:", + { + "type": "list", + "items": [ + "Restore the object's hit points equal to the slot level multiplied by 15.", + "Restore a number of depleted charges equal to the slot level." + ] + }, + "You also learn the {@spell mending} cantrip and {@spell comprehend languages} spells. If you already know either of these spells, you can choose another Wizard spell of the same level to learn instead." + ] + }, + { + "name": "Expedited Lookup", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Archivist", + "subclassSource": "AEONSHaven", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, your intimate knowledge of your writings allows you to analyze complex magics in mere moments. When you take a short rest, you can un-prepare up to three spells in your spellbook and prepare an equal number of new spells.", + "You can use this feature three times, and cannot do so again until you finish a long rest." + ] + }, + { + "name": "Off the Shelves", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Archivist", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "Beginning at 14th level, you can conduct a ritual as part of a short rest to choose a spell of 5th level or lower that you prepared and un-prepare it, which transforms it into a spell scroll with your Wizard spell attack bonus and spell save DC. Any creature, regardless of its ability to cast spells, can use this scroll.", + "The scroll lasts indefinitely, but you cannot prepare the spell again until the scroll is used. If you attempt to prepare the spell again, the scroll is destroyed and you prepare it as normal. You can create a number of these scrolls equal to your Intelligence modifier (a minimum of 1)." + ] + }, + { + "name": "The Bygone King", + "source": "AEONSHaven", + "page": 34, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Bygone King", + "subclassSource": "AEONSHaven", + "level": 1, + "entries": [ + "Your patron was a ruler of unfathomable power and influence - an ancient emperor or empress still bound to the world by their sheer force of will. The majesty of their presence suffuses your blood, allowing you to command with a power beyond normal limits. Just at the edge of hearing, the sound of their adoring subjects roars in your ears. The service of their ancient retainers hovers just at the edge of your reach.", + "Perhaps you were born into a royal line and can channel the spirit of your forebears. You may have encountered this being at the abandoned seat of their power, or made a deal with an ancient ruler so willful their spirit lingered long after their death. Some may see your existence as a threat–whether you intend to act upon your patron's inheritance or not.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Warlock|PHB|The Bygone King|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Glorious Authority|Warlock|PHB|The Bygone King|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Royal Court|Warlock|PHB|The Bygone King|AEONSHaven|1|AEONSHaven" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "AEONSHaven", + "page": 34, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Bygone King", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + "The Bygone King lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the Warlock list for you.", + { + "type": "table", + "caption": "Bygone King Spells", + "source": "AEONSHaven", + "page": 34, + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell command}, {@spell heroism}" + ], + [ + "2nd", + "{@spell aid}, {@spell locate object}" + ], + [ + "3rd", + "{@spell beacon of hope}, {@spell phantom steed}" + ], + [ + "4th", + "{@spell death ward}, {@spell otiluke's resilient sphere}" + ], + [ + "5th", + "{@spell geas}, {@spell legend lore}" + ] + ] + } + ] + }, + { + "name": "Glorious Authority", + "source": "AEONSHaven", + "page": 34, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Bygone King", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, the majesty inherent in your blood gives you a commanding presence. You become proficient in your choice of one of the following skills: Deception, Intimidation, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses that skill." + ] + }, + { + "name": "Royal Court", + "source": "AEONSHaven", + "page": 34, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Bygone King", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you have access to your patron's circle of advisors. At the end of a long rest, choose two spiritual advisors who served your patron to temporarily share your mind. These advisors inhabit your mind, telepathically communicating with you and only you via your thoughts. Each advisor shares some of its knowledge: you gain proficiency in one skill, tool, weapon, shield or armor type, or learn one language from each advisor within your mind. When you finish a long rest, you can temporarily dismiss the advisor and gain a new one, gaining a new proficiency or language and losing the old when you do.", + "You can retain an additional advisor when you reach 5th, 9th, 13th, and 17th level in this class." + ] + }, + { + "name": "Regal Aspect", + "source": "AEONSHaven", + "page": 35, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Bygone King", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can add half your proficiency bonus (rounded up) to any Intelligence, Wisdom, or Charisma check you make that doesn't already use your proficiency bonus." + ] + }, + { + "name": "Defend the Sovereign", + "source": "AEONSHaven", + "page": 35, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Bygone King", + "subclassSource": "AEONSHaven", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you gain the ability to use others to defend yourself. When you take damage, you can use your reaction to take half damage from that damage: choose a willing creature within 30 feet or one of the proficiencies provided by your Royal Court. If you choose a creature, that creature takes the same amount of damage as force damage. This damage cannot be reduced. If you choose a proficiency, you lose it until the end of your next long rest as your advisor recovers from the attack.", + "You can command others to defend you a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Heavy Lies the Crown", + "source": "AEONSHaven", + "page": 35, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Bygone King", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can exert your patron's will on the world around you. As an action, authority radiates from you in an aura with a 20-foot radius for 1 minute or until your concentration is broken (as if you are concentrating on a spell). The aura is considered difficult terrain, and you can exempt any number of creatures you can see from this effect.", + "When a creature under the effect of the aura targets another creature within the aura with an attack, the creature must make a Wisdom saving throw. On a failed save, the creature makes the attack against another creature of your choice within range.", + "You must finish a short or long rest before you can use this feature again." + ] + }, + { + "name": "Circle of the Weald", + "source": "AEONSHaven", + "page": 34, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of the Weald", + "subclassSource": "AEONSHaven", + "level": 2, + "entries": [ + "Druids of the Circle of the Weald understand that even if death and ruin come to a civilization, nature will remain and remember all. When a place and a people become forgotten, nature creeps over the remains, protecting and preserving them for those curious enough to find them.", + "Druids of this circle know that nature can't always preserve everything, so they take on a difficult task: to protect that which would otherwise be lost.", + { + "type": "refSubclassFeature", + "subclassFeature": "Preserving Roots|Druid|PHB|Circle of the Weald|AEONSHaven|2|AEONSHaven" + } + ] + }, + { + "name": "Preserving Roots", + "source": "AEONSHaven", + "page": 34, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of the Weald", + "subclassSource": "AEONSHaven", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, your magic can call forth nature to preserve the decaying world around you. As an action, you can expend a use of your Wild Shape feature to cover a Huge or smaller object or creature within 30 feet of you that you can see with roots. The target is {@condition grappled}, immune to effects that would break or age it, and cannot otherwise decay or corrode.", + "Additionally, at the start of your turn, the target gains temporary hit points equal to twice your druid level. The roots last until you end the effect (no action required), or the object or creature affected by the roots take 30 or more fire damage at once. A creature can use its action to break free." + ] + }, + { + "name": "Wild Nature", + "source": "AEONSHaven", + "page": 34, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of the Weald", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, the ancient essence of nature lets you create a stronger connection with the spirits you call forth. When you summon a creature using a spell or ability, you can change its creature type to plant.", + "When you cast a spell, you can choose to do so as if you were inside the space of any friendly plant creature within 30 feet of you, but you still need to use your senses." + ] + }, + { + "name": "Eternal Wood", + "source": "AEONSHaven", + "page": 34, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of the Weald", + "subclassSource": "AEONSHaven", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you learn to forcibly share the patience of an old-growth forest. As an action, you can expend two uses of your Wild Shape feature to enclose yourself or a willing creature you can see within 30 feet of you inside an eternal tree for 10 minutes. A creature inside it is {@condition incapacitated}, and can't be affected by anything originating from outside the tree. It regains a number of hit points equal to half your level at the start of each of its turns, and any poisons and diseases it suffers are suspended while inside. Objects within 20 feet of the tree are considered under the effects of your Preserving Roots feature, unless you choose otherwise.", + "Once a creature has been healed with this feature, it can't be affected by this ability again until it finishes a long rest." + ] + }, + { + "name": "Step of Old", + "source": "AEONSHaven", + "page": 34, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of the Weald", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, your tireless efforts have made you part of the same magic you use to preserve the world. You are always under the effects of the {@spell tree stride} spell, and objects under the effects of your Preserving Roots feature are considered possible targets for this spell." + ] + }, + { + "name": "Circle of Ancients", + "source": "AEONSHaven", + "page": 19, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of Ancients", + "subclassSource": "AEONSHaven", + "level": 2, + "entries": [ + "Druids of the Circle of Ancients understand the ephemeral nature of existence. Cities fall to ruin, temples crumble into rubble, and creatures die and rot away–leaving only bones behind. These druids know that all things die, but they need not be forgotten.", + "These druids embrace mortality, and honor the beauty of extinct, natural creatures which preceded them. But nothing, not even memory, can escape the ravages of time. Druids of the Circle of Ancients assume the forms of extinct creatures as they are now–monoliths of petrified bones, wrenched from the earth for new generations to admire and study.", + { + "type": "refSubclassFeature", + "subclassFeature": "Buried Knowledge|Druid|PHB|Circle of Ancients|AEONSHaven|2|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Forgotten Forms|Druid|PHB|Circle of Ancients|AEONSHaven|2|AEONSHaven" + } + ] + }, + { + "name": "Buried Knowledge", + "source": "AEONSHaven", + "page": 19, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of Ancients", + "subclassSource": "AEONSHaven", + "level": 2, + "header": 1, + "entries": [ + "When you choose this circle at 2nd level, you learn how to reconstruct long-dead creatures in your mind's eye, which allows you to transform into extinct beasts. Seeing an intact fossil, skeleton, or corpse of a creature counts as seeing it for the purposes of assuming its form using your Wild Shape feature." + ] + }, + { + "name": "Forgotten Forms", + "source": "AEONSHaven", + "page": 19, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of Ancients", + "subclassSource": "AEONSHaven", + "level": 2, + "header": 1, + "entries": [ + "Also at 2nd level, you can use your Wild Shape to assume the shape of prehistoric creatures, even if you haven't seen them before. You can use your Wild Shape to transform into one of the beasts below starting at the level listed, or any dinosaur of the same CR, ignoring the Max CR column of the Beast Shapes table.", + { + "type": "table", + "caption": "Forgotten Forms", + "source": "AEONSHaven", + "page": 19, + "colLabels": [ + "Druid Level", + "Beasts" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "2nd", + "{@creature Dire wolf}, {@creature giant spider}" + ], + [ + "6th", + "{@creature Cave bear}, {@creature saber-toothed tiger}" + ], + [ + "9th", + "{@creature Giant ammonite|AEONSHaven}, {@creature giant scorpion}" + ], + [ + "12th", + "{@creature Giant sloth|AEONSHaven}, {@creature hell pig|AEONSHaven}" + ], + [ + "15th", + "{@creature Giant crocodile}, {@creature giant shark}" + ], + [ + "18th", + "{@creature Mammoth}" + ], + [ + "20th", + "{@creature Tyrannosaurus rex}" + ] + ] + }, + "When you transform into one of your Forgotten Forms, your beast form becomes stony and skeletal. You gain the following benefits while transformed:", + { + "type": "list", + "items": [ + "You have advantage on saves against poison, and resistance to poison and necrotic damage.", + "You don't need to breathe.", + "Your creature type is undead, rather than beast." + ] + } + ] + }, + { + "name": "Hands of Time", + "source": "AEONSHaven", + "page": 19, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of Ancients", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, when you attack with the natural weapons of your beast forms, you can choose to deal necrotic damage instead of the original damage type. This damage ignores resistance to necrotic damage. Additionally, the first creature you deal necrotic damage to on a turn can't regain hit points until the start of your next turn." + ] + }, + { + "name": "Preserve the Present", + "source": "AEONSHaven", + "page": 19, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of Ancients", + "subclassSource": "AEONSHaven", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you can manipulate the materials which create fossils to mire the land and immobilize enemies. As an action, you can create either amber or tar.", + { + "type": "entries", + "name": "Amber", + "entries": [ + "A creature or corpse that you can see within 30 feet of you must succeed on a Constitution saving throw against your druid spell save DC or become encased in amber for 10 minutes, or until another creature uses an action to shatter the casing. A willing creature can choose to fail the save, and a corpse fails the save automatically. While encased in this way, the target has total cover and is petrified. While petrified in this way, time does not pass for the target–it does not age, spells and other effects targeting it and no other targets do not progress through their duration, and it does not make death saving throws." + ] + }, + { + "type": "entries", + "name": "Tar", + "entries": [ + "The ground melts into a patch of black tar in a 30-foot square starting from a point within 30 feet of you. The ground in the area becomes difficult terrain. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. A creature on the ground in the area when you turn it to tar, or that enters the area during a turn, falls {@condition prone} as it sinks into the tar." + ] + }, + "You can use this feature a number of times equal to you Wisdom modifier, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Life Finds a Way", + "source": "AEONSHaven", + "page": 19, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Circle of Ancients", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you can survive grievous injuries by fossilizing your own body into a skeletal form. If you would be reduced to 0 hit points, you can instead choose to be reduced to 1 hit point and instantly transform into one of your Forgotten Forms, without expending a use of your Wild Shape feature. You can use this feature even when you are already transformed into a beast form.", + "You can transform this way once, after which you must finish a long rest to do so again." + ] + }, + { + "name": "College of Oracles", + "source": "AEONSHaven", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Oracles", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Cursed with visions of the past and future, dreamers, seers and soothsayers seek to understand the confusing and mysterious knowledge forced upon them. Some bards see this curse as a gift to guide others to a better future, while others utilize their visions toward selfish ends. Whatever the origin of their powers, bards of this college are sought out by the humble and mighty alike; many see such knowledge as a way to escape an undesired fate or carve out a brighter future.", + { + "type": "refSubclassFeature", + "subclassFeature": "Sight Beyond Sight|Bard|PHB|Oracles|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fate Foretold|Bard|PHB|Oracles|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Sight Beyond Sight", + "source": "AEONSHaven", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Oracles", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "When you join the College of Oracles at 3rd level, the curse of knowledge you possess grants you a unique insight into the mysteries of divination. All spells of the Divination school are considered bard spells for you, and when you cast a divination spell, you ignore any material components regardless of cost.", + "In addition, you learn the {@spell guidance} cantrip, which doesn't count against the number of bard cantrips you know." + ] + }, + { + "name": "Fate Foretold", + "source": "AEONSHaven", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Oracles", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you can grant others the benefit (or detriment) of your cursed visions. When you grant your Bardic Inspiration die to a creature, it does not need to be able to hear you, and you can choose to foresee Calamity or Glory as detailed below:", + { + "type": "entries", + "name": "Calamity", + "entries": [ + "Doom hangs over the target, preventing it from using the die. While it has the die, it subtracts your Charisma modifier from any hit points it regains from any source. When a creature damages the holder, the attacker can choose to end the effect to roll the die and add the number rolled to the damage." + ] + }, + { + "type": "entries", + "name": "Glory", + "entries": [ + "Triumph buoys the target, giving them additional options when using the die. While it holds the die, it adds your Charisma modifier to any hit points it regains from any source. When the creature would be reduced to 0 hit points, it can roll the Bardic Inspiration die to instead fall to a number of hit points equal to the result. A creature can't benefit from this feature again until it finishes a long rest." + ] + } + ] + }, + { + "name": "Read the Omens", + "source": "AEONSHaven", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Oracles", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, the adrenaline of combat gives you a glimpse into the immediate future. Once per day when you roll initiative, you can grant a Bardic Inspiration die to a creature within 30 feet of you without expending a use of your Bardic Inspiration feature.", + "In addition, when a creature uses your Bardic Inspiration die to deal damage or prevent death with your Fate Foretold feature, it rolls two dice instead of one." + ] + }, + { + "name": "Future Fulfilled", + "source": "AEONSHaven", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Oracles", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you weave the threads of fate around others to guide them toward their destiny. As an action, choose a creature under the effect of your Fate Foretold feature within 30 feet of you. The duration of your Bardic Inspiration on that creature becomes 1 hour, and the effects of your curse upon them are empowered.", + { + "type": "entries", + "name": "Calamity", + "entries": [ + "You glimpse tragic defeat. The chosen creature has disadvantage on the first ability check, attack roll, or saving throw it makes each round. The creature cannot gain hit points, and the first time it takes damage each round, it takes additional damage equal to a roll of your Bardic Inspiration die." + ] + }, + { + "type": "entries", + "name": "Glory", + "entries": [ + "You glimpse glorious victory. The creature gains advantage on the first ability check, attack roll, or saving throw it makes each round. It gains temporary hit points equal to your Charisma modifier at the start of each of its turns, and once per turn when it damages a creature, it can choose to deal additional damage equal to a roll of your Bardic Inspiration die." + ] + }, + "Once the effect ends, you can't use this feature on that creature again until you finish a long rest. If you use this feature on another creature while a creature is under the effects of your Future Fulfilled, the effects on the first creature immediately end." + ] + }, + { + "name": "College of Relics", + "source": "AEONSHaven", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Relics", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Bards of the College of Relics understand that some of the greatest works came before their time; ballads and epic stories last only as long as the words hang in the air. These bards believe that the truly great works persist for thousands of years. They work as archaeologists and curators, uncovering ancient mysteries on expeditions, protecting historical objects in museums, or restoring them for future generations.", + "To that end, they keep old traditions alive by practicing ancient forms of art and can be found in studios for days on end, devoting their lives to statues, pottery, mosaics, and all physical forms of art.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Bard|PHB|Relics|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Enduring Works|Bard|PHB|Relics|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "AEONSHaven", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Relics", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "When you join the College of Relics at 3rd level, you gain proficiency in one of the following artisan's tools: {@item jeweler's tools|phb}, {@item mason's tools|phb}, or {@item potter's tools|phb}. You can use these tools as a spellcasting focus for your Bard spells. You also learn the {@spell mending} cantrip, which is a Bard cantrip for you and does not count against the number of Cantrips you know. When you cast {@spell mending}, you can reduce its casting time to 1 action." + ] + }, + { + "name": "Enduring Works", + "source": "AEONSHaven", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Relics", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you have learned to imbue everyday objects with the inspirational history of ancient relics. You can use your bonus action to expend one use of your Bardic Inspiration to imbue an object with the might of the legendary artifacts that came before it. When you do so, choose one of the following effects, which last for 1 minute:", + { + "type": "entries", + "name": "Regal Armor", + "entries": [ + "You imbue a piece of armor with the protection of the ancients. All damage dealt to the creature wearing the armor is reduced by an amount equal to your Charisma modifier." + ] + }, + { + "type": "entries", + "name": "Battleworn Weapon", + "entries": [ + "You imbue a weapon with the spirit and passion of a thousand battles. The weapon is considered magical for the purposes of overcoming resistance and immunity to non-magical weapons, and its wielder can use your Bardic Inspiration die in place of the weapon’s normal damage dice." + ] + }, + { + "type": "entries", + "name": "Masterwork Object", + "entries": [ + "You touch an object that isn't being worn or carried and imbue it with a fraction of eternity. The object gains a damage threshold equal to your bard level, and you can halve or double the object's weight.", + "The number of objects you can imbue at one time increases when you reach certain levels in this class, increasing to 2 at 5th level, 3 at 10th level, and 4 at 15th level." + ] + } + ] + }, + { + "name": "Fateful Edifice", + "source": "AEONSHaven", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Relics", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you have created works of your own imbued with the endurance of the ages. You can use an action to create a brilliant centerpiece within 30 feet of you in a location of your choosing. The edifice is a Medium object and has a number of hit points equal to three times your bard level. When an ally within 30 feet of the edifice takes damage, you can use your reaction to redirect the damage to it. The edifice cannot take damage in any other way, and when its hit points are reduced to 0, any remaining damage returns to the original target.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again." + ] + }, + { + "name": "Faithful Restoration", + "source": "AEONSHaven", + "page": 16, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Relics", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your ability to restore artifacts becomes so perfect that it extends to you. Once per long rest, when your hit points are reduced to 0 or you die through some other means, you can instead return to life with half your maximum hit points and regain all expended uses of your Bardic Inspiration.", + "In addition, when you use your Enduring Works ability, the target object gains a number of temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier. If the item is being worn or wielded by a creature, you can choose to grant said creature the temporary hit points instead." + ] + }, + { + "name": "Crystal Heart", + "source": "AEONSHaven", + "page": 32, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Crystal Heart", + "subclassSource": "AEONSHaven", + "level": 1, + "entries": [ + "Your innate magic originates from the miniscule shards of minerals that flow through your blood. For most mages, gemstones radiate, amplify, and focus magical power. Unlike others, these crystal shards flow in your blood, and you can channel those enchanted materials to bend magic to your will.", + "Many Crystal Hearts are earth genasi who draw power from elemental earth. Others adapt giants' rune magic, or are the next in a long line of dwarven rune priests whose powers became inherent to their families over generations. Others wield ice instead of glittering gems, and draw their power from the Frostfell–the eternal blizzard where the planes of air and water meet.", + { + "type": "refSubclassFeature", + "subclassFeature": "Crystalline Magic|Sorcerer|PHB|Crystal Heart|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Heart of Stone|Sorcerer|PHB|Crystal Heart|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Shifting Ground|Sorcerer|PHB|Crystal Heart|AEONSHaven|1|AEONSHaven" + } + ] + }, + { + "name": "Crystalline Magic", + "source": "AEONSHaven", + "page": 32, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Crystal Heart", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Crystal Heart Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or evocation spell from the sorcerer, warlock, or wizard spell list.", + { + "type": "table", + "caption": "Crystal Heart Spells", + "source": "AEONSHaven", + "page": 32, + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell color spray}, {@spell chromatic orb}" + ], + [ + "3rd", + "{@spell enthrall}, {@spell spike growth}" + ], + [ + "5th", + "{@spell hypnotic pattern}, {@spell meld into stone}" + ], + [ + "7th", + "{@spell otiluke's resilient sphere}, {@spell stoneskin}" + ], + [ + "9th", + "{@spell conjure elemental}, {@spell wall of stone}" + ] + ] + } + ] + }, + { + "name": "Heart of Stone", + "source": "AEONSHaven", + "page": 32, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Crystal Heart", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you can armor yourself in solid crystal, granting you implacable endurance. You can use your action to expend and roll a sorcerer hit die (adding your Constitution modifier to the roll, as normal). You gain a damage threshold equal to the result for 1 minute, until you are damaged by a critical hit, or take damage equal to twice your damage threshold from a single source, such as a single attack or spell.", + "Your hit point maximum also increases by 1 at 1st level, and increases by 1 again whenever you take a level in this class." + ] + }, + { + "name": "Shifting Ground", + "source": "AEONSHaven", + "page": 32, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Crystal Heart", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, when you cast a spell of 1st level or higher, you can pull one target of the spell a number of feet toward you up to 5 times the spell's level." + ] + }, + { + "name": "Rock Solid", + "source": "AEONSHaven", + "page": 33, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Crystal Heart", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can transform your spells into a torrent of solid stone. When you cast a spell, you can spend 2 or more sorcery points to change the spell's damage type to bludgeoning. You can knock one creature damaged by the spell {@condition prone}, and knock an additional creature damaged by the spell {@condition prone} by spending 2 additional sorcery points per target." + ] + }, + { + "name": "Diamond Tipped", + "source": "AEONSHaven", + "page": 33, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Crystal Heart", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, while your Heart of Stone feature is active, you are surrounded by whirling tiny crystalline shards that are harmless to you and your allies. When a hostile creature is within 10 feet of you and willingly moves 5 feet or more, it takes magical slashing damage equal to your sorcerer level." + ] + }, + { + "name": "One With the Earth", + "source": "AEONSHaven", + "page": 33, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Crystal Heart", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you can use an action to expend 4 sorcery points to gain the ability to burrow through nonmagical, unworked earth, stone, ice, and other crystalline materials. While doing so, you don't disturb the material you move through. You also gain {@sense tremorsense|mm} in a 30-foot radius.", + "You maintain this ability for 1 minute or until your concentration ends as though you were concentrating on a spell." + ] + }, + { + "name": "Diamonds Are Forever", + "source": "AEONSHaven", + "page": 33, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Crystal Heart", + "subclassSource": "AEONSHaven", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, your abilities crystallize into defensive mastery. When you use your Heart of Stone feature, you gain temporary hit points equal to your sorcerer level. Your damage threshold is doubled, and you cannot lose it while you have these temporary hit points, no matter how much damage you take at once. A hit that removes these temporary hit points cannot remove your damage threshold; you must have no temporary hit points from this feature before you can lose it." + ] + }, + { + "name": "Despair Domain", + "source": "AEONSHaven", + "page": 17, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Despair", + "subclassSource": "AEONSHaven", + "level": 1, + "entries": [ + "Even gods can end. Some followers of these dead gods embrace their fate and become fanatical doomsday cultists who plot the downfall of all remaining gods to avenge their dead master. They are the priests of the end times, bringing destruction and wrath upon the world in their final days. Devoid of their source of power, they can only cling to the lives of others to maintain their power and become living voids that rage against the world itself.", + { + "type": "refSubclassFeature", + "subclassFeature": "Despair Domain Spells|Cleric|PHB|Despair|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Cleric|PHB|Despair|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Godless Demand|Cleric|PHB|Despair|AEONSHaven|1|AEONSHaven" + } + ] + }, + { + "name": "Despair Domain Spells", + "source": "AEONSHaven", + "page": 17, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Despair", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + { + "type": "table", + "caption": "Despair Domain Spells", + "source": "AEONSHaven", + "page": 17, + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell bane}, {@spell wrathful smite}" + ], + [ + "2nd", + "{@spell crown of madness}, {@spell shatter}" + ], + [ + "3rd", + "{@spell fear}, {@spell vampiric touch}" + ], + [ + "4th", + "{@spell blight}, {@spell phantasmal killer}" + ], + [ + "5th", + "{@spell destructive wave}, {@spell planar binding}" + ] + ] + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "AEONSHaven", + "page": 17, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Despair", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency with martial weapons and your choice of Intimidation or Religion." + ] + }, + { + "name": "Godless Demand", + "source": "AEONSHaven", + "page": 17, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Despair", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + "Also at 1st level, the blasphemous nature of your spells strikes dread into the hearts of those who witness them. If you cast a cleric spell of 1st level or higher, choose a creature within 30 feet of you that was not affected by the spell. That creature must make a Wisdom saving throw against your cleric spell save DC. On a failed save, a target takes necrotic damage equal to {@damage 2d8} + the level of the spell slot expended, or half as much on a success.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Scourge the Divine", + "source": "AEONSHaven", + "page": 17, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Despair", + "subclassSource": "AEONSHaven", + "level": 2, + "header": 2, + "entries": [ + "Beginning at 2nd level, you can use your Channel Divinity to project an aura of ruin. As an action, you unleash a sphere of life-draining energy around yourself. The sphere is centered on you, has a 30-foot radius, moves with you, and lasts for 1 minute or until you are {@condition incapacitated}. Whenever a creature in the sphere takes damage from an attack, you can force it to make a Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken.", + "When a target fails this save, you can use your reaction to gain temporary hit points equal to half the damage taken.", + "In addition, each nonmagical object associated with the divine within the aura that is not being worn or carried is reduced to dust, including holy symbols, altars, devotional arms and armor, and statues of the gods." + ] + }, + { + "name": "Existential Horror", + "source": "AEONSHaven", + "page": 17, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Despair", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can share the terror of staring into the glassy eyes of a dead god. You can frighten any creature that is immune to the {@condition frightened} condition." + ] + }, + { + "name": "Profane Strike", + "source": "AEONSHaven", + "page": 17, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Despair", + "subclassSource": "AEONSHaven", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with blasphemous energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@dice 1d8} necrotic damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] + }, + { + "name": "Graven Image", + "source": "AEONSHaven", + "page": 17, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Despair", + "subclassSource": "AEONSHaven", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can use an action to conjure the corpse of your dead god, presenting their body as a reminder that nothing–not even a god–is invincible. The spectral corpse is an intangible, Huge apparition that appears centered on you and which moves with you. The corpse lingers for 1 minute, until you dismiss it as a bonus action, or until you are {@condition incapacitated}.", + "While the corpse is present, creatures of your choice within 15 feet of it cannot resist any damage taken, and whenever an affected creature takes necrotic damage, it takes additional necrotic damage equal to your Wisdom modifier." + ] + }, + { + "name": "Draugr", + "source": "AEONSHaven", + "page": 21, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Draugr", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Draugr carry the weight of years on their undead shoulders. Masterful warriors in death, their dulled swords and rusted armor remain effective thanks to their centuries of experience and the curses of mortality they inflict on others.", + "Some are undead, others spirits, and still others simple immortals who wander the world without a goal or purpose. Ageless and implacable, younger races find fighting them an intimidating prospect, one that forces them to face death of old age and death by the sword at the same time.", + { + "type": "refSubclassFeature", + "subclassFeature": "Life Beyond Death|Fighter|PHB|Draugr|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ravages of Time|Fighter|PHB|Draugr|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Grip on Life|Fighter|PHB|Draugr|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Life Beyond Death", + "source": "AEONSHaven", + "page": 21, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Draugr", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "You are a lingering shade of something else long past and your ability to cling to your fleeting life must have a source. You determine the cause of your half-life by rolling on the Life Beyond Death table or by choosing one of the results.", + { + "type": "table", + "caption": "Life Beyond Death", + "colLabels": [ + "d8", + "Life Beyond Death" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You are a cursed exile from an ancient people, doomed to walk the earth forever." + ], + [ + "2", + "You are possessed by a spirit (hostile or benign) that channels power through you." + ], + [ + "3", + "You are a revenant in search of revenge against someone who wronged you in life." + ], + [ + "4", + "You are the semi-corporeal ghost of yourself, carrying on as if nothing has changed." + ], + [ + "5", + "You are an undead servant in the thrall of a mighty wizard, whether you know it or not." + ], + [ + "6", + "You are a reanimated husk of someone long dead, seeking information about your past." + ], + [ + "7", + "You are the collective memories of an extinct people, given form by their will to survive." + ], + [ + "8", + "You were raised as an undead, but broke free of your master's control." + ] + ] + } + ] + }, + { + "name": "Ravages of Time", + "source": "AEONSHaven", + "page": 21, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Draugr", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "When you choose this archetype at 3rd level, you learn to wield the powers of ancient undead. When you hit a creature with a weapon attack on your turn, you can inflict one of the following effects upon it. When this ability requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.", + { + "type": "entries", + "name": "Ancient's Atrophy", + "entries": [ + "The target must make a Constitution saving throw. On a failure, its joints creak and crack as it suffers the effects of extreme age. For 1 minute, the target takes {@dice 1d6} necrotic damage every time it makes an attack. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This damage increases to {@dice 2d6} at 11th level and {@dice 3d6} at 18th level in this class." + ] + }, + { + "type": "entries", + "name": "Deadlight's Gleam", + "entries": [ + "The target must make a Dexterity saving throw. On a failure, ghostly light emanates from it in a 5-foot radius for 1 minute, revealing unseen truths. The target's speed is reduced by 15 feet, and it and any creature within the light can't Hide or benefit from being {@condition invisible}. A shapechanger within the light instantly reverts to its true form and can't assume a different form until it leaves the light." + ] + }, + { + "type": "entries", + "name": "Silence of the Grave", + "entries": [ + "The target must make a Wisdom saving throw. On a failure, it loses the ability to speak 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. You can use this feature three times, and regain all expended uses when you finish a short or long rest. You gain one additional use at 7th, 10th, and 15th levels in this class." + ] + } + ] + }, + { + "name": "Grip on Life", + "source": "AEONSHaven", + "page": 21, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Draugr", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you gain the power to cheat death. If you die and are not resurrected after 1 minute, you can roll a {@dice 1d20}. If you roll a number equal to or lower than your fighter level, you are resurrected as if by the {@spell raise dead} spell. You cannot benefit from this feature if your body could not be returned to life by {@spell raise dead}, such as if your head is missing or if you were killed by a {@spell disintegrate} spell.", + "In addition, you no longer grow older, and you become immune to effects that would cause you to magically age." + ] + }, + { + "name": "Likened Unto Death", + "source": "AEONSHaven", + "page": 21, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Draugr", + "subclassSource": "AEONSHaven", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, your place on the bridge between the living and the dead confuses attempts to divine your true nature. An {@filter undead creature |bestiary|type=undead|Intelligence=[1;8]} with an Intelligence of 8 or less will not attempt to harm you and is not hostile to you unless it perceives you attacking it or another one of its allies that it can see." + ] + }, + { + "name": "Spirit of Battle", + "source": "AEONSHaven", + "page": 22, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Draugr", + "subclassSource": "AEONSHaven", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you learn new techniques intended to improve yourself rather than ward off your enemies. Whenever you use your Ravages of Time feature, you can grant yourself one of the following benefits for 1 minute:", + { + "type": "entries", + "name": "Phantasmal Reach", + "entries": [ + "You can reach through the ethereal plane and extend your natural reach. The reach of melee weapon attacks you make on your turn increases to 30 feet, and the normal range of your ranged weapon attacks is doubled." + ] + }, + { + "type": "entries", + "name": "Spirit's Siphon", + "entries": [ + "You can drain portions of your enemies' essence to bolster your allies. The first time you damage a creature with a weapon attack on a turn, you can grant one creature within 15 feet of you temporary hit points equal to {@dice 1d10} + half your fighter level." + ] + } + ] + }, + { + "name": "Ghastly Jaunt", + "source": "AEONSHaven", + "page": 22, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Draugr", + "subclassSource": "AEONSHaven", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, you can appear and disapparate much like the spirits that pull you toward the other side. When you move on your turn, you can instead teleport to a point you can see rather than move normally. For every foot between your starting and ending destination, you expend 2 feet of movement.", + "You can also cast the {@spell etherealness} spell as a ritual. Once you cast it in this way, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Inverted Cycle", + "source": "AEONSHaven", + "page": 22, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Draugr", + "subclassSource": "AEONSHaven", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, you can use a bonus action to invert your movement toward death to bring you closer to life. Until the end of your next turn, you are immune to all damage. Whenever you would take damage, you instead regain a number of hit points equal to the damage you would have suffered.", + "Once you use this feature, you must finish a short or long rest or be reduced to 0 hit points by a hostile creature before you can use it again." + ] + }, + { + "name": "Dungeon Keeper", + "source": "AEONSHaven", + "page": 8, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Dungeon Keeper", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "A Dungeon Keeper specializes in the fortification and defense of a chosen location with hidden traps and tricks to make their chosen position nigh impregnable. They create disposable, magical traps inspired by the masterful engineering found in ancient underground tombs and monsters' treacherous fortresses, and corral their enemies into thin corridors filled with obstacles and the Dungeon Keeper's equally-dangerous allies. As they master their abilities, Dungeon Keepers become absolute rulers of the domains they choose and create labyrinths of death and destruction where none dare tread.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tool Proficiency|Artificer|TCE|Dungeon Keeper|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dungeon Keeper Spells|Artificer|TCE|Dungeon Keeper|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Treacherous Traps|Artificer|TCE|Dungeon Keeper|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Tool Proficiency", + "source": "AEONSHaven", + "page": 8, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Dungeon Keeper", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency with {@item mason's tools|PHB} or a {@item miner's kit|AEONSHaven}. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice." + ] + }, + { + "name": "Dungeon Keeper Spells", + "source": "AEONSHaven", + "page": 8, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Dungeon Keeper", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Dungeon Keeper Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Dungeon Keeper Spells", + "source": "AEONSHaven", + "page": 8, + "colLabels": [ + "Artificer Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3rd", + "{@spell grease}, {@spell entangle}" + ], + [ + "5th", + "{@spell spike growth}, {@spell rope trick}" + ], + [ + "9th", + "{@spell counterspell}, {@spell stinking cloud}" + ], + [ + "13th", + "{@spell banishment}, {@spell guardian of faith}" + ], + [ + "17th", + "{@spell awaken}, {@spell wall of force}" + ] + ] + } + ] + }, + { + "name": "Treacherous Traps", + "source": "AEONSHaven", + "page": 8, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Dungeon Keeper", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you've learned how to create and deploy magical devices like those used to protect ancient tombs and temples. You can use an action to magically create a device using a {@item miner's kit|AEONSHaven} or {@item mason's tools|phb} that occupies a 10-foot cube within 60 feet of you. It is neither a creature nor an object, and you determine its appearance when triggered. For example, a Trap might appear as explosive runes or a jet of flames, while a Lift might be an elevator or a gust of wind.", + "You can create a number of devices equal to your Intelligence modifier, and cannot do so again until you finish a long rest or expend a spell slot of 1st level or higher.", + "The device lasts indefinitely and crumbles into twinkling dust when destroyed or dismissed as a bonus action. If you dismiss a trap that has not been activated, you regain one expended use of this feature.", + "Your devices are nearly {@condition invisible}, requiring a successful Intelligence (Investigation) check as an action against your artificer spell save DC to be discerned. A creature aware of the device can use its action to disarm the device, making an Intelligence (Arcana) check against your artificer spell save DC. On a success, the device is destroyed.", + "You can only have one device at a time. When you reach certain levels in this class, you can have more active devices at any given time: two at 6th level and three at 15th level. You cannot deploy more than one of the same type of device at one time, and your devices cannot occupy the same space.", + "The device activates when a creature moves into its area for the first time on a turn or starts its turn there, and resets at the end of the same turn. The device's effect depends on the type of the device you create from the options below.", + "When you create a device, you can choose creatures that won't trigger the device, such as your allies. If an effect forces a creature to make a saving throw, it uses your artificer spell save DC.", + { + "type": "entries", + "name": "Launchpad", + "entries": [ + "The target must succeed on a Strength saving throw or be flung 20 feet away from the trap in a direction you choose, landing {@condition prone}." + ] + }, + { + "type": "entries", + "name": "Lift", + "entries": [ + "The target must succeed on a Constitution saving throw or suffer the effects of the {@spell levitate} spell until the start of its next turn." + ] + }, + { + "type": "entries", + "name": "Pit", + "entries": [ + "The target must succeed on a Dexterity saving throw or fall into a 10-foot-deep extradimensional pit. The space exists on a different plane, so it can't be used to create open passages. The bottom is identical to the ground above it, including temporary effects or magic.", + "A creature inside a pit can exit it by climbing out. If the device is destroyed or dismissed, creatures and objects inside it appear in the nearest unoccupied space." + ] + }, + { + "type": "entries", + "name": "Sanctuary", + "entries": [ + "The target gains the benefits of the {@spell bless} spell until the start of its next turn." + ] + }, + { + "type": "entries", + "name": "Trap", + "entries": [ + "When you create this device, choose acid, cold, fire, lightning, poison, or thunder damage. The target must succeed on a Dexterity saving throw, taking {@dice 2d8} damage of the chosen type on a failure or half as much on a success." + ] + } + ] + }, + { + "name": "Remote Trigger", + "source": "AEONSHaven", + "page": 9, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Dungeon Keeper", + "subclassSource": "AEONSHaven", + "level": 5, + "header": 2, + "entries": [ + "Starting at 5th level, you learn how to channel your magic through your devices. When you cast an artificer spell, you can cast it as though you were in a device's space, but you must use your own senses. When you cast a spell through a device, you can activate it." + ] + }, + { + "name": "Upgraded Traps", + "source": "AEONSHaven", + "page": 9, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Dungeon Keeper", + "subclassSource": "AEONSHaven", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, every device you create is more destructive:", + { + "type": "list", + "items": [ + "The device's damage roll, if it has one, increases by 1d8.", + "If the device moves a target, the distance the target moves is increased by 10 feet.", + "You and creatures of your choice have half cover while in a device's area as a result of a shimmering field of magical protection that the device emits. You gain this benefit from both unactivated and activated devices." + ] + } + ] + }, + { + "name": "Area of Influence", + "source": "AEONSHaven", + "page": 9, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Dungeon Keeper", + "subclassSource": "AEONSHaven", + "level": 15, + "header": 2, + "entries": [ + "By 15th level, you have developed the intuitive ability to secure any location. As an action, you claim a 120-foot sphere of influence centered on a point within 60 feet of you. This sphere of influence is charged with magic and temporarily becomes your lair, granting you certain lair actions. You can dismiss the effects of your lair actions at will.", + "On initiative count 20 (losing all initiative ties), you can use one of the following lair action options; you can't take the same lair action twice in a row. You can't do so while {@condition incapacitated} or otherwise unable to take actions.", + "If an effect forces a target to make a saving throw, it makes it against your artificer spell save DC.", + "You can use this feature once, and can't do so again until you finish a long rest.", + { + "type": "list", + "items": [ + "Stone spikes sprout from the ground in a 20-foot radius centered on a point on the ground within your area of influence. The effect is otherwise identical to the {@spell spike growth} spell and lasts until dismissed.", + "A wall of nonmagical solid stone springs into existence on a solid surface within your area of influence. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels, and blocks line of sight. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). 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 is ejected into an unoccupied space not enclosed by the wall. 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. Reducing a panel to 0 hit points destroys it.", + "The air quivers around up to five creatures of your choice within your area of influence. An unwilling creature must succeed on a Wisdom saving throw or be teleported to an unoccupied space you choose within your area of influence. That space must be on the ground or on a floor." + ] + } + ] + }, + { + "name": "Hexarch", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Hexarch", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Hexarchs transform every spell they cast into curses that compel others to do their bidding. Copying the terrible curses mummies and liches place on the hapless adventurers that disturb their lairs, hexarchs place their targets under duress with their spells. Not content to destroy their enemies, a hexarch instead forces them to make a sadistic choice: to obey, or die.", + { + "type": "refSubclassFeature", + "subclassFeature": "Savant of Spite|Wizard|PHB|Hexarch|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Lurking Duress|Wizard|PHB|Hexarch|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Savant of Spite", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Hexarch", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 3, + "entries": [ + "Beginning when you select this arcane tradition at 2nd level, the gold and time you must spend to copy a spell that deals necrotic or psychic damage into your spellbook is halved." + ] + }, + { + "name": "Lurking Duress", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Hexarch", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 3, + "entries": [ + "Also at 2nd level, you can imbue your spells with commands that place their targets under duress. When a target fails a saving throw (or you hit a target with a spell attack) inflicted by a spell of 1st-level or higher that you cast using a wizard spell slot, you can choose to allow the spell to take no effect. The spell you cast can only affect the target and no other creatures or objects.", + "Instead of the spell's normal effect, you describe a set of instructions, as described in the {@spell geas} spell, and the target is cursed by you. The target knows your instructions, and when it acts counter to those instructions, the spell you cast takes effect. The spell does not require an additional saving throw or attack roll to activate. After it activates, the spell behaves as it would if you cast it at the moment of activation.", + "The curse has no duration, instead ending after the spell takes effect or you choose to end it (no action required). You can't regain the spell slot used to inflict the curse until the curse ends, even at the end of a long rest.", + "You can apply a number of curses equal to half your wizard level at once. If you exceed this limit, one curse of your choice ends. The target does not know the curse ended." + ] + }, + { + "name": "Curse Lifter", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Hexarch", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you learn to remove harmful effects caused by others, not only yourself. When you cast a spell with a casting time of 1 Action, you can touch a creature within reach and remove a number of the effects listed in the {@spell lesser restoration} or {@spell remove curse} spells from it equal to the level of the spell slot used.", + "If you use a 5th-level slot or higher, you can instead choose to remove one of the effects listed in the greater restoration spell." + ] + }, + { + "name": "Unending Misery", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Hexarch", + "subclassSource": "AEONSHaven", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you can expend a spell slot of the same level or higher to reapply a curse when it ends, no action required. The target repeats the saving throw (or you make an additional spell attack roll) as normal, though you and the target do not roll with disadvantage if you can't see each other. If the spell takes effect again, the curse is re-applied. You can't use this feature on the same creature more than once per long rest, and can't do so less than 24 hours after the initial curse was applied." + ] + }, + { + "name": "Commanding Spell", + "source": "AEONSHaven", + "page": 38, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Hexarch", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you learn the {@spell geas} spell if you don't know it already. You can cast it on a creature when you affect it with another wizard spell (no action required), expending a spell slot as normal." + ] + }, + { + "name": "Hope Domain", + "source": "AEONSHaven", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Hope", + "subclassSource": "AEONSHaven", + "level": 1, + "entries": [ + "Even gods can end. Some followers of these dead gods lead fractured ceremonies in crumbling temples, using artifacts whose significance is scarcely remembered. There, they pray to the shadows of their gods. They are the priests of the end times, bringing comfort and solidarity to the huddled masses in their final days. Devoid of their source of power, they can only cling to ancient rites that retain scraps of meaning and become living paragons that try to uphold the world's crumbling natural order.", + "In less apocalyptic circumstances, gods that remain steadfast in the face of suffering, such as Ilmater and Elpis, rule over this domain and grant its power to clerics who bolster the fading hope of the faithful to aid them in their time of need.", + { + "type": "refSubclassFeature", + "subclassFeature": "Hope Domain Spells|Cleric|PHB|Hope|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Cleric|PHB|Hope|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Keep Pushing Forward|Cleric|PHB|Hope|AEONSHaven|1|AEONSHaven" + } + ] + }, + { + "name": "Hope Domain Spells", + "source": "AEONSHaven", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Hope", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + { + "type": "table", + "caption": "Hope Domain Spells", + "source": "AEONSHaven", + "page": 18, + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell heroism}, {@spell protection from evil and good}" + ], + [ + "2nd", + "{@spell calm emotions}, {@spell silence}" + ], + [ + "3rd", + "{@spell beacon of hope}, {@spell spirit guardians}" + ], + [ + "4th", + "{@spell aura of purity}, {@spell Mordenkainen's Private Sanctum}" + ], + [ + "5th", + "{@spell legend lore}, {@spell modify memory}" + ] + ] + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "AEONSHaven", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Hope", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency in heavy armor and your choice of Persuasion or Religion." + ] + }, + { + "name": "Keep Pushing Forward", + "source": "AEONSHaven", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Hope", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + "Also at 1st level, if you cast a cleric spell of 1st level or higher and target an ally with the spell, that ally gains temporary hit points equal to twice the slot level plus your Wisdom modifier." + ] + }, + { + "name": "Channel Divinity: Carry the Flame", + "source": "AEONSHaven", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Hope", + "subclassSource": "AEONSHaven", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to ignite the flame of hope in those around you. As an action, you emanate dim light in a 30-foot radius around yourself for the next minute. Objects of your choice within the light have resistance to all damage.", + "When a creature within the aura gains temporary hit points or starts its turn there while it has temporary hit points, you can use your reaction to remove those temporary hit points and restore that creature's hit points by the same amount. In addition, when a creature within the light rolls a death saving throw, you can grant it advantage on the roll." + ] + }, + { + "name": "Soothing Presence", + "source": "AEONSHaven", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Hope", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, your companionship soothes the restless sleep of others. When a creature of your choice takes a long rest within 90 feet of you, it gains the following benefits:", + { + "type": "list", + "items": [ + "The long rest removes 2 levels of {@condition exhaustion}, rather than 1", + "The long rest can only be interrupted by 2 hours of strenuous activity, rather than 1 hour", + "If the creature sleeps in armor or in other conditions that would prevent it from resting or inflict levels of {@condition exhaustion}, it can sleep normally", + "The creature regains additional expended hit dice equal to your Wisdom modifier (a minimum of 1)" + ] + } + ] + }, + { + "name": "Potent Spellcasting", + "source": "AEONSHaven", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Hope", + "subclassSource": "AEONSHaven", + "level": 8, + "header": 2, + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Relentless Faith", + "source": "AEONSHaven", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Hope", + "subclassSource": "AEONSHaven", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can use an action to touch a willing creature that can see or hear you and fill it with determination. That creature is cured of all conditions and is immune to all damage and conditions until the end of your next turn. Once you galvanize a creature in this way, you can't use this feature on that creature again until you finish a long rest.", + "In addition, when a friendly creature within 15 feet of you is reduced to 0 hit points, it can use its reaction to make a Constitution saving throw. The DC equals 5 + the damage taken. On a success, the creature drops to 1 hit point instead." + ] + }, + { + "name": "Lurker", + "source": "AEONSHaven", + "page": 27, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Lurker", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Whether made through an ancestral oath, a curse, or a pact made with the creature that you guard, you are a Lurker, and time is a mere word for you. You and those like you guard the undisturbed silence of places that have fallen into obscurity and destroy those who disrespect the ancient ruins you call home.", + { + "type": "refSubclassFeature", + "subclassFeature": "Lurker Magic|Ranger|PHB|Lurker|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eternal Watcher|Ranger|PHB|Lurker|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Chasing Footprints|Ranger|PHB|Lurker|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Lurker Magic", + "source": "AEONSHaven", + "page": 27, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Lurker", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Lurker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Lurker Spells", + "source": "AEONSHaven", + "page": 27, + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3st", + "{@spell detect evil and good}" + ], + [ + "2nd", + "{@spell spider climb}" + ], + [ + "3rd", + "{@spell gaseous form}" + ], + [ + "4th", + "{@spell arcane eye}" + ], + [ + "5th", + "{@spell passwall}" + ] + ] + } + ] + }, + { + "name": "Eternal Watcher", + "source": "AEONSHaven", + "page": 27, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Lurker", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, your connection with the past grants you eternity. You don't have to eat or drink, and can't die from old age.", + "You can use an action to touch one side of a Huge or smaller object and peer through its form. While touching it, the object is translucent for you, allowing you to see through it. The image is not perfect, and creatures and objects on the other side appear blurry and indistinct.", + "Finally, you can take the Hide action when lightly obscured." + ] + }, + { + "name": "Chasing Footprints", + "source": "AEONSHaven", + "page": 27, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Lurker", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, your attacks stain your enemies with the mark of the ruins they defiled. Once per turn when you hit a creature with a weapon attack, it takes an additional {@damage 1d6} necrotic damage and is surrounded by a thin layer of dust, sand, or ash until the end of your next turn. When covered, the creature can't benefit from being {@condition invisible}, and leaves clear tracks of sediment behind it wherever it moves.", + "The extra damage increases to {@damage 2d6} when you reach 11th level in this class." + ] + }, + { + "name": "Ghost of the Ruins", + "source": "AEONSHaven", + "page": 27, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Lurker", + "subclassSource": "AEONSHaven", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, you move like a shadow over the forgotten stones, preserving their calm, quiet peace. When you activate a trap, you can use your reaction to revert it to its deactivated state, ensuring neither you nor any other creature suffers the trap's effects.", + "Additionally, you can use an action to magically enter a hollow object or container no smaller than one size smaller than you for 1 minute. You can remain inside the object until it is destroyed or you use an action to depart. While inside, you have {@sense blindsight} out to a range of 10 feet, can hear what is happening outside, and have total cover against effects from outside the container, but cannot see or feel anything happening outside the container beyond the radius of your blindsight." + ] + }, + { + "name": "Dust Storm", + "source": "AEONSHaven", + "page": 28, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Lurker", + "subclassSource": "AEONSHaven", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, your power makes your enemies fear the smallest stone or passing cloud. When you hit a creature affected by your Chasing Footprints feature, or that is lightly obscured by smoke, dust, ash, fog, or a similar cloud, wind blasts the particulates against the target. Creatures of your choice within 10 feet of the target take {@damage 2d6} slashing damage, and the area is lightly obscured until the start of your next turn." + ] + }, + { + "name": "Lost Image", + "source": "AEONSHaven", + "page": 28, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Lurker", + "subclassSource": "AEONSHaven", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you can create momentary memorials of forgotten civilizations in order to protect yourself. When you are hit by an attack, you can use your reaction to create a statue in your place, which takes half of the attack's damage for you. The statue crumbles into fragments of rubble and a cloud of dust in a 10-foot radius around you, which lightly obscures the area and disperses at the end of your next turn." + ] + }, + { + "name": "Mind Cutter", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mind Cutter", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Mind Cutters wield memory as a weapon, ripping knowledge from the shadowy corners of their enemies' minds and making them their own. Their powers force their foes to make do with their immediate resources rather than years of training, which they take for themselves and use to bizarre and terrifying effect.", + { + "type": "refSubclassFeature", + "subclassFeature": "Skill Thief|Rogue|PHB|Mind Cutter|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Elective Study|Rogue|PHB|Mind Cutter|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Skill Thief", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mind Cutter", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you can reach into your foes' minds and steal their abilities from them. When you hit a creature and inflict your Sneak Attack damage, you can force the target to make an Intelligence saving throw. The save DC equals 8 + your proficiency bonus + your Intelligence modifier.", + "On a failure, choose one of the target's proficiencies in a weapon, skill, or tool, or one language that it knows. You gain that proficiency or language, and the target cannot use the chosen knowledge until you lose it. You retain the stolen memories for 1 minute, or until you target another creature with this feature.", + "If you steal proficiency in a weapon, you can use that weapon to inflict your Sneak Attack, even if you couldn't otherwise." + ] + }, + { + "name": "Elective Study", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mind Cutter", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you can take your mind down paths of study that you considered and rejected, and change that decision retroactively. You learn one language of your choice. When you finish a long rest, you can remove this language and learn another." + ] + }, + { + "name": "Stumbling Confusion", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mind Cutter", + "subclassSource": "AEONSHaven", + "level": 9, + "header": 2, + "entries": [ + "At 9th level, your targets' loss of memory sends them reeling. When a creature fails its saving throw against your Skill Thief feature, you can choose any number of your Sneak Attack dice and remove them from the damage roll. The target subtracts the total on the chosen dice from all attack rolls and skill checks until its proficiency returns to it. This penalty cannot drop below -5." + ] + }, + { + "name": "Mass Amnesia", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mind Cutter", + "subclassSource": "AEONSHaven", + "level": 13, + "header": 2, + "entries": [ + "Starting at 13th level, you can amass knowledge from many creatures. You can possess stolen proficiencies or languages equal to your Intelligence modifier, rather than one. If you exceed this limit, you lose one proficiency or language of your choice.", + "The duration of your Skill Thief feature also increases to 10 minutes." + ] + }, + { + "name": "Memories Broken", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mind Cutter", + "subclassSource": "AEONSHaven", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can use the paths through memory created by your Skill Thief feature to blast the minds of your foes. As an action, you can forcibly return any stolen proficiencies or languages to their owners, and roll your Sneak Attack dice. You deal psychic damage equal to the result to each creature whose proficiencies you stole." + ] + }, + { + "name": "Mirage", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mirage", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "You have mastered the art of vanishing into thin air to befuddle and elude your foes. Able to flit under the translucent cover of dust, mist, and rain, you are impossible to keep in sight until your blade buries itself in your enemy's back. Rogues who follow this archetype–including ghosts, living mirages, sentient will-o-wisps, illusionists, and ninja–are intent on remaining out of sight: never seen, and never caught.", + { + "type": "refSubclassFeature", + "subclassFeature": "Trick of the Light|Rogue|PHB|Mirage|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hazy Apparition|Rogue|PHB|Mirage|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Trick of the Light", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mirage", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you can bend light to visually obscure items. As an action, you can turn a Small or smaller object that you are holding {@condition invisible}. The object reappears if it takes damage, deals damage, or if you stop holding it." + ] + }, + { + "name": "Hazy Apparition", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mirage", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you are adept at weaving smokescreens and hiding among them. You can use an action to create a haze in a 30-foot-radius sphere centered on yourself, which spreads around corners. The area within the sphere is lightly obscured. The cloud lasts for 1 hour, or until a wind of moderate or greater speed (10 miles per hour or more) disperses it.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of 1), and regain all expended uses of it when you finish a long rest.", + "Additionally, you can attempt to hide even if you are only lightly obscured." + ] + }, + { + "name": "Confounding Step", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mirage", + "subclassSource": "AEONSHaven", + "level": 9, + "header": 2, + "entries": [ + "At 9th level, your illusions cause your form to shift constantly, making you difficult to pin down. If you are lightly obscured and use your Uncanny Dodge feature, you can attempt to sidestep the attack completely. If the attacker relied on natural sight to perceive you (instead of a feature such as {@sense truesight} or {@sense tremorsense|mm}), it must make an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). If it fails, the attack misses instead." + ] + }, + { + "name": "Phantasmagoria", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mirage", + "subclassSource": "AEONSHaven", + "level": 13, + "header": 2, + "entries": [ + "At 13th level, you gain finer control over your illusions. You can cast the silent image spell at will, without material components. Wisdom is your spellcasting ability for this spell.", + "When you cast silent image in this way, the spell does not require concentration. You can only create a number of silent images up to your Wisdom modifier (a minimum of 1). You can dismiss an illusion you created with this spell as a bonus action." + ] + }, + { + "name": "Shadow Dance", + "source": "AEONSHaven", + "page": 22, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Mirage", + "subclassSource": "AEONSHaven", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you weave through the illusion to strike where you are least expected. When a creature fails its saving throw against your Confounding Step feature, you can move up to your speed as part of the same reaction without provoking opportunity attacks. If you end this movement in a lightly obscured space, you can make a weapon attack, also as part of the same reaction. You can use your Sneak Attack with this attack even if you don't have advantage on the attack roll. All the other rules for Sneak Attack still apply to you." + ] + }, + { + "name": "Oath of Progress", + "source": "AEONSHaven", + "page": 25, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Progress", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Paladins who take the Oath of Progress dedicate themselves to the unyielding march of time and to the creation of a better future. They are heralds of progress, leading the charge to better days and leaving the past behind, where it belongs. These paladins are paragons of open-mindedness and progressive thought.", + "Paladins of this oath are known for their commitment to progress–they do not fear change, but embrace it. They do not mourn the past, but learn from it. They do not wait for the future, they create it. The Oath of Progress teaches that time is an inexorable, constantly-flowing river, and only by swimming with the current can one truly live.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of Progress|Paladin|PHB|Progress|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath of Progress Spells|Paladin|PHB|Progress|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin|PHB|Progress|AEONSHaven|1|AEONSHaven" + } + ] + }, + { + "name": "Tenets of Progress", + "source": "AEONSHaven", + "page": 25, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Progress", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + "Paladins who take the Oath of Progress dedicate themselves to the unyielding march of time and to the creation of a better future. They are heralds of progress, leading the charge to better days and leaving the past behind, where it belongs. These paladins are paragons of open-mindedness and progressive thought. Paladins of this oath are known for their commitment to progress–they do not fear change, but embrace it. They do not mourn the past, but learn from it. They do not wait for the future, they create it. The Oath of Progress teaches that time is an inexorable, constantly-flowing river, and only by swimming with the current can one truly live.", + { + "type": "entries", + "name": "Wait for No One", + "entries": [ + "To waste time is to steal from yourself. Execute your goals with swiftness and efficiency." + ] + }, + { + "type": "entries", + "name": "A First for Everything", + "entries": [ + "Change is the only constant. Never be afraid to change direction or try new things." + ] + }, + { + "type": "entries", + "name": "The Past is Passed", + "entries": [ + "Accept that some things cannot be changed. Live in the present and look to the future." + ] + }, + { + "type": "entries", + "name": "Time Conquers All", + "entries": [ + "Let nothing stand in the way of progress." + ] + } + ] + }, + { + "name": "Oath of Progress Spells", + "source": "AEONSHaven", + "page": 25, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Progress", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + { + "type": "table", + "caption": "Oath of Progress Spells", + "source": "AEONSHaven", + "page": 25, + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell heroism}, {@spell longstrider}" + ], + [ + "2nd", + "{@spell gentle repose}, {@spell aid}" + ], + [ + "3rd", + "{@spell haste}, {@spell plant growth}" + ], + [ + "4th", + "{@spell freedom of movement}, {@spell stone shape}" + ], + [ + "5th", + "{@spell greater restoration}, {@spell passwall}" + ] + ] + } + ] + }, + { + "name": "Channel Divinity", + "source": "AEONSHaven", + "page": 25, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Progress", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "entries", + "name": "Moving On", + "entries": [ + "You can use your Channel Divinity to spur others through adversity. You can use a bonus action and expend a use of your Channel Divinity to choose a creature you can see within 30 feet of you that is subject to an effect that allows it to make a saving throw at the start or end of its turn. That creature can repeat the saving throw against all such effects." + ] + }, + "The number of creatures you can call out to when you use this Channel Divinity increases when you reach higher levels in this class, to two creatures at 7th level, three creatures at 15th level, and four creatures at 20th level.", + { + "type": "entries", + "name": "Thoughts of Tomorrow", + "entries": [ + "You can use your Channel Divinity to evoke the feelings of renewal brought by a new day. You can use an action to touch a willing creature, or a magic item. If the creature has any features that regain expended uses on a long rest, it regains one expended use of one feature of its choice. The magical item regains one expended charge or use, if it has any." + ] + } + ] + }, + { + "name": "Aura of Inevitability", + "source": "AEONSHaven", + "page": 25, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Progress", + "subclassSource": "AEONSHaven", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, your presence regulates the flow of time around you. You and any creatures of your choice within 10 feet of you cannot suffer the following effects unwillingly:", + { + "type": "list", + "items": [ + "Altered memory", + "Changed count in initiative", + "Raised from the dead", + "Transformed after death", + "Reanimated as an undead", + "Magically aged or de-aged" + ] + }, + "You and any creatures of your choice within your aura are also immune to effects that would alter the passage of time, such as the {@spell time stop} spell, and pass through time normally when affected.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "All Wounds", + "source": "AEONSHaven", + "page": 25, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Progress", + "subclassSource": "AEONSHaven", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, you discover that there is no wound that cannot be healed with time, and no scar that cannot fade. When you use your Lay on Hands feature, you can choose to age a willing creature by 1% of its natural lifespan for every 5 points you spend. Certain percentages allow you to apply a restorative effect to the target as described in the All Wounds table.", + { + "type": "table", + "caption": "All Wounds", + "source": "AEONSHaven", + "page": 25, + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "5% (25 points)", + "{@spell lesser restoration} and the break enchantment effect of {@spell dispel evil and good}" + ], + [ + "10%", + "{@spell greater restoration}" + ], + [ + "15%", + "{@spell regenerate}" + ], + [ + "20%", + "Remove one curse, disease, poison, magical effect, or condition that otherwise cannot be removed by any means short of a {@spell wish} spell." + ] + ] + } + ] + }, + { + "name": "I am Inevitable", + "source": "AEONSHaven", + "page": 25, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Progress", + "subclassSource": "AEONSHaven", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, you gain the ability to become a manifestation of the march of time. You can use an action to open yourself to the flow of time for 1 minute, which grants you the following benefits:", + { + "type": "list", + "items": [ + "You come under the effects of the {@spell freedom of movement} spell", + "You can use your object interaction to touch a nonmagical Large or smaller object and turn it to dust. If a creature is holding the object, you must succeed on a contested Strength (Athletics) check against the target's Strength (Athletic) or Dexterity (Acrobatics) check to touch it.", + "Raised from the dead", + "Transformed after death", + "If your hit points are reduced to 0 or you die, you drop to 1 hit point instead." + ] + } + ] + }, + { + "name": "Oath of Remembrance", + "source": "AEONSHaven", + "page": 26, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Remembrance", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Paladins of the Oath of Remembrance protect the last vestiges of bygone civilizations, people, and places. They stand apart from battles between good or evil, taking sides only to preserve the last ideals and artifacts of their predecessors.", + "Some of these paladins maintain oaths sworn by orders centuries old to preserve and protect ancient ruins, while others devote themselves to more personal memories. Most dedicate themselves to the preservation of lore for future generations to study, though the subject of their tales may be long gone. Some gods of knowledge employ these paladins as their agents, and charge them to gather and preserve history at any cost.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of Remembrance|Paladin|PHB|Remembrance|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath of Remembrance Spells|Paladin|PHB|Remembrance|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin|PHB|Remembrance|AEONSHaven|1|AEONSHaven" + } + ] + }, + { + "name": "Tenets of Remembrance", + "source": "AEONSHaven", + "page": 26, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Remembrance", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + "The tenets of the Oath of Remembrance charge its followers to preserve the most truthful version of their past and honor those who gave it to them.", + { + "type": "entries", + "name": "Never Forget", + "entries": [ + "You must remember your origins and how your life's journey shaped you. Recall and honor the sacrifices of those who came before you and ensure they were not in vain." + ] + }, + { + "type": "entries", + "name": "Help to Preserve", + "entries": [ + "Nothing is replaceable. Do all you can to maintain records and artifacts of the past, and record all you can about them if destruction is unavoidable." + ] + }, + { + "type": "entries", + "name": "Teach History", + "entries": [ + "Do not hoard knowledge of the past. Share it with eager learners from all walks of life, to better help them appreciate what came before." + ] + }, + { + "type": "entries", + "name": "Seek the Truth", + "entries": [ + "It is your duty to make the annals of history as accurate and precise as possible. Do not allow your biases to color your record, and correct mistruths at every opportunity." + ] + } + ] + }, + { + "name": "Oath of Remembrance Spells", + "source": "AEONSHaven", + "page": 26, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Remembrance", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + { + "type": "table", + "caption": "Oath of Remembrance Spells", + "source": "AEONSHaven", + "page": 26, + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell comprehend languages}, {@spell false life}" + ], + [ + "2nd", + "{@spell see invisibility}, {@spell zone of truth}" + ], + [ + "3rd", + "{@spell speak with dead}, {@spell tongues}" + ], + [ + "4th", + "{@spell hallucinatory terrain}, {@spell stone shape}" + ], + [ + "5th", + "{@spell hallow}, {@spell legend lore}" + ] + ] + } + ] + }, + { + "name": "Channel Divinity", + "source": "AEONSHaven", + "page": 26, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Remembrance", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "entries", + "name": "Ancestor Spirits", + "entries": [ + "When you damage a target, you can use your reaction and expend a use of your Channel Divinity to conjure a host of intangible spirits that strike with you. You deal half the damage you dealt to the target again." + ] + }, + { + "type": "entries", + "name": "Truthful Touch", + "entries": [ + "You can use your Channel Divinity to end the lies spewed by dishonest historians. You can use your action to touch your holy symbol to a creature or object within reach. If you touch a creature, any effect that alters its appearance or behavior or creates false memories ends, leaving its true appearance and thoughts in its place. This feature cannot dispel effects caused by spells cast with a slot higher than half your paladin level.", + "If you touch an object, intentionally false images and text become blank. This feature cannot determine absolute truths; it will not remove unintentionally false statements or statements whose truthfulness the creator does not know." + ] + } + ] + }, + { + "name": "Aura of Eideticism", + "source": "AEONSHaven", + "page": 26, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Remembrance", + "subclassSource": "AEONSHaven", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, your devotion to memorization and truth strengthens your mind. You and creatures of your choice within 10 feet of you have resistance to psychic damage and are immune to effects that would alter your memories, such as the {@spell modify memory} spell.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Ghost of Lifetimes Past", + "source": "AEONSHaven", + "page": 26, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Remembrance", + "subclassSource": "AEONSHaven", + "level": 15, + "header": 2, + "entries": [ + "You bear many legacies, and at 15th level you gain the ability to better remember and protect them. Any weapons and armor you are wearing or carrying gain immunity to all damage and cannot be damaged, destroyed, or decomposed in any way. While wearing armor, you reduce nonmagical bludgeoning, piercing, or slashing damage you take by an amount equal to your Charisma modifier." + ] + }, + { + "name": "Authentic Reenactment", + "source": "AEONSHaven", + "page": 26, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Remembrance", + "subclassSource": "AEONSHaven", + "level": 20, + "header": 2, + "entries": [ + "Beginning at 20th level, you can use an action to resurrect times gone by in a 300-foot radius centered on you. The area falls under the effects of the {@spell mirage arcane} spell, which mimics its appearance at a time of your choosing.", + "Illusory copies of the creatures that existed at the time appear in the area. These copies retain the real creatures' knowledge and personalities, and interact with other creatures as they would normally. The real versions of these shades do not experience these interactions or gain knowledge of events in the area.", + "When a creature enters the area for the first time on a turn or starts its turn there, it must make an Intelligence saving throw against your paladin spell save DC. On a failure, the target believes the illusion is real, and takes damage from creatures, and objects as described in the phantasmal force spell. The spell deals {@dice 2d8} damage rather than {@dice 1d6}, and you choose whether a target takes force or radiant damage. You can also allow a target to succeed on the save.", + "The area persists for 1 hour, or until you choose to end it as a bonus action. After you use this feature, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Path of Savagery", + "source": "AEONSHaven", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of Savagery", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Barbarians who follow the Path of Savagery use their primitive might in battle. Their fearsome combat style is honed against brutal beasts, and their terrifying force belies a hidden cunning. Used to contending with great beasts, dinosaurs, and other titanic forces, they sweep through smaller foes with ease.", + { + "type": "refSubclassFeature", + "subclassFeature": "Primitive Warfare|Barbarian|PHB|Path of Savagery|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Titanic Might|Barbarian|PHB|Path of Savagery|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Primitive Warfare", + "source": "AEONSHaven", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of Savagery", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "When you choose this path at 3rd level, you learn to use the strength of others against them. When you are grappling a creature that is your size or smaller, you can wield that creature as an improvised melee weapon with which you are proficient. When you attack using a creature in this way, it deals bludgeoning damage equal to {@damage 1d8} + your Strength modifier and has the thrown (10 ft.) and versatile ({@damage 1d12}) properties. On a hit, both the creature you are wielding and the target take damage from the attack, though the creature you are wielding takes half the damage.", + "For each size larger than {@filter Medium|https://2014.5e.tools/bestiary.html#aarakocra_mm,flstsize:m=1,flopsize:extend}, your reach with this improvised weapon increases by 5 feet. {@filter Large|https://2014.5e.tools/bestiary.html#aartuk%20elder_bam,flstsize:l=1,flopsize:extend} creatures have a reach of 10 feet, {@filter Huge|https://2014.5e.tools/bestiary.html#abominable%20yeti_mm,flstsize:h=1,flopsize:extend} creatures 15, and so on).", + "At 10th level, your attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ] + }, + { + "name": "Titanic Might", + "source": "AEONSHaven", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of Savagery", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, your strikes have been tested against mighty beasts. When you are raging, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are considered one size larger for the purposes of grappling and shoving other creatures (but not attacking with them).", + "When you grapple a creature that is your size or smaller, you can immediately use your Primitive Warfare feature to make an attack against a target within your reach using that creature.", + "Once on your turn, when you shove a creature that you are grappling {@condition prone}, it takes bludgeoning damage based on its size. A {@filter Medium|https://2014.5e.tools/bestiary.html#aarakocra_mm,flstsize:m=1,flopsize:extend} or smaller creature takes {@damage 1d6} damage, a {@filter Large|https://2014.5e.tools/bestiary.html#aartuk%20elder_bam,flstsize:l=1,flopsize:extend} creature takes {@damage 2d6} damage, a {@filter Huge|https://2014.5e.tools/bestiary.html#abominable%20yeti_mm,flstsize:h=1,flopsize:extend} creature takes {@damage 3d6} damage, and a {@filter Gargantuan|https://2014.5e.tools/bestiary.html#aerosaur_bgg,flstsize:g=1,flopsize:extend} creature takes {@damage 4d6} damage." + ] + } + ] + }, + { + "name": "Hard-Won Trophies", + "source": "AEONSHaven", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of Savagery", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you embrace the techniques of the foes you have defeated. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:", + { + "type": "entries", + "name": "Behemoth's Pelt", + "entries": [ + "When you would take damage, you can choose to instead take no damage and suffer no effects or conditions accompanying the triggering damage. You can use this ability once and can't do so again until you choose the pelt again at the end of a short or long rest." + ] + }, + { + "type": "entries", + "name": "Charger's Horns", + "entries": [ + "If you move at least 20 feet straight toward a creature and hit it with an attack on the same turn, it must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked {@condition prone}. If the target fails, you can make one attack against it as a bonus action." + ] + }, + { + "type": "entries", + "name": "Predator's Teeth", + "entries": [ + "Once per turn, before you make a melee attack you can choose to attempt to seize your enemy. If the attack hits, you grapple the target." + ] + } + ] + }, + { + "name": "Apex Predator", + "source": "AEONSHaven", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of Savagery", + "subclassSource": "AEONSHaven", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you strike fear into the hearts of wild creatures. Beasts with a Challenge Rating equal to or lower than your Rage Damage bonus will not attack you unless provoked.", + "In addition, you gain the ability to cast {@spell dominate beast} without using a spell slot or material components. Strength is your spellcasting ability for this spell. After you cast the spell in this way, you can't do so again until you finish a short or long rest." + ] + }, + { + "name": "Titan Slayer", + "source": "AEONSHaven", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of Savagery", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, your raw strength is enough to break mountains. While you're raging, you are considered two sizes larger for the purposes of grappling and shoving other creatures, and you can use your Primitive Warfare feature on any creature one size larger than you or smaller." + ] + }, + { + "name": "Path of the Golem", + "source": "AEONSHaven", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of the Golem", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Most creatures that seek immortality do so for selfish reasons. Barbarians who walk the Path of the Golem were made immortal by another, to serve as soldiers untouched by time.", + "They are servants of their people, whose rage burns as unending passion for the civilization that made them. These hulking constructs are created to guard royal tombs, preserve sacred religious sites, and keep the memory of their people alive as time wipes their civilization away. They are made of materials that modern craftsmanship can never hope to use, making them a living relic from a bygone age. Bearing the weight of such heavy responsibility is both a burden and a gift, but golems carry out their mission with tireless perseverance.", + { + "type": "refSubclassFeature", + "subclassFeature": "History Abides|Barbarian|PHB|Path of the Golem|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Defy the Ages|Barbarian|PHB|Path of the Golem|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "History Abides", + "source": "AEONSHaven", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of the Golem", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "When you choose this path at 3rd level, your memory of your charges allows you to preserve and defend the culture of your people. You gain proficiency in the History skill and your choice of {@item mason's tools|PHB}, {@item potter's tools|PHB}, or {@item woodcarver's tools|PHB}. You are proficient in any Intelligence check related to any aspect of your peoples' culture, history, or religion, and your proficiency bonus is doubled for such checks." + ] + }, + { + "name": "Defy the Ages", + "source": "AEONSHaven", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of the Golem", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "Also at 3rd level, you undergo an extensive magical ritual that allows you to change your body's composition. Choose one of the materials listed below. Whenever you rage, you can choose to transmute your flesh into that material until your rage ends, or until you end your transformation as a bonus action independent of your rage. While transformed in this way, your weight quadruples, you ignore nonmagical difficult terrain, and you gain the following benefits from your chosen material while transformed:", + { + "type": "entries", + "name": "Adamantine", + "entries": [ + "Iridescent and alien, adamantine can endure incredible impacts. You take no damage from falling, and any critical hit against you becomes a regular hit." + ] + }, + { + "type": "entries", + "name": "Brimstone", + "entries": [ + "Fiery and foul, brimstone is born from toxic explosions in the heart of volcanoes. When you take damage from a creature within 5 feet of you, you can use your reaction to release an explosion of toxic smog. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be {@condition poisoned} and blinded until the start of its next turn." + ] + }, + { + "type": "entries", + "name": "Ironwood", + "entries": [ + "Firm and inflexible, ironwood is magically treated to a hardness that rivals steel, yet lives, grows, and heals as any other plant. If you have less than half your hit points, you regain a number of hit points equal to your Constitution modifier (a minimum of 1) at the start of your turn. You don't gain this benefit if you have 0 hit points. When you gain these hit points, you can also remove one of the following conditions from yourself: {@condition blinded}, {@condition paralyzed}, {@condition petrified}, {@condition poisoned}, or {@condition stunned}." + ] + }, + { + "type": "entries", + "name": "True Ice", + "entries": [ + "Unmeltable and eternal, true ice can absorb any heat. You resist fire damage, and whenever you take cold damage, you take no damage and instead gain a number of temporary hit points equal to half the damage dealt. You can change your material choice when you gain a level in this class." + ] + } + ] + }, + { + "name": "Life Enduring", + "source": "AEONSHaven", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of the Golem", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you can channel your supernatural endurance into your allies. When a creature other than you within 15 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to cause it to drop to 1 hit point instead. Both you and the target gain temporary hit points equal to your barbarian level + your rage damage bonus. You can use this feature once per long rest.", + "In addition, you are nigh-impossible to destroy. If you take damage that would reduce you to 0 hit points, and the amount of damage taken is lower than your barbarian level, you instead take no damage and remain conscious." + ] + }, + { + "name": "Rock of Ages", + "source": "AEONSHaven", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of the Golem", + "subclassSource": "AEONSHaven", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you cease aging. You also cannot be aged magically, and no longer need to eat or drink. Your physical ability scores and hit point maximum can't be reduced, and fatal injuries, such as decapitation, cannot kill you while you are raging." + ] + }, + { + "name": "Immortal Ornamentation", + "source": "AEONSHaven", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Path of the Golem", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "When you reach 14th level, magic carves itself into your skin when you rage. Choose one of the following decorations below. The adornment decorates your form when you transform, granting you additional benefits", + { + "type": "entries", + "name": "Colossal", + "entries": [ + "You grow two sizes larger, and your reach increases by 10 feet. The damage you can deal does not change." + ] + }, + { + "type": "entries", + "name": "Golem Core", + "entries": [ + "When you enter a rage, choose a damage type other than bludgeoning, piercing, or slashing. You gain resistance to that damage type until your rage ends. When you take damage of a type you resist other than bludgeoning, piercing, or slashing, you can use your reaction to move up to 10 feet and make a melee weapon attack. Your rage damage bonus for this attack is the type of damage you took, and you regain your reaction if you miss." + ] + }, + { + "type": "entries", + "name": "Moss", + "entries": [ + "Vines, moss, and other hearty vegetation cover your body, and regrow rapidly as they absorb damage. At the start of each of your turns while raging, you gain temporary hit points equal to half your barbarian level." + ] + }, + { + "type": "entries", + "name": "Runes", + "entries": [ + "Sigils and powerful magical symbols etch themselves into your skin. When you enter a rage, you use your reaction to cast the {@spell glyph of warding} spell on your body, requiring no components. Constitution is your spellcasting ability for this spell. When cast in this way, the glyph does not break when moved more than 10 feet. If a creature targets you with a spell of 3rd-level or lower, you can use your reaction to immediately enter a rage and create a Spell Glyph on your person with that spell stored inside instead of an Explosive Rune." + ] + } + ] + }, + { + "name": "Sentry", + "source": "AEONSHaven", + "page": 22, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Sentry", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "The archetypal Sentry is a watcher in the darkness, ready to take action at a moment's notice to protect its charges from harm. Fighters who model themselves after this archetype keep a suspicious eye open, which allows them to detect and halt enemy movements with extreme prejudice. Stalwart and reactive, they guard critical points against known threats while they prepare for unforeseen consequences.", + "The mightiest of these fighters are dwellers in tombs and dungeons. Terracotta soldiers standing at eternal attention, mummified warriors who patrol ancient tombs, and ghosts ready to reach through temple walls to tear intruders asunder. Their mortal counterparts include city watchmen and guards, lookouts and spotters on high walls, and eagle-eyed snipers ready to halt enemy movements from an entrenched position.", + { + "type": "refSubclassFeature", + "subclassFeature": "Begin the Watch|Fighter|PHB|Sentry|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Begin the Watch", + "source": "AEONSHaven", + "page": 22, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Sentry", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you can use a bonus action to designate a 10-foot-radius, 60-foot-tall cylinder within 60 feet of you as your watch. Your watch remains until you designate a different area. Within your watch, you can see in nonmagical darkness as if it were dim light, dim light as bright light, heavy obscuration as if it were lightly obscured, and light obscuration as if it were clear. Creatures within the area cannot be hidden from you, and when you make an attack roll against a creature within your watch, all sources of disadvantage are canceled for you.", + "When a creature enters your watch, you can use your reaction to move up to half your speed toward it and make a weapon attack against it, provided that the creature is within your weapon's reach or range. If this attack is a critical hit, you regain your reaction." + ] + }, + { + "name": "Constant Vigil", + "source": "AEONSHaven", + "page": 22, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Sentry", + "subclassSource": "AEONSHaven", + "level": 7, + "header": 2, + "entries": [ + "Beginning at 7th level, neither sleep nor fatigue can stay your vigil. You gain the following benefits:", + { + "type": "list", + "items": [ + "Whenever you are suffering from {@condition exhaustion}, you suffer the effects of {@condition exhaustion} as if you had 1 fewer level (if you have only one level of {@condition exhaustion}, you suffer no ill effects).", + "You suffer no negative effects from sleeping in armor.", + "Whilst you are sleeping, you sleep so lightly that you can instinctively awaken whenever an unfamiliar Tiny or larger creature comes within 30 feet of you.", + "You can add your proficiency bonus to your Initiative rolls." + ] + } + ] + }, + { + "name": "Point Defense", + "source": "AEONSHaven", + "page": 22, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Sentry", + "subclassSource": "AEONSHaven", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, your intense focus on your watch allows you to better warn others against dangers from within it. Attacks that originate from inside your watch are made with disadvantage against you and creatures of your choice within 5 feet of you." + ] + }, + { + "name": "Hold Fast", + "source": "AEONSHaven", + "page": 22, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Sentry", + "subclassSource": "AEONSHaven", + "level": 15, + "header": 2, + "entries": [ + "Beginning at 15th level, you master holding a position against all odds, and none may pass you.", + "When you take the {@action Dodge} action, the effects persist after the start of your next turn and only end when you move or are moved by an effect other than attacks you make against a creature that enters your watch.", + "In addition, whenever you attack as part of your reaction, you can make a second attack as part of the same reaction." + ] + }, + { + "name": "Unshakeable Discipline", + "source": "AEONSHaven", + "page": 22, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Sentry", + "subclassSource": "AEONSHaven", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, your will becomes unbreakable. You cannot be {@condition charmed} or {@condition frightened}. While you are keeping a watch, you cannot be moved against your will through magical or nonmagical means, nor compelled to move, and you cannot be compelled to act in a manner contrary to your nature, instructions, or decisions while you are keeping a watch." + ] + }, + { + "name": "The Slumbering Ancient", + "source": "AEONSHaven", + "page": 35, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Slumbering Ancient", + "subclassSource": "AEONSHaven", + "level": 1, + "entries": [ + "Your patron is a being of immeasurable age all but forgotten by time. Mighty empires rose and fell over the centuries and never once disturbed its slumber. Your patron's enemies might have locked it into eternal sleep, it might rest to recover from a cursed wound, or it simply lies dormant until the stars align and the time comes for it to emerge. Many Slumbering Ancients have only the dimmest sense of the passage of time, and communicate with their followers through cryptic dreams. These visions guide their followers, willing or not, to prepare the world for their eventual awakening.", + "Many sleepers, such as dead Cthulhu dreaming in his house in R'lyeh, Levistus entombed in frozen Stygia, or the Jormungandr encircling the world, can also grant warlocks powers typically associated with their own abilities, such as the Great Old One or the Fiend.", + "But channeling the power of these hibernating titans, along with ancient dragons, entombed mummy lords, fallen gods, or ancient plagues sealed within the permafrost can grant the powers of The Slumbering Ancient instead of those patrons' abilities.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Warlock|PHB|The Slumbering Ancient|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Accursed Sleep|Warlock|PHB|The Slumbering Ancient|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Scholarly Sleepwalker|Warlock|PHB|The Slumbering Ancient|AEONSHaven|1|AEONSHaven" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "AEONSHaven", + "page": 35, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Slumbering Ancient", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + "The Slumbering Ancient lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the Warlock list for you.", + { + "type": "table", + "caption": "Slumbering Ancient Spells", + "source": "AEONSHaven", + "page": 35, + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell dissonant whispers}, {@spell sleep}" + ], + [ + "2nd", + "{@spell augury}, {@spell pass without trace}" + ], + [ + "3rd", + "{@spell blink}, {@spell feign death}" + ], + [ + "4th", + "{@spell compulsion}, {@spell phantasmal killer}" + ], + [ + "5th", + "{@spell modify memory}, {@spell seeming}" + ] + ] + } + ] + }, + { + "name": "Accursed Sleep", + "source": "AEONSHaven", + "page": 35, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Slumbering Ancient", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + "At 1st level, you learn to impose a meager replica of your patron's sleep upon others. You can use a bonus action to curse a creature you can see within 30 feet of you for 1 minute. While cursed in this way, the target's speed is reduced by 10 feet, and it cannot have advantage on attack rolls.", + "You can use a bonus action to touch the mind of your cursed victim to your patron's dreams. The target must make a Wisdom saving throw against your Warlock spell save DC. On a failed save, the target suffers 3 levels of {@condition exhaustion} until the end of its next turn, after which the curse ends. If the target succeeds, the original curse continues as normal.", + "You can inflict {@condition exhaustion} on a cursed target a number of times equal to your Charisma modifier (a minimum of 1), and must complete a long rest before you do so again." + ] + }, + { + "name": "Scholarly Sleepwalker", + "source": "AEONSHaven", + "page": 36, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Slumbering Ancient", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 2, + "entries": [ + "Also at 1st level, you gain great power when you sleep.", + "While you are {@condition unconscious} (or taking a long rest if you have a feature, such as an elf's Trance, that prevents you from sleeping), you stand as a watchful, {@condition invisible} spirit made of dreams that can move no more than 10 feet away from your body. You gain the following benefits in this state:", + { + "type": "list", + "items": [ + "You gain {@sense blindsight} in a 30-foot radius.", + "You can cast the {@spell message} cantrip.", + "You can use your Accursed Sleep feature, even though you are {@condition incapacitated}." + ] + }, + "While in this state, you cannot take any other action that interacts with the world outside dreams, including interacting with objects, attacking or speaking to other creatures, or writing." + ] + }, + { + "name": "Fading Dream", + "source": "AEONSHaven", + "page": 36, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Slumbering Ancient", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can fade from the perception of others as you wield your patron's magic. When you force a creature to make a saving throw, you can attempt to Hide as part of the same action.", + "In addition, casting a spell does not reveal you when you are hidden, even if it would ordinarily (such as the verbal component of a spell giving your location away to other creatures)." + ] + }, + { + "name": "Rest Easy", + "source": "AEONSHaven", + "page": 36, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Slumbering Ancient", + "subclassSource": "AEONSHaven", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, your ability to slip away from the waking world becomes innate. You resist damage from {@filter enchantment and illusion spells|spells|components & miscellaneous=|school=e;i}, and gain the following benefits when you use your Scholarly Sleepwalker feature:", + { + "type": "list", + "items": [ + "You gain {@sense truesight} in a 30-foot radius", + "You can cast the {@spell commune} spell, requiring no components or spell slots.", + "You can interact with objects as though you were tangible.", + "You and creatures within 30 feet of you are immune to the dream spell and similar effects that would alter their sleep, unless you choose to allow them to, or they originate from your patron." + ] + } + ] + }, + { + "name": "Curse of Eternal Sleep", + "source": "AEONSHaven", + "page": 36, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "The Slumbering Ancient", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can use an action to invoke the power of your patron to lull another creature into a cursed sleep. Choose a creature you can see within 30 feet of you. That creature must make a Wisdom saving throw against your Warlock spell save DC or fall {@condition unconscious}. The target can choose to fail this save.", + "While {@condition unconscious}, the target does not age, require food, water, or air, and is immune to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. Any diseases, curses, or other magical effects afflicting the target (other than this one) are suspended, and only continue after the target wakes.", + "The Eternal Sleep ends if the target takes damage, if you die, or if you put another creature to sleep with this feature.", + "Once you put a creature to sleep with this feature, you cannot do so again until you finish a long rest." + ] + }, + { + "name": "Soul Caller", + "source": "AEONSHaven", + "page": 28, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Soul Caller", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "As self-appointed avengers of the murdered and wrongfully slain, Soul Callers cultivate distrust and suspicion wherever they go. Funeral bells toll as these ghostly hunters do battle with the living. Surrounded by spirits crying out for vengeance, soul callers rarely rest in their endless search for justice.", + { + "type": "refSubclassFeature", + "subclassFeature": "Soul Caller Magic|Ranger|PHB|Soul Caller|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Speaker for the Dead|Ranger|PHB|Soul Caller|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Death Knell|Ranger|PHB|Soul Caller|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Soul Caller Magic", + "source": "AEONSHaven", + "page": 28, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Soul Caller", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Soul Caller Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Soul Caller Spells", + "source": "AEONSHaven", + "page": 28, + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3st", + "{@spell detect evil and good}" + ], + [ + "2nd", + "{@spell phantasmal force}" + ], + [ + "3rd", + "{@spell phantom steed}" + ], + [ + "4th", + "{@spell divination}" + ], + [ + "5th", + "{@spell dispel evil and good}" + ] + ] + } + ] + }, + { + "name": "Speaker for the Dead", + "source": "AEONSHaven", + "page": 28, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Soul Caller", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Beginning at 3rd level, you learn to sense and speak to souls. Through sounds and gestures, you can communicate simple ideas to ghosts, spirits, and other intangible apparitions, even if you don't share a language. You can also sense these spirits' mood and intent and relay your own. You and the spirit must be able to see each other to communicate in this way.", + "Your ability to sense souls' intentions also gives you advantage on ability checks to determine if a creature is lying." + ] + }, + { + "name": "Death Knell", + "source": "AEONSHaven", + "page": 28, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Soul Caller", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, your attacks can call death to those who wrong lost souls. Once per turn, when you hit a creature with a weapon attack, a spectral mark appears above its head.", + "The next time a creature hits the target with an attack before the end of your next turn, the mark breaks with the toll of a bell, deafening the target and clouding its senses. The target makes attack rolls with disadvantage until the end of its next turn, unless it targets the creature that broke the mark.", + "If you hit another creature with an attack before the mark breaks, the mark vanishes and reappears over the new target." + ] + }, + { + "name": "Lost Patience", + "source": "AEONSHaven", + "page": 28, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Soul Caller", + "subclassSource": "AEONSHaven", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, the remains of spirits around you lend you their experience. You can cast a ranger spell you know as a ritual, provided that {@filter spell|https://2014.5e.tools/spells.html#alarm_phb,flstclass:ranger=1,flstcomponents%20%26%20miscellaneous:ritual=1~reprinted=2} has the ritual tag." + ] + }, + { + "name": "March of the Dead", + "source": "AEONSHaven", + "page": 28, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Soul Caller", + "subclassSource": "AEONSHaven", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, the appearance of your death's mark spreads dread across the battlefield. When a creature breaks the mark created by your Death Knell, the marked creature takes {@damage 2d6} psychic damage, and you can choose another creature within 15 feet of it. That creature must make a Charisma saving throw against your ranger spell save DC. On a failure, it is marked by your Death Knell.", + "You can create a second mark by hitting another creature, as normal, allowing you to keep two marks active at the same time." + ] + }, + { + "name": "Soulless Hunter", + "source": "AEONSHaven", + "page": 28, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Soul Caller", + "subclassSource": "AEONSHaven", + "level": 15, + "header": 2, + "entries": [ + "Beginning at 15th level, you move like a silent wisp of smoke as you hunt. After taking damage from an attack, you can use your reaction to move up to 15 feet and make a weapon attack against one creature you can see. This movement doesn't provoke opportunity attacks." + ] + }, + { + "name": "The Abandoned Throne", + "source": "AEONSHaven", + "page": 31, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "The Abandoned Throne", + "subclassSource": "AEONSHaven", + "level": 1, + "entries": [ + "When enough people believe in something strongly enough, a symbol can become a power unto itself. You are inextricably tied to one of those symbols - a throne, the seat of power of a figure long ago. Whether you are descended from that powerful being from the ancient world or the last in a long line of royal protectors, the ineffable essence of that influence has seeped into your bloodline, giving you the ability to manipulate the loyal servants of the long dead.", + { + "type": "refSubclassFeature", + "subclassFeature": "Throne Magic|Sorcerer|PHB|The Abandoned Throne|AEONSHaven|1|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "The Honored Dead|Sorcerer|PHB|The Abandoned Throne|AEONSHaven|1|AEONSHaven" + } + ] + }, + { + "name": "Throne Magic", + "source": "AEONSHaven", + "page": 31, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "The Abandoned Throne", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Abandoned Throne Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a necromancy spell from the sorcerer, warlock, or wizard spell list.", + { + "type": "table", + "caption": "The Abandoned Throne Spells", + "source": "AEONSHaven", + "page": 31, + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell protection from evil and good}, {@spell unseen servant}" + ], + [ + "3rd", + "{@spell augury}, {@spell calm emotions}" + ], + [ + "5th", + "{@spell animate dead}, {@spell gaseous form}" + ], + [ + "7th", + "{@spell death ward}, {@spell mordenkainen's private sanctum}" + ], + [ + "9th", + "{@spell antilife shell}, {@spell geas}" + ] + ] + }, + "In addition, consult the Echoes of the Past table and choose or randomly determine a way your connection to past glories manifests while you are casting any of your sorcerer spells.", + { + "type": "table", + "caption": "Echoes of the Past", + "source": "AEONSHaven", + "page": 31, + "colLabels": [ + "d6", + "Origin" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1", + "The roar of a crowd echoes in the distance." + ], + [ + "2", + "Pennants bearing ancient sigils flap in a non-existent breeze behind you." + ], + [ + "3", + "An imperial crown appears on your head, studded with gold and gems." + ], + [ + "4", + "Your spell focus takes on the appearance of a scepter." + ], + [ + "5", + "A set of ceremonial armor settles in place around you." + ], + [ + "6", + "Your blood gleams folden, shining through your skin." + ] + ] + } + ] + }, + { + "name": "The Honored Dead", + "source": "AEONSHaven", + "page": 31, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "The Abandoned Throne", + "subclassSource": "AEONSHaven", + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, you learn to summon the spirits of your lineage's loyal retainers. Once per turn when you cast a sorcerer spell of 1st level or higher, you can choose to conjure a protector within 5 feet of one of the spell's targets. The protector is a Medium undead friendly to you and your companions. You determine the protector's appearance. Some appear as animated suits of armor, while others resemble ghostly warriors.", + " The protector shares your AC, has 1 hit point, cannot move, and is immune to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. When your protector makes a Dexterity saving throw to take only half damage, it instead takes no damage on a success. The protector disappears if it is reduced to 0 hit points, you dismiss it (no action required), or after 10 minutes. Protectors are intangible, and creatures and objects can pass through them unimpeded.", + "On each of your turns, you can use an action to mentally command any or all of your protectors to take the Attack action. If you don't issue a command, the protector takes the Dodge action. When commanded to attack, or as an opportunity attack, the protector can make a melee weapon attack using your spell attack modifier against one creature within 5 feet of it. On a hit, the target takes force damage equal to {@dice 1d10} + your Charisma modifier.", + "The number of protectors present cannot exceed your Charisma modifier. If you create another protector, an existing protector of your choice vanishes." + ] + }, + { + "name": "Lifetime of Service", + "source": "AEONSHaven", + "page": 31, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "The Abandoned Throne", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, ancient protectors' reach increases to 10 feet and spaces within their reach are difficult terrain for creatures of your choice. You can use a bonus action to spend 1 sorcery point and summon a protector within 30 feet of you, or move an existing protector up to half your speed. The protector can then attack a creature within its reach." + ] + }, + { + "name": "Dread Procession", + "source": "AEONSHaven", + "page": 32, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "The Abandoned Throne", + "subclassSource": "AEONSHaven", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you can summon a more suitable mode of transportation for you and those you favor. As a bonus action, you can spend 3 sorcery points to create a Large palanquin carried by undead attendants. It appears in an unoccupied space on the ground within 30 feet of you and lasts for 1 hour. It vanishes if you use this feature to create another, you dismiss it (no action required), or it is reduced to 0 hit points. The palanquin can hold up to 4 medium creatures or 1 large creature.", + "The palanquin and its bearers are a single Large construct. For you, it is considered a controlled mount with a speed of 40 feet. It has 15 AC and 50 hit points. Creatures in the palanquin have half cover against attacks and effects from outside it.", + "While you are riding your palanquin, any spell you cast that forces a creature to make a saving throw to resist being {@condition charmed} or {@condition frightened} imposes disadvantage on the first saving throw made against the spell. The palanquin can only be controlled by you and creatures you permit to do so." + ] + }, + { + "name": "Hallowed Halls", + "source": "AEONSHaven", + "page": 32, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "The Abandoned Throne", + "subclassSource": "AEONSHaven", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, the authority of your lineage bends the universe to your whims. You learn the {@spell demiplane} and {@spell mordenkainen's magnificent mansion} spells, which are considered sorcerer spells for you and do not count against the number of sorcerer spells you know.", + "You can also summon an army of your loyal dead to enforce your will. You can use an action to summon a number of protectors equal to your Charisma modifier (a minimum of 1) within 60 feet of you. The protectors can then immediately take the Attack action. When you do so, a fragment of your ancestral throne room appears in a 30-foot-cube originating from you. For 1 minute or until your concentration ends (as if you were concentrating on a spell), attacks against any creatures you designate within the throne room are made with disadvantage.", + " Once you use this feature, you can't do so again until you finish a long rest or spend 5 sorcery points to do so again." + ] + }, + { + "name": "Timekeeper", + "source": "AEONSHaven", + "page": 9, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Timekeeper", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "The spirit of magical creation and scientific advancement persists throughout the ages. Sprung from the ancient past or the far-off future, Timekeepers are artificers who learned to traverse time and space. They are accompanied by a specialized drone of their own design, which provides companionship and aid during their long journeys. Gatherers of information and masters of spacetime, these artificers are skilled in teleportation and divining knowledge of past, present, and future.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tool Proficiency|Artificer|TCE|Timekeeper|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Timekeeper Spells|Artificer|TCE|Timekeeper|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Timeless Knowledge|Artificer|TCE|Timekeeper|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Photonic Chronodrone|Artificer|TCE|Timekeeper|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Tool Proficiency", + "source": "AEONSHaven", + "page": 9, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Timekeeper", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency with {@item navigator's tools|phb}, which you can use as a spellcasting focus for your Artificer spells. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice." + ] + }, + { + "name": "Timekeeper Spells", + "source": "AEONSHaven", + "page": 9, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Timekeeper", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Timekeeper Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Timekeeper Spells", + "source": "AEONSHaven", + "page": 9, + "colLabels": [ + "Artificer Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3rd", + "{@spell comprehend languages}, {@spell shield of faith}" + ], + [ + "5th", + "{@spell augury}, {@spell misty step}" + ], + [ + "9th", + "{@spell haste}, {@spell slow}" + ], + [ + "13th", + "{@spell divination}, {@spell dimension door}" + ], + [ + "17th", + "{@spell legend lore}, {@spell teleportation circle}" + ] + ] + } + ] + }, + { + "name": "Timeless Knowledge", + "source": "AEONSHaven", + "page": 10, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Timekeeper", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you can add half your proficiency bonus (round up) to any Intelligence, Wisdom, or Charisma check you make that doesn't already use your proficiency bonus.", + "In addition, you learn the {@spell druidcraft} cantrip, which is considered an Artificer spell for you and does not count against the number of Artificer spells you know." + ] + }, + { + "name": "Photonic Chronodrone", + "source": "AEONSHaven", + "page": 10, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Timekeeper", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "Also at 3rd level, your understanding of time and space allows you to manifest an ephemeral companion composed of light. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the {@creature photonic chronodrone|AEONSHaven} stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance, voice, and personality; your choice has no effect on its game statistics.", + "In combat, the chronodrone shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the chronodrone can take any action of its choice, not just Dodge.", + "If the {@spell mending} spell is cast on the chronodrone, it regains {@dice 2d6} hit points. If it has died within the last hour, you can use your navigator's tools as an action to revive it, provided you are within 5 feet of it and expend a spell slot of 1st level or higher. The chronodrone returns to life after 1 minute with all of its hitpoints.", + "At the end of a long rest, you can create a new {@creature photonic chronodrone|AEONSHaven} if you have {@item navigator's tools|phb} with you. If you already have a chronodrone from this feature, the first one immediately perishes. The chronodrone also perishes if you die." + ] + }, + { + "name": "Split Decision", + "source": "AEONSHaven", + "page": 10, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Timekeeper", + "subclassSource": "AEONSHaven", + "level": 5, + "header": 2, + "entries": [ + "Starting at 5th level, you can tap into alternate timelines to change decisions you've already made. When you lose concentration on a spell, you can choose to immediately re-cast that spell as normal, without using a spell slot or consuming material components. The spell cannot affect a creature who was previously affected. You can't use this feature on that spell again until you finish a long rest." + ] + }, + { + "name": "Precision Warp", + "source": "AEONSHaven", + "page": 10, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Timekeeper", + "subclassSource": "AEONSHaven", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, your meticulous tuning allows you to move creatures through time and space with incredible accuracy and great speed. As an action, you can teleport your chronodrone and any willing creatures within 5 feet of it to any unoccupied space of your choice within 10 feet of you. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.", + "In addition, any creatures teleported by this effect gain 10 feet of movement speed until the end of their next turn." + ] + }, + { + "name": "Break Time", + "source": "AEONSHaven", + "page": 10, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Timekeeper", + "subclassSource": "AEONSHaven", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, you gain the ability to steal a few moments for yourself and your allies. As an action, you can displace creatures of your choice within 15 feet of you or your chronodrone in time for a few moments. You each enter a harmless location in your native time period (or a harmless demiplane), positioned as you were when you left. The effect lasts until the end of your next turn, during which you and your allies can take actions and move as normal. At the end of the displacement, you and your allies reappear in the same positions at the instant you left. You can also end the displacement early as a bonus action.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use this feature again." + ] + }, + { + "name": "Way of Repose", + "source": "AEONSHaven", + "page": 23, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of Repose", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Monks of the Way of Repose understand that true power comes from enlightenment, not physical prowess, and that the body is little more than a vessel for the soul. Able to neglect the needs of their bodies, these monks survive beyond their natural lifespan.", + "Some of these monks' bodies are blasted by the elements from their timeless seats atop exposed pillars, or sealed within gilded statues as an example of ultimate enlightenment. Others are mummies whose souls wander the afterlife and only return to slay trespassers in their palatial tombs.", + "Despite their differences, all these monks master their souls and can touch it to the spirits of others, wielding that connection as an unavoidable weapon.", + { + "type": "refSubclassFeature", + "subclassFeature": "Conquer the Flesh|Monk|PHB|Way of Repose|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Touch the Soul|Monk|PHB|Way of Repose|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Conquer the Flesh", + "source": "AEONSHaven", + "page": 23, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of Repose", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "When you choose this tradition at 3rd level, you rise above the baser needs of the body. You no longer need to eat, drink, sleep, or breathe. When you take a long rest, you spend that time in an inactive, motionless state of meditation in which you are not {@condition unconscious} and remain fully aware of your surroundings.", + "In addition, your approach to ascension alters you irrevocably. Consult the signs of mummification table and choose or randomly determine one or more ways your new abilities change your body.", + { + "type": "table", + "caption": "Signs of Mummification", + "source": "AEONSHaven", + "page": 23, + "colLabels": [ + "d8", + "sign" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1", + "You are unnaturally light for your size." + ], + [ + "2", + "Your skin is leathery to the touch." + ], + [ + "3", + "Your sense of touch is somewhat dulled." + ], + [ + "4", + "You sometimes forget to blink." + ], + [ + "5", + "You're most comfortable wrapped in perfumed bandages." + ], + [ + "6", + "Your body fluids (tears, blood, spit) are murky, as if mixed with dirt." + ], + [ + "7", + "Your shadow tends to lag behind you, as if leaving your body behind." + ], + [ + "8", + "Your jaw locks in an open position." + ] + ] + } + ] + }, + { + "name": "Touch the Soul", + "source": "AEONSHaven", + "page": 23, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of Repose", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "Also at 3rd level, you gain the power to connect the souls of those you battle to your own. When you damage a creature with an unarmed strike, you can touch its soul to yours, which curses it for 1 minute. If the cursed creature would recover hit points, it recovers only half as many, and you regain the other half. The cursed creature gains 1 more hit point than you if it initially gained an odd number of hit points.", + "You can curse a number of creatures equal to 2 + your Wisdom modifier (a minimum of 2). If you apply another curse to a creature beyond this limit, the oldest curse ends.", + "When you take the Dodge action, you can enter a state of meditative calm that purges the stresses of battle from your mind. That negative energy flows into the souls of the creatures you cursed. Each cursed creature of your choice within 120 feet of you takes damage equal to a roll of your Martial Arts die. You choose the damage type: force, necrotic, psychic, or radiant." + ] + }, + { + "name": "Canopic Fortitude", + "source": "AEONSHaven", + "page": 23, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of Repose", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "When you reach 6th level, you can open connections between souls initiated by others.", + "You can use your reaction whenever a creature touches you or hits you with a melee attack to deal force, necrotic, psychic, or radiant damage (your choice) equal to a roll of your Martial Arts die to it. The creature is also cursed, as if you had hit it with an unarmed strike.", + "In addition, when you damage cursed creatures with your Touch the Soul feature, you gain 1 temporary hit point for each creature affected. At 11th level in this class, you gain 2 temporary hit points per creature, and 17th level, you gain 3." + ] + }, + { + "name": "Give and Take", + "source": "AEONSHaven", + "page": 24, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of Repose", + "subclassSource": "AEONSHaven", + "level": 11, + "header": 2, + "entries": [ + "Beginning at 11th level, you can use your ability to touch the soul to both heal and harm. You can use an action to cast {@spell bestow curse} or {@spell remove curse} without expending a spell slot. You can cast each spell once, and must complete a long rest or expend 3 ki points before you can do so again. Wisdom is your spellcasting ability for these spells. When a creature fails its save against a {@spell bestow curse} spell you cast, it is also cursed as if you had targeted it with your Touch the Soul feature." + ] + }, + { + "name": "Rise Above", + "source": "AEONSHaven", + "page": 24, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of Repose", + "subclassSource": "AEONSHaven", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you utterly overcome the weakness of your flesh. When you damage a creature with your Touch the Soul feature, you can inflict one condition you are suffering upon it. You continue to be affected by the condition.", + "You cannot apply the same condition to multiple creatures or apply more than one condition to a single creature. If you are suffering from multiple conditions, then you can spread them all with this feature, but you must apply them to different targets." + ] + }, + { + "name": "Way of the Stopped Clock", + "source": "AEONSHaven", + "page": 0, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Monks of the Way of the Stopped Clock understand the passage of time as a fluid flow, rather than a rigid line, which they can manipulate and weaponize. Attuned to the workings of a force that extends beyond the planes, these monks can think and act outside the perception of mortals and immortals alike.", + "Students of esoteric magics, these monks train in the spaces outside time, from sepulchres sealed inside timeless demiplanes to ageless pockets of the feywild which have not changed for thousands of years.", + "In combat, followers of this tradition are masters of slowed time. Their blows land in the instants between seconds, while their foes are slowed to a snail's pace.", + { + "type": "refSubclassFeature", + "subclassFeature": "Exact Timing|Monk|PHB|Way of the Stopped Clock|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Race the Clock|Monk|PHB|Way of the Stopped Clock|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Exact Timing", + "source": "AEONSHaven", + "page": 0, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "When you choose this tradition at 3rd level, you become intrinsically attuned to the passage of time. You always know the precise time of day or night, as well as the current date. If you enter an area in which time flows at a different rate, you know both the date and time in the Material Plane and the area you currently occupy." + ] + }, + { + "name": "Race the Clock", + "source": "AEONSHaven", + "page": 0, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "Also at 3rd level, you roll your Martial Arts die when you roll initiative. You can add or subtract the result from your initiative roll. In addition, when you damage a creature with your Flurry of Blows feature, its speed is halved until the end of its next turn." + ] + }, + { + "name": "Skip Ahead", + "source": "AEONSHaven", + "page": 0, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can alter others' movement through time in combat. When you use your Race the Clock feature, you can spend 1 ki point to use the same roll on any number of creatures you can see that rolled initiative at the same time. You choose whether a target adds or subtracts the result from its initiative roll, and a target cannot be affected by this feature again until the next time it rolls initiative." + ] + }, + { + "name": "Stop the World", + "source": "AEONSHaven", + "page": 0, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, you can use a bonus action and spend 4 ki points to pull yourself and one creature of your choice within your reach (along with everything both of you are wearing or carrying) outside the flow of time. Until the end of your next turn, only you and the chosen creature (if any) can take a turn in initiative, and you can only damage, interact with, or otherwise affect yourselves or one another. When your next turn ends, the effects of your interactions appear instantaneously to other creatures' perception." + ] + }, + { + "name": "In a Blink", + "source": "AEONSHaven", + "page": 0, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can spend 5 ki points at the start of your turn to move freely through a split second in time. You gain the following benefits until the end of your turn:", + { + "type": "list", + "items": [ + "You can expend 5 feet of movement to teleport to within 5 feet of a creature within 60 feet of you.", + "When you take the Attack action, you can make a number of attacks equal to your Wisdom modifier, rather than two.", + "You have advantage on attack rolls.", + "If you hit a creature with an attack, it takes an additional 1d10 damage and is knocked 30 feet away from you in a straight line at the end of your turn. Additional attacks increase this distance.", + "Other creatures cannot see you, hear you, or damage you.", + "Instead of an attack, you can pick up a willing creature and move it, without expending the additional movement typically required to carry another creature. If you teleport instead of moving, it and everything it is wearing or carrying travel with you." + ] + }, + "At the end of your turn, you can appear at any point within 60 feet of your starting position. Outside observers perceive the effects of your turn as instantaneous and happening simultaneously when your turn ends.", + "Once you use this feature, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Way of the Stopped Clock", + "source": "AEONSHaven", + "page": 24, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 3, + "entries": [ + "Monks of the Way of the Stopped Clock understand the passage of time as a fluid flow, rather than a rigid line, which they can manipulate and weaponize. Attuned to the workings of a force that extends beyond the planes, these monks can think and act outside the perception of mortals and immortals alike.", + "Students of esoteric magics, these monks train in the spaces outside time, from sepulchres sealed inside timeless demiplanes to ageless pockets of the feywild which have not changed for thousands of years.", + "In combat, followers of this tradition are masters of slowed time. Their blows land in the instants between seconds, while their foes are slowed to a snail's pace.", + { + "type": "refSubclassFeature", + "subclassFeature": "Exact Timing|Monk|PHB|Way of the Stopped Clock|AEONSHaven|3|AEONSHaven" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Race the Clock|Monk|PHB|Way of the Stopped Clock|AEONSHaven|3|AEONSHaven" + } + ] + }, + { + "name": "Exact Timing", + "source": "AEONSHaven", + "page": 24, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "When you choose this tradition at 3rd level, you become intrinsically attuned to the passage of time. You always know the precise time of day or night, as well as the current date. If you enter an area in which time flows at a different rate, you know both the date and time in the Material Plane and the area you currently occupy." + ] + }, + { + "name": "Race the Clock", + "source": "AEONSHaven", + "page": 24, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 3, + "header": 1, + "entries": [ + "Also at 3rd level, you roll your Martial Arts die when you roll initiative. You can add or subtract the result from your initiative roll. In addition, when you damage a creature with your Flurry of Blows feature, its speed is halved until the end of its next turn." + ] + }, + { + "name": "Skip Ahead", + "source": "AEONSHaven", + "page": 24, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can alter others' movement through time in combat. When you use your Race the Clock feature, you can spend 1 ki point to use the same roll on any number of creatures you can see that rolled initiative at the same time. You choose whether a target adds or subtracts the result from its initiative roll, and a target cannot be affected by this feature again until the next time it rolls initiative." + ] + }, + { + "name": "Stop the World", + "source": "AEONSHaven", + "page": 24, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, you can use a bonus action and spend 4 ki points to pull yourself and one creature of your choice within your reach (along with everything both of you are wearing or carrying) outside the flow of time. Until the end of your next turn, only you and the chosen creature (if any) can take a turn in initiative, and you can only damage, interact with, or otherwise affect yourselves or one another. When your next turn ends, the effects of your interactions appear instantaneously to other creatures' perception." + ] + }, + { + "name": "In a Blink", + "source": "AEONSHaven", + "page": 24, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Way of the Stopped Clock", + "subclassSource": "AEONSHaven", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can spend 5 ki points at the start of your turn to move freely through a split second in time. You gain the following benefits until the end of your turn:", + { + "type": "list", + "items": [ + "You can expend 5 feet of movement to teleport to within 5 feet of a creature within 60 feet of you.", + "When you take the Attack action, you can make a number of attacks equal to your Wisdom modifier, rather than two.", + "You have advantage on attack rolls.", + "If you hit a creature with an attack, it takes an additional 1d10 damage and is knocked 30 feet away from you in a straight line at the end of your turn. Additional attacks increase this distance.", + "Other creatures cannot see you, hear you, or damage you.", + "Instead of an attack, you can pick up a willing creature and move it, without expending the additional movement typically required to carry another creature. If you teleport instead of moving, it and everything it is wearing or carrying travel with you." + ] + }, + "At the end of your turn, you can appear at any point within 60 feet of your starting position. Outside observers perceive the effects of your turn as instantaneous and happening simultaneously when your turn ends.", + "Once you use this feature, you can't do so again until you finish a long rest." + ] + } + ], + "optionalfeature": [ + { + "name": "Burden", + "source": "AEONSHaven", + "page": 52, + "featureType": [ + "Curse" + ], + "entries": [ + "The weight of a creature or object affected by this curse is multiplied by 8 for the duration. If the target is a creature, objects it carries also grow heavier. Any item dropped by the target returns to its normal weight instantly.", + "Until the curse ends, the target's speed is halved, and it suffers from one level of {@condition exhaustion}. If it attempts to fly or stand up while {@condition prone}, it must succeed on a DC 15 Strength saving throw. On a failure, it cannot try again before the start of its next turn.", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell of 6th-level or higher is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse} at 6th level or higher, if the DM allows. A {@spell remove curse} spell cast at the same level removes the curse." + ] + } + ] + }, + { + "name": "Consuming Love", + "source": "AEONSHaven", + "page": 52, + "featureType": [ + "Curse" + ], + "entries": [ + "When a creature affected by this curse sees a creature with at least one characteristic it considers attractive, it must succeed on a DC 8 Wisdom saving throw or be {@condition charmed} by that creature. If it succeeds, it is immune to this curse for the next hour. Every time the target succeeds on the initial Wisdom saving throw to avoid being {@condition charmed}, the DC increases by 1.", + "The {@condition charmed} target regards the creature as a perfect partner worthy of romantic pursuit, regardless of eithers' previous relationships or marital status. Although not under the creature's control, the target interprets the creature's requests, actions, and speech with affectionate and romantic intent.", + "Each time the creature does anything harmful to the {@condition charmed} target or the {@condition charmed} target completes a long rest, it can repeat the saving throw, ending the effect on itself on a success.", + "When the effect ends, the save DC resets to 8 and the target repeats the save against being {@condition charmed} once again.", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse}, if the DM allows. A {@spell remove curse} spell removes the curse." + ] + } + ] + }, + { + "name": "Dark Presence", + "source": "AEONSHaven", + "page": 52, + "featureType": [ + "Curse" + ], + "entries": [ + "A creature affected by this curse cannot see anything beyond a 60-foot radius around it, even if it has additional senses such as {@sense truesight} or {@sense tremorsense|mm}. A 60-foot radius of shadows surrounds the target, lightly obscuring the area for all other creatures.", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell of 5th-level or higher is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse} at 5th level or higher, if the DM allows. A {@spell remove curse} spell cast at the same level removes the curse." + ] + } + ] + }, + { + "name": "Deafening Silence", + "source": "AEONSHaven", + "page": 52, + "featureType": [ + "Curse" + ], + "entries": [ + "A creature affected by this curse cannot hear any sound that originates from a point further than 15 feet away from it. When it takes damage from any source outside this range, it takes an extra {@dice 2d10} thunder damage.", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell of 4th-level or higher is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse} at 4th level or higher, if the DM allows. A {@spell remove curse} spell cast at the same level removes the curse." + ] + } + ] + }, + { + "name": "Devouring Hunger", + "source": "AEONSHaven", + "page": 52, + "featureType": [ + "Curse" + ], + "entries": [ + "For every hour that a creature affected by this curse goes without eating enough food to sustain a creature of its size for one day, it suffers one level of {@condition exhaustion}. After it eats, all levels of {@condition exhaustion} inflicted by this curse are removed.", + "The target can spend the hour of light activity granted by a long rest to eat, so that it doesn't reach 6 levels of {@condition exhaustion} and die during 8 hours of sleep.", + "The target grinds its teeth in its sleep. For every week that it is affected by this curse, the damage dice of any bite attack the target has decrease by one die size (from {@dice 2d10} to {@dice 2d8}, or {@dice 1d4} to 1).", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell of 8th-level or higher is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse} at 8th level or higher, if the DM allows. A {@spell remove curse} spell cast at the same level removes the curse." + ] + } + ] + }, + { + "name": "Dream Weaver", + "source": "AEONSHaven", + "page": 52, + "featureType": [ + "Curse" + ], + "entries": [ + "When a creature affected by this curse takes a short or long rest, webs appear around its body as it sleeps or lies motionless. When the target completes its rest, it is {@condition grappled} and {@condition restrained} (escape DC 13).", + "A {@spell lesser restoration} spell or similar magic can end the curse.", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} or {@spell lesser restoration} spell is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse}, if the DM allows. A {@spell remove curse} or {@spell lesser restoration} spell cast can remove the curse." + ] + } + ] + }, + { + "name": "Fragile Immortality", + "source": "AEONSHaven", + "page": 53, + "featureType": [ + "Curse" + ], + "entries": [ + "When a creature affected by this curse is reduce to 0 hit points, it instead disappears in a puff of dust and smoke and reappears in an unoccupied space within 5 feet of its previous position with 1 hit point. All objects the creature is wearing or carrying fall to the ground when it disappears.", + "Every time the creature is reduced to 0 hit points after the first time, its current and maximum hit points are halved. If this reduction reduces the target's hit points to less than 1, it dies.", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell of 7th-level or higher is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse} at 7th level or higher, if the DM allows. A {@spell remove curse} spell cast at the same level removes the curse." + ] + } + ] + }, + { + "name": "Sleep Like the Dead", + "source": "AEONSHaven", + "page": 52, + "featureType": [ + "Curse" + ], + "entries": [ + "When a creature affected by this curse begins a short or long rest, its soul leaves its body and is sent to a harmless demiplane until the rest ends, where it remains awake, aware, and dreamless.", + "Until the rest ends (1 hour for a short rest; the duration of the long rest is determined by the target's race), the target cannot be awoken by any means. Spells, features, or actions performed by itself or others that would wake it have no effect, as would those that would shorten the duration of its rest.", + "While the soul is separated from the target's body, it is immune to spells and other magical effects that require it to sleep or dream, such as the {@spell dream} spell. Its body is considered a corpse for effects that animate corpses as undead, such as {@spell animate dead}, until its soul returns to its body.", + "If the body was raised as an undead by a spell or other effect, the effects are negated when its soul returns to its body.", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell of 5th-level or higher is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse} at 5th level or higher, if the DM allows. A {@spell remove curse} spell cast at the same level removes the curse." + ] + } + ] + }, + { + "name": "Tortured Reflection", + "source": "AEONSHaven", + "page": 53, + "featureType": [ + "Curse" + ], + "entries": [ + "When a creature affected by this curse is within 5 feet of a reflective surface that it can see, such as a mirror or still body of water, its reflection twists into a horrific, tortured visage and attempts to attack the target.", + "When the creature can see its reflection, it must make a DC 13 Wisdom saving throw or be {@condition frightened} of the reflective object. If it is within 5 feet of the reflective surface, it must succeed on a DC 13 Dexterity saving throw or be {@condition grappled} by its reflection until it uses an action to break free (escape DC 13).", + "If the body was raised as an undead by a spell or other effect, the effects are negated when its soul returns to its body.", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell of 4th-level or higher is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse} at 4th level or higher, if the DM allows. A {@spell remove curse} spell cast at the same level removes the curse." + ] + } + ] + }, + { + "name": "Unstable Immortality", + "source": "AEONSHaven", + "page": 53, + "featureType": [ + "Curse" + ], + "entries": [ + "When a creature affected by this curse completes a long rest, its body and racial traits are randomly altered as described in the {@spell reincarnate} spell. It also stops aging.", + "If the creature dies, its body reforms 24 hours later, as described by the reincarnate spell. If its body was destroyed, then a new one forms in the nearest unoccupied space to the place it died that will not damage the target and can support it without squeezing.", + "Every time the target dies and is reformed, its current and maximum hit points are halved. If it dies again before a week passes, its current and maximum hit points are halved again (to a minimum of 1 hit point). If a week passes and the creature has not died and been reformed, its current and maximum hit points are restored to normal the next time it completes a long rest.", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell of 9th level is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse} at 9th level, if the DM allows. A {@spell remove curse} spell cast at the same level removes the curse." + ] + } + ] + }, + { + "name": "Toxic Needs", + "source": "AEONSHaven", + "page": 53, + "featureType": [ + "Curse" + ], + "entries": [ + "A creature affected by this curse is immune to poison and the {@condition poisoned} condition, but can only nourish itself with food and drink that would be harmful to it.", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell of 4th-level or higher is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse} at 4th level or higher, if the DM allows. A {@spell remove curse} spell cast at the same level removes the curse." + ] + } + ] + }, + { + "name": "Wronged Rite", + "source": "AEONSHaven", + "page": 53, + "featureType": [ + "Curse" + ], + "prerequisite": [ + { + "spellcastingPrepared": true + } + ], + "entries": [ + "When a spellcaster affected by this curse changes its list of prepared spells at the end of a long rest, it must make a DC 17 saving throw using its spellcasting ability. On a failed save, the spells it prepares are altered.", + "The target prepares the same number of spells of each level that it intended to prepare, but the prepared spells are chosen randomly from the spells of that level that the creature can prepare (rerolling duplicates).", + { + "type": "inset", + "name": "Cursed", + "entries": [ + "This curse can be applied to any magic item the DM chooses. A magic item bearing this curse is only revealed to be cursed when an {@spell identify} spell is cast upon it, and attuning to the item or using any of its properties extends the curse to the bearer until a {@spell remove curse} spell of 8th-level or higher is cast upon it.", + "This curse can also be applied by casting {@spell bestow curse} at 8th level or higher, if the DM allows. A {@spell remove curse} spell cast at the same level removes the curse." + ] + } + ] + }, + { + "name": "Cottontouch Gloves", + "source": "AEONSHaven", + "page": 11, + "featureType": [ + "AI" + ], + "prerequisite": [ + { + "item": [ + "A pair of gloves" + ] + } + ], + "entries": [ + "A creature wearing these gloves can't damage or break an object it is holding, though it can take damage from other sources. The object does not age while held." + ] + }, + { + "name": "Delver's Cage", + "source": "AEONSHaven", + "page": 11, + "featureType": [ + "AI" + ], + "prerequisite": [ + { + "item": [ + "A cage large enough to fit a Tiny creature" + ] + } + ], + "entries": [ + "An illusion of a {@filter Tiny beast |bestiary|type=beast|size=t} appears in the cage. It requires no food or water, and performs only the most basic activities of the chosen beast. It falls {@condition unconscious} in the presence of toxic gas, inhaled poison, or other airborne hazards, but is immune to damage from them. If released from the cage while indoors, the creature takes the fastest safe route back to the entrance." + ] + }, + { + "name": "Dowsing Rod", + "source": "AEONSHaven", + "page": 11, + "featureType": [ + "AI" + ], + "entries": [ + "A creature holding this rod can use an action to cause the rod to slowly turn toward the nearest source of drinkable water or precious metal (user's choice)." + ], + "prerequisite": [ + { + "item": [ + "A rod, staff, or quarterstaff" + ] + } + ] + }, + { + "name": "Fragile Relic", + "source": "AEONSHaven", + "page": 8, + "otherSources": [ + { + "source": "TCE", + "page": 22 + } + ], + "featureType": [ + "AI" + ], + "prerequisite": [ + { + "level": { + "level": 17, + "class": { + "name": "Artificer", + "source": "TCE" + } + } + } + ], + "entries": [ + "Using this infusion, you replicate a rare and powerful item from the table below. You can learn this infusion multiple times; each time you do so, choose a magic item from the Fragile Relics table below. In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its creation.", + "You can use any of the item's properties, such as blowing the Iron Horn of Valhalla, casting {@spell scrying} from the crystal ball, or one minute of activity from the animated shield, once, after which the infused item ceases to be magical and your attunement to it ends. You can't use the magic item's properties again until you finish a long rest and reapply this infusion.", + { + "type": "table", + "caption": "Fragile Relics", + "colLabels": [ + "Magic Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Amulet of the planes}", + "Yes" + ], + [ + "{@item Crystal ball}", + "Yes" + ], + [ + "{@item Horn of Valhalla, Iron}", + "No" + ], + [ + "{@item Ring of invisibility}", + "No" + ], + [ + "{@item Rod of absorption}", + "No" + ], + [ + "{@item Sovereign glue}", + "No" + ], + [ + "{@item Universal solvent}", + "No" + ] + ] + } + ] + }, + { + "name": "Replicate Cursed Magic Item", + "source": "AEONSHaven", + "page": 8, + "otherSources": [ + { + "source": "TCE", + "page": 22 + } + ], + "featureType": [ + "AI" + ], + "prerequisite": [ + { + "level": { + "level": 10, + "class": { + "name": "Artificer", + "source": "TCE" + } + } + } + ], + "entries": [ + "Using this infusion, you replicate a curse that can be applied to a magic item, such as one of your other infused items. You can learn this infusion multiple times; each time you do so, choose a magic item or curse that you can make or apply with it, picking from the Curses table below. A table's title tells you the level you must be in the class to choose an item from the table.", + "In the tables, an item's entry tells you whether the curse requires the target to attune to the item. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making. If you apply a curse from Chapter 5 of this book, you instead apply it to another item that you infused. The first creature other than you that attunes to the item (or touches it if the curse does not require attunement) is cursed. A {@spell remove curse} spell cast at the level of your highest spell slot is required to break one of these curses.", + { + "type": "table", + "caption": "Curses (10th-level Artificer)", + "colLabels": [ + "Curse or Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@optfeature Consuming Love|AEONSHaven}", + "Yes" + ], + [ + "{@optfeature Deafening Silence|AEONSHaven}", + "No" + ], + [ + "{@optfeature Dream Weaver|AEONSHaven}", + "No" + ], + [ + "{@item Shield of missile attraction|dmg}", + "Yes" + ], + [ + "{@optfeature Tortured Reflection|AEONSHaven}", + "Yes" + ], + [ + "{@optfeature Toxic Needs|AEONSHaven}", + "Yes" + ] + ] + }, + { + "type": "table", + "caption": "Curses (14th-level Artificer)", + "colLabels": [ + "Curse or Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Berserker axe}", + "Yes" + ], + [ + "{@optfeature Sleep Like the Dead|AEONSHaven}", + "No" + ], + [ + "{@item Sword of vengeance}", + "Yes" + ] + ] + }, + { + "type": "table", + "caption": "Curses (17th-level Artificer)", + "colLabels": [ + "Curse or Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@optfeature Burden|AEONSHaven}", + "Yes" + ], + [ + "{@optfeature Dark Presence|AEONSHaven}", + "Yes" + ], + [ + "{@optfeature Fragile Immortality|AEONSHaven}", + "Yes" + ], + [ + "{@optfeature Unstable Immortality|AEONSHaven}", + "Yes" + ], + [ + "Choose 1 from the {@table Artifact Properties; Minor Detrimental Properties|dmg|Minor Detrimental Properties} table", + "Yes" + ] + ] + } + ] + }, + { + "name": "Replicate Magic Item", + "source": "AEONSHaven", + "page": 8, + "otherSources": [ + { + "source": "TCE", + "page": 12 + } + ], + "featureType": [ + "AI" + ], + "entries": [ + "This infusion adds a number of magic items from this book to the artificer's Replicate Magic Item infusion. The core mechanical text of the feature is restated below:", + "sing this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.", + "In the tables, an item's entry tells you whether the item requires attunement. See the item's description in Chapter 6, Magic Items, of this book for more information about it, including the type of object required for its making.", + { + "type": "table", + "caption": "Replicable items (2nd-level Artificer)", + "colLabels": [ + "Curse or Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Draftsman's lens|AEONSHaven}", + "No" + ], + [ + "{@item Florch|AEONSHaven}", + "No" + ], + [ + "{@item Homeward guide|AEONSHaven}", + "No" + ] + ] + }, + { + "type": "table", + "caption": "Replicable Items (6th-level Artificer)", + "colLabels": [ + "Magic Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Dust mantle|AEONSHaven}", + "Yes" + ] + ] + }, + { + "type": "table", + "caption": "Replicable items (10th-level Artificer)", + "colLabels": [ + "Magic Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Chronolock pistol|AEONSHaven}", + "Yes" + ], + [ + "{@item Chronolock rifle|AEONSHaven}", + "Yes" + ] + ] + }, + { + "type": "table", + "caption": "Replicable items (14th-level Artificer)", + "colLabels": [ + "Magic Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Chronolock bomb|AEONSHaven}", + "Yes" + ], + [ + "{@item Scorching sun|AEONSHaven}", + "Yes" + ] + ] + }, + { + "type": "table", + "caption": "Replicable items (17th-level Artificer)", + "colLabels": [ + "Magic Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Aether touch|AEONSHaven}", + "Yes" + ], + [ + "{@item Golem core|AEONSHaven}", + "Yes" + ] + ] + } + ] + }, + { + "name": "Spelunker's Boots", + "source": "AEONSHaven", + "page": 11, + "featureType": [ + "AI" + ], + "entries": [ + "A creature wearing these boots gains a climbing speed equal to its base walking speed, and has {@sense tremorsense|MM} in a 30-foot radius." + ], + "prerequisite": [ + { + "level": { + "level": 14, + "class": { + "name": "Artificer", + "source": "TCE" + } + }, + "item": [ + "A pair of boots" + ] + } + ] + }, + { + "name": "Amulet of Resurrection", + "source": "AEONSHaven", + "page": 36, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "pact": "Talisman", + "level": { + "level": 12, + "class": { + "name": "Warlock" + } + } + } + ], + "entries": [ + "If you die while within 15 feet of your talisman, your talisman is not destroyed, and your soul enters it. Your talisman can be used in place of your corpse to restore you to life or target you with spells that affect corpses, such as {@spell speak with dead} or {@spell animate dead}. Time spent with your soul inside the talisman doesn't count against the time limit of spells such as {@spell raise dead} and {@spell revivify} that would restore you to life." + ] + }, + { + "name": "Ancient Secrets", + "source": "AEONSHaven", + "page": 36, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "pact": "Tome" + } + ], + "entries": [ + "When you finish a long rest, choose a spell from your expanded spell list that you do not already know and is of a level you can cast. You can cast this spell at its normal level a number of times equal to your Charisma modifier. You regain all expended castings of this spell when you finish a long rest." + ] + }, + { + "name": "Crown Prince", + "source": "AEONSHaven", + "page": 36, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "pact": "Talisman", + "level": { + "level": 17, + "class": { + "name": "Warlock" + } + } + } + ], + "entries": [ + "When another creature holds or wears your talisman, it adds any warlock spells you know to its spell list, using its own spell slots and spellcasting ability to cast them." + ] + }, + { + "name": "Dubbing Ceremony", + "source": "AEONSHaven", + "page": 36, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "pact": "Blade", + "level": { + "level": 17, + "class": { + "name": "Warlock" + } + } + } + ], + "entries": [ + "You can use an action to touch a {@condition prone} creature other than you with your pact weapon and grant it proficiency in all armor and weapons. In addition, it gains a +3 bonus to weapon attack and damage rolls, and its weapon attacks become magical. If its attacks already have a bonus to attack and damage rolls, the total bonus cannot exceed +3. The target retains these benefits until you grant them to another creature." + ] + }, + { + "name": "Dust to Dust", + "source": "AEONSHaven", + "page": 36, + "featureType": [ + "EI" + ], + "entries": [ + "When you reduce a creature to 0 hit points, you can teleport to a space within 30 feet of it that you can see." + ] + }, + { + "name": "Groundbreaker", + "source": "AEONSHaven", + "page": 37, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "pact": "Blade", + "level": { + "level": 7, + "class": { + "name": "Warlock" + } + } + } + ], + "entries": [ + "Whenever you hit an object or structure with your pact weapon, the hit is a critical hit and ignores the target's damage threshold, if it has any. You can use an action to touch your pact weapon to a portion of loose earth within reach and cast {@spell underground rain|AEONSHaven} from that point." + ] + }, + { + "name": "Lord's Refreshments", + "source": "AEONSHaven", + "page": 37, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "pact": "Chain" + } + ], + "entries": [ + "Your familiar learns the {@spell create food and water} spell, which it can cast once, and must complete a long rest before it does so again. When your familiar casts the spell in this way, it creates two pounds of food and two gallons of water (or wine), enough to sustain two humanoids for 24 hours. The food created by this spell is delicious, and of exceptional quality." + ] + }, + { + "name": "Sweet Dreams", + "source": "AEONSHaven", + "page": 37, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "pact": "Chain" + } + ], + "entries": [ + "Your familiar does not need to sleep to gain the benefits of a long rest, but instead spends 8 hours doing light activity. In this state, creatures that spend at least 4 hours interrupted hours of a long rest within 60 feet of your familiar regain additional expended hit dice equal to your Charisma modifier (a minimum of 1). Both your familiar and any conscious creatures within the aura know when another creature enters the aura, but not where." + ] + }, + { + "name": "Tomb Guardian", + "source": "AEONSHaven", + "page": 37, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Warlock" + } + } + } + ], + "entries": [ + "You can cast {@spell meld into stone} at-will, without expending a spell slot. So long as you are underground or indoors, you can cast {@spell commune with nature} without expending a spell slot or suffering any penalties from being inside a building or underground. You can also use the spell to detect powerful humanoids, beasts, and monstrosities in addition to fey, fiends, elementals, or undead." + ] + }, + { + "name": "Written in Stone", + "source": "AEONSHaven", + "page": 37, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "pact": "Tome", + "level": { + "level": 5, + "class": { + "name": "Warlock" + } + } + } + ], + "entries": [ + "You can use an action to transform your Book of Shadows into a stone object carved with arcane letters, such as massive tablet or an obelisk. The object fills a 5-foot cube and has AC 15 and 180 hit points. All writing in your book appears on the stone, and you can use all your features that rely on your pact boon normally as long as you can see the object. You can use your action to touch the stone and return it to your book's form. If the stone is destroyed, you can recover your Book of Shadows as normal.", + "Any creature that would be crushed between the stone and another surface when it appears is instead harmlessly shunted into the nearest unoccupied space." + ] + }, + { + "name": "Excavating Spell", + "source": "AEONSHaven", + "page": 33, + "featureType": [ + "MM" + ], + "consumes": { + "name": "Sorcery Point", + "amount": 1 + }, + "entries": [ + "When you cast a spell that affects an area or creatures within the area, you can spend 1 sorcery point to turn the ground inside the area into difficult terrain until the spell ends. If the spell is instantaneous, the difficult terrain lasts for 1 minute." + ] + }, + { + "name": "Patient Spell", + "source": "AEONSHaven", + "page": 33, + "featureType": [ + "MM" + ], + "consumes": { + "name": "Sorcery Point", + "amountMin": 1, + "amountMax": 20 + }, + "entries": [ + "When you cast a spell that targets a single creature and the target fails its saving throw or you hit the target, you can spend any number of sorcery points to delay the spell's effects by 10 minutes per point spent. You can trigger the spell's effects, including damage, at any time (no action required), even if you no longer meet the requirements for casting the spell (such as seeing the target)." + ] + }, + { + "name": "Spectral Spell", + "source": "AEONSHaven", + "page": 33, + "featureType": [ + "MM" + ], + "consumes": { + "name": "Sorcery Point", + "amount": 3 + }, + "entries": [ + "When you cast a spell, you can spend 3 sorcery points to change the spell's damage type (if any) to necrotic damage. Targets of the spell do not benefit from cover, including full cover." + ] + } + ], + "spell": [ + { + "name": "Amerac's Hourglass", + "source": "AEONSHaven", + "page": 41, + "level": 9, + "school": "A", + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a marble hourglass filled with gold dust worth at least 5,000 gp", + "cost": 500000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You call forth the sands of time to restore the former glory of the ancient past. Choose a 500-foot cube centered on a point you can see within range. All objects within the area are rebuilt to their original state. Any displaced parts within range are moved into their original resting place, and the golden sand replaces those that have been removed or destroyed. The sand takes on the form and properties of the original material.", + "Any creature or object in a space that a rebuilt object would occupy is safely moved to an unoccupied space within 5 feet of the object." + ], + "miscTags": [ + "OBJ", + "SGT" + ] + }, + { + "name": "Analytic Encapsulation", + "source": "AEONSHaven", + "page": 41, + "level": 4, + "school": "A", + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a translucent glass orb carved with arcane runes worth at least 50 gp", + "cost": 5000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A sphere of shimmering force covered in glowing text encloses a Huge or smaller creature or object within range. If the target is an unwilling creature, it must make a Wisdom saving throw. On a failed save, the target is enclosed for the duration.", + "Nothing–not physical objects, energy, or other spell effects–can 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 floats in mid-air, and does not move from the spot that it was created.", + "On subsequent turns, you can use an action to learn one of the following pieces of information about the target, which is written by shifting runes on the surface that only you can read:", + { + "type": "list", + "items": [ + "One damage immunity, resistance, or vulnerability.", + "How it was created.", + "One tale, myth, or legend about its exploits.", + "One special feature or trait.", + "The damage type and dice of its most damaging attack.", + "Its age.", + "If there are other objects or creatures of the same abilities (for objects) and species (for creatures), or if the target is unique.", + "The origin of the materials used to create an object inside it." + ] + }, + "Every time you use an action to learn something new about an unwilling creature, it can repeat the save, ending the effect on itself on a success.", + "You can use this action a number of times equal to your spellcasting ability modifier (a minimum of once). After the final question, the spell ends, and the target cannot be affected by this spell for the next 24 hours." + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Animate Husk", + "source": "AEONSHaven", + "page": 41, + "level": 2, + "school": "N", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You channel temporary life-force into a Medium or smaller corpse, statue, or construct and animate it into a husk.", + "An animated corpse uses the statistics of a zombie, and a statue or construct uses the statistics of a hollow.", + "On each of your turns, you can use a bonus action to mentally command the creature if it is within 60 feet of you. You decide what actions it 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 such commands, the creature only defends itself against hostile creatures. Once given an order, the hollow continues to follow it until its task is complete.", + "The spell ends if the hollow is reduced to 0 hit points. When the spell ends, it reverts to an inanimate state." + ], + "miscTags": [ + "UBA" + ] + }, + { + "name": "Blaze of Glory", + "source": "AEONSHaven", + "page": 41, + "level": 8, + "school": "T", + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You reignite the fires of youth within a willing creature you touch, restoring it to its ultimate glory. Its body, mind, and soul are reverted to the prime of its life, and any nonmagical poison or disease affecting it is removed, as are all levels of {@condition exhaustion}. It is also immune to magical effects that would increase its age." + ], + "conditionInflict": [ + "exhaustion" + ] + }, + { + "name": "Corpse Explosion", + "source": "AEONSHaven", + "page": 42, + "level": 2, + "school": "N", + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A corpse that you can see within range decays suddenly and explodes in a shower of viscera. Each creature within 10 feet of the corpse must make a Dexterity saving throw. On a failure, a target takes an amount of bludgeoning damage determined by the size of the exploded corpse, or half as much on a success.", + "A Tiny corpse deals {@damage 4d4} damage, Small corpses deal {@dice 4d6}, Medium corpses {@dice 4d8}, Large {@dice 4d10}, Huge {@dice 4d12}, and Gargantuan {@dice 4d20}.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by one die for each slot level above 2nd." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Crystallization", + "source": "AEONSHaven", + "page": 42, + "level": 1, + "school": "T", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "A crystalline lattice threads through the structure of a Small or smaller object that you touch, making it immune to all damage and otherwise unable to be destroyed until the spell ends. This reinforcement does not impede the object's ability to move or flex, nor does it enhance it beyond its additional durability.", + "For example, armor targeted by this spell does not grant an increased bonus to AC, or reduce damage taken, but it is immune to all damage and cannot be destroyed by features such as a rust monster's Rust Metal. Similarly, a rope becomes indestructible for the duration, but can be tied or untied as normal.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level, you can target a Medium or smaller object. You can target a Large object with a slot of 5th level, a Huge object with a slot of 7th level, and a Gargantuan object with a slot of 9th level.", + "Despite its youthful vigor, the target's natural lifespan remains unchanged.", + "The first time the creature is reduced to 0 hit points, it remains conscious and its body is engulfed in harmless flames. For the next hour, the target can act normally, is immune to all damage, and does not have to make death saving throws.", + "After the hour ends, the target dies, and its body is reduced to ashes, and it cannot be restored to life by any means short of a wish spell. No magic or effect can prevent this death and the destruction of its body, even if the spell ends early." + ] + } + ], + "miscTags": [ + "MAC", + "OBJ" + ] + }, + { + "name": "Buried Blade", + "source": "AEONSHaven", + "page": 42, + "level": 4, + "school": "C", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a metallic disc sharpened around the rim" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You trace a path on a solid surface within range in a straight line up to 60 feet long. The path is nearly {@condition invisible} and requires a successful Intelligence ({@skill Investigation}) check against your spell save DC to find.", + "Whenever a creature steps onto the path for the first time on a turn or starts its turn there, a 5-foot-wide circular blade of magical force protrudes from the surface and travels along the path before vanishing. Each creature within the path must make a Dexterity saving throw, taking {@damage 4d6} slashing damage on a failed save, or half as much damage on a successful one.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d6} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "slashing" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Celestial Ray", + "source": "AEONSHaven", + "page": 42, + "level": 0, + "school": "V", + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a piece of moonstone worth at least 10 gp", + "cost": 1000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cast a pale ray of moonlight from your palm. Make a ranged spell attack against one creature you can see. On a hit, the target takes {@damage 1d8} radiant damage. If the targeted is afflicted by a curse, it instead takes {@damage 1d12} radiant damage.", + "The spell's damage increases by one die when you reach", + "5th level ({@dice 2d8} or {@dice 2d12}), 11th level ({@dice 3d8} or {@dice 3d12}), and 17th level ({@dice 4d8} or {@dice 4d12})." + ], + "damageInflict": [ + "radiant" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "FMV", + "SCL", + "SGT" + ] + }, + { + "name": "Chain of Solidarity", + "source": "AEONSHaven", + "page": 42, + "level": 0, + "school": "C", + "groups": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ], + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "You create a magical connection between yourself and one willing creature that you touch. Once connected, if either creature falls or would take damage from a trap or area of effect (but not attack rolls from a creature), the other can use its reaction to pull the creature 10 feet toward it before the target takes damage or falls. If this movement moves the target within 5 feet of the other, it can grapple the creature as part of the same reaction so long as it has one free hand.", + "The spell ends once used in this way, if you or the target cast this spell again, move more than 30 feet away from one another, or are separated by full cover." + ], + "miscTags": [ + "FMV" + ] + }, + { + "name": "Harmonic Obelisk", + "source": "AEONSHaven", + "page": 43, + "level": 3, + "school": "T", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "A small stone tower carved with ornate runes rises from a surface you can see within in range. The tower is 10 feet high and 5 feet wide, has AC 15 and 30 hit points, and is made of three parts: a taller lower half, a shorter, moving upper half, and connectors such as rods or tendrils of energy which connect the two and allow the upper half to move.", + "Until the spell ends, you can use a bonus action to make the upper part of the tower rise and strike the lower one. Any creature in the space between the two parts is harmlessly shunted to the nearest unoccupied space. The impact shakes the ground–every creature standing on the same surface as the tower within 20 feet of the tower must make a Dexterity saving throw. On a failed save, a target falls {@condition prone}.", + "Creatures which are partially or fully submerged beneath the surface of the ground instead make a Constitution saving throw. On a failed save, a target takes {@damage 3d12} bludgeoning damage and is knocked {@condition prone}. An underground creature that succeeds on its saving throw takes half as much damage and isn't knocked {@condition prone}.", + "Finally, the affected area is difficult terrain for any creature that burrows through the earth until the start of your next turn.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the radius of the area the tower shakes increases by 5 feet and the damage increases by {@dice 1d12} for every level above 3rd." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "constitution", + "dexterity" + ], + "miscTags": [ + "DFT", + "SGT", + "UBA" + ] + }, + { + "name": "Engrave", + "source": "AEONSHaven", + "page": 43, + "level": 2, + "school": "T", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You touch a Large or larger object made of nonmagical wood or stone and engrave a message in shallow letters of up to 10 words in a language you understand upon a part of its surface that fits within a 5-foot square. This message cannot be easily removed, but cannot be deep enough to alter or damage the structure.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the number of words you can engrave increases by 5 for every spell level above 1st. When you use a spell slot of 5th level or higher, you can engrave the message into nonmagical metal." + ] + } + ] + }, + { + "name": "Erase", + "source": "AEONSHaven", + "page": 43, + "level": 0, + "school": "I", + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You touch an object with writing on it and remove up to 50 words of your choice from it for the duration. If you touch a spell scroll of 1st level or lower, the words of the spell fade and the scroll crumbles to ash.", + "You can destroy a 2nd-level scroll when you reach 5th level, a 3rd- or 4th-level scroll when you reach 11th level, and a 5th-level scroll when you reach 17th level." + ], + "miscTags": [ + "OBJ", + "SCL" + ] + }, + { + "name": "Fortify Defenses", + "source": "AEONSHaven", + "page": 43, + "level": 4, + "school": "A", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a silver chain worth at least 100 gp", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "Magic extends from a 30-foot cube originating from a point you touch and solidifies into a defensive perimeter that wards the area against prying eyes. Until the spell ends, the area can't be targeted by divination magic or perceived through magical scrying sensors. Any walls or floor within the spell's area cannot be damaged by non-magical means.", + "If a spell of the same level or lower than the spell slot you used to cast this spell would damage or alter any object within the area, the caster must make an ability check against your spell save DC using its spellcasting ability. On a failure, the spell fails and has no effect; if you are on the same plane of existence, you are aware of the attempt, whether the target succeeds or fails.", + "If you cast this spell on the same area every day for 1 year, the effect lasts until it is dispelled.", + { + "type": "entries", + "name": "At Higher Levels.", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the size of the cube increases by 30 feet for each slot level above 4th." + ] + } + ] + }, + { + "name": "Immortal's Penance", + "source": "AEONSHaven", + "page": 44, + "level": 9, + "school": "A", + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a sarcophagus made of stained glass worth at least 15,000 gp, which the spell consumes", + "cost": 1500000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You weave rays of heavenly light into a prison to contain sinners. Choose a creature you can see within range. That creature must succeed on a Charisma saving throw or be trapped within the glass, which can take the form of a crystal, a suit of glass armor, a patterned window, a sarcophagus, or another form of your choosing appropriate to your god. The prison is the same size as the target, and occupies no additional space. The creature can still move within this prison, which moves with it, even when teleporting or moving between planes.", + "A creature imprisoned by this spell is immune to all damage and conditions, but can take no action that would directly or indirectly harm another creature. It no longer needs to eat, sleep, drink, or breathe, and it is aware of its surroundings. Any of its features that affect creatures around it are contained within the crystalline cell. This spell can only be ended by the wish spell or through divine intervention." + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Judgement", + "source": "AEONSHaven", + "page": 44, + "level": 9, + "school": "C", + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You summon a judge with dominion over all creation (such as an Inevitable or the servant of a god of law) to sentence one creature within range that you can see.", + "The target must make a Charisma ({@skill Deception}) or Charisma ({@skill Persuasion}) check against your spell save DC. On a failed save, it suffers one of the following effects of your choice:", + { + "type": "entries", + "name": " Forgotten", + "entries": [ + "The target's name disappears from all written records. Any creature that tries to remember its name must first succeed on a DC 20 Intelligence saving throw, after which it remembers the target and information about it for the next hour." + ] + }, + { + "type": "entries", + "name": " Exiled", + "entries": [ + "The target is teleported to a location on the current or another plane of existence of your choice, and any spell, ability, or device that would teleport it or return it to its home plane automatically fails for 1 month." + ] + }, + { + "type": "entries", + "name": " Betrayed", + "entries": [ + "Every creature that sees the target becomes hostile to it for one month, even those with a positive relationship with the target. A creature {@condition prone} to violence may attack the target, while others are unfriendly and may deny the target hospitality, business, or aid." + ] + } + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SGT", + "SMN" + ] + }, + { + "name": "Livia's Spectral Theater", + "source": "AEONSHaven", + "page": 44, + "level": 5, + "school": "I", + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "A silk veil worth at least 50 gp", + "cost": 5000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You touch an object that fits inside a 30-foot cube and give it a temporary ghostly appearance. The object appears translucent for creatures you choose when you cast the spell. Those creatures can see through the object for the duration, but creatures and objects on the other side appear blurred and indistinct.", + "If you touch an object larger than a 30-foot cube, then a section of the object appears translucent within a 30-foot cube, originating from the point you touch.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 6th or 7th level, creatures you choose can hear sounds through the object. If you use a spell slot of 8th or 9th level, the spell's area increases to a 60-foot cube." + ] + } + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Lycanthropize", + "source": "AEONSHaven", + "page": 45, + "level": 9, + "school": "T", + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "A golden sickle worth at least 100 gp, and rare herbs worth at least 1,000 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Invoking an ancient, forbidden ritual, you transform a humanoid you touch into a lycanthrope. If the target is not illuminated by the light of the full moon when the spell takes effect, the spell fails and the target suffers four levels of {@condition exhaustion}.", + "Choose a Beast with a Challenge Rating of 1 or lower. The target is cursed with a form of lycanthropy associated with that creature. This curse cannot be removed by any means short of the wish spell or the remove curse spell cast at 9th level. The target gains the following traits:", + { + "type": "entries", + "name": " Lycanthropy", + "entries": [ + "The target can use its action to polymorph into the chosen beast, into a hybrid of the beast and its humanoid form, or back into its true form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.", + "While in beast form, it is limited in the actions it can perform by the nature of its true form; it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of those actions. While in hybrid form, the target maintains all its statistics, but also gains access to the actions and traits found in the statistics of the chosen Beast.", + "When transformed into its hybrid or bestial shape, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that are not silvered. If the target starts its turn in contact with silver or is damaged by a silvered weapon, it is {@condition poisoned} until the start of its next turn." + ] + }, + { + "type": "entries", + "name": " Mooncursed", + "entries": [ + "While under the full moon, the target is forced into a feral version of its hybrid form. It loses the ability to speak in its hybrid form, its Intelligence, Wisdom, and Charisma scores become those of the chosen Beast, and it cannot return to its humanoid form. In this state, the target loses its sense of self and actively hunts other creatures, slaughtering them violently before moving on to its next target.", + "Any creature bitten by the target in this state must make a DC 12 Constitution saving throw. On a failure, it is afflicted with the same kind of lycanthropy." + ] + } + ], + "conditionInflict": [ + "exhaustion", + "poisoned" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Malicious Misconception", + "source": "AEONSHaven", + "page": 45, + "level": 5, + "school": "I", + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a vial of oil processed from a snake" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You utter a statement of up to 10 words about yourself, which fundamentally alters the way others perceive you. For the duration, any creature that can see or hear you must make an Intelligence saving throw. On a failed save, that creature believes the statement to be true. A creature rationalizes its understanding in a way that seems reasonable to it as long as the statement is plausible, using context that allows it to believe it came to that conclusion independently. It will act logically based on this misconception, including fighting back or fleeing if attacked.", + "After the spell ends, a creature affected by this spell may continue to believe the misconception, or realize it has been fooled, depending on your actions.", + "A creature that succeeded on its saving throw can use an action to attempt to convince an affected creature that can see and hear it that the statement is false, which allows it to repeat its saving throw with advantage. The saving throw can be repeated any number of times, even after the spell ends." + ], + "savingThrow": [ + "intelligence" + ] + }, + { + "name": "Mass Overlook", + "source": "AEONSHaven", + "page": 45, + "level": 4, + "school": "E", + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to remove all memory of yourself from up to six creatures within range that you can see. Each target must make a Wisdom saving throw. On a failed save, you are hidden from those creatures, and they forget you exist until the spell ends. If you target an affected creature with an attack or spell, damage it, or interact with it, the target can repeat the saving throw, ending the effect on itself on a success.", + "A creature that successfully ends the effect on itself in this way can use its action to convince a target within 5 feet of it of your existence, allowing that creature to repeat the saving throw. While a target is affected by the spell, it rationalizes any illogical outcomes that come from interacting with your or the consequences of your actions.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th or 6th level, the spell's duration increases to 1 hour. When you use a spell slot of 7th level or higher, you can maintain your {@status concentration} on the spell for up to 8 hours." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Old Growth", + "source": "AEONSHaven", + "page": 45, + "level": 9, + "school": "T", + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 24, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a leaf or mushroom frozen in amber, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You raise your arms and cause plantlife to erupt from the ground within a 500-foot radius around a point you can see within range.", + "Any structure in contact with the ground when you cast this spell takes 250 piercing damage as ancient roots expand into its foundations and branches push through its walls. If this spell reduces a structure to 0 hit points, the structure collapses harmlessly into rubble. Creatures within a collapsing structure suffer no damage, as growing vegetation within the building deflects falling debris or suspends it above them.", + "Any surviving structure or natural terrain within the area (such as a cliff) becomes choked with vines, ferns, and other plant life that cover its surface, which makes it easily climbable.", + "Massive, ancient vegetation (such as trees or mushrooms) erupts from the ground within range. Each ancient plant has a trunk radius of {@dice 1d4 * 5} feet and a height of {@dice 2d6 * 25} feet, and must sit at least 30 feet away from any other ancient plant. The spread of ancient roots and thick vegetation in a 30-foot-radius around each ancient plant makes that area difficult terrain, and dim light shrouds the space between their overlapping canopies.", + "The smaller plants within the area are always under the enriching effects of the plant growth spell, yielding twice as much food when harvested or foraged.", + "Pollutants, hallowed ground, and desecrated ground within the chosen area are instantly cleansed. Beasts, plants, druids, and fey within the area have advantage on ability checks and saving throws while within the spell's area.", + "Spells that you cast that create a hallowed or blessed area, such as {@spell druid grove} or {@spell relinquish to nature} require no material components when cast within this spell's area, and spells you cast that summon creatures require no material components and conjure one additional creature of the same type when cast within the affected area." + ], + "damageInflict": [ + "piercing" + ], + "miscTags": [ + "LGT", + "SGT" + ] + }, + { + "name": "Overlook", + "source": "AEONSHaven", + "page": 46, + "level": 2, + "school": "E", + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to remove all memory of yourself from a creature within range. The target must make a Wisdom saving throw. On a failed save, you are hidden from that creature, which forgets you exist and cannot perceive you until the spell ends. If you target the creature with an attack, spell, or other effect, or interact with it in any way, it can repeat the saving throw, ending the effect on itself on a success.", + "While a target is affected by this spell, it rationalizes any illogical outcomes that result from interacting with you or your actions.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your {@status concentration} on the spell for up to 1 hour. When you use a spell slot of 5th level or higher, you can maintain your {@status concentration} on the spell for up to 8 hours." + ] + } + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Pass the Torch", + "source": "AEONSHaven", + "page": 46, + "level": 9, + "school": "N", + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an artifact of a dead civilization worth at least 25,000 gp, which the spell consumes", + "cost": 2500000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You touch the eyes of an {@condition unconscious} creature that is not an undead or construct. The target must have less than one-quarter of its natural lifespan left. If it is willing to pass on, the target dies. Its body is protected from decay, can't become undead, and can't be restored to life by any means short of a wish spell.", + "When the target dies, its soul materializes and hovers around you for 10 minutes, during which it can communicate normally, but can't move more than 30 feet away from you. If you touch another willing creature while the soul is near you (including yourself), the creature you touch gains all the features, traits, proficiencies, and ability scores (if the target's score is higher than the touched creature) of the targeted creature.", + "After 10 minutes, the target's soul departs for the afterlife of its choosing, if any." + ], + "conditionInflict": [ + "unconscious" + ] + }, + { + "name": "Phantom Trap", + "source": "AEONSHaven", + "page": 46, + "level": 1, + "school": "I", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You draw upon your memories of engineering to trace an illusory mechanism that fools trespassers. Choose a Small or smaller object, such as a window or doorway, that you can see within range. The object appears to be trapped, though the form of the trap is indistinct and left to the imagination of the spell's targets.", + "When you cast this spell, you can designate any number of creatures to be unaffected by the spell.", + "When a creature interacts with the object or tries to disarm the illusory trap, it and other creatures that can see the trap must make a Wisdom saving throw. On a failed save, it is {@condition frightened} of the trap for 1 minute, as the trap appears to activate. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "If the trap activates or you cast this spell again, the spell ends." + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "OBJ", + "SGT" + ] + }, + { + "name": "Place of Honor", + "source": "AEONSHaven", + "page": 46, + "level": 8, + "school": "N", + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a holy symbol worth at least 10 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You inter the corpses of up to 500 creatures within 1 mile of you that died of similar causes (such as a plague or a battle) within 1 month of each other in a 50-foot square mass grave.", + "As you finish casting the spell, you can raise a memorial to mark the field of dead, such as a burial mound, a stele, an obelisk, a pyramid, or a field of inverted swords.", + "These corpses can't be turned into undead. Any creature in the area that attempts to attack another creature or desecrate the grave site in some way (such as by excavating bodies or damaging the grave marker) must make a Wisdom saving throw.", + "On a failed save, the creature loses the attack or spell, or cannot attempt to desecrate the mass gave for another 24 hours. A target is unaffected if it is immune to being {@condition charmed}." + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Portcullis", + "source": "AEONSHaven", + "page": 46, + "level": 2, + "school": "C", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an iron spike, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You conjure and install a spiked portcullis in an archway or doorway that you can see within range. When you cast the spell, or as a reaction when a creature walks through the doorway, you can allow the portcullis to drop. When the portcullis falls, each creature beneath the doorway must make a Dexterity saving throw. A target takes {@damage 2d12} piercing damage on a failed save, or half as much on a success.", + "If a target survives the initial damage, it is pushed to one side of the portcullis (determined at random). After the portcullis falls, it remains there until the spell ends. It has AC 15 and 30 hit points, and is immune to poison and psychic damage. If the portcullis is destroyed, the spell ends.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d12} and the portcullis' HP increases by 15 for every slot level above 2nd.", + "Once before the spell ends, the target can use an action to use a 1st-level spell scroll, even if it can't cast spells or the scroll contains a spell that isn't on its spell list.", + "At Higher levels. When you cast this spell using a spell slot of 2nd level or higher, the target can use a spell scroll equal to or lower than the slot level expended." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Relinquish to Nature", + "source": "AEONSHaven", + "page": 47, + "level": 6, + "school": "I", + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "Remains from a beast, fey, plant, or monstrosity with a Challenge Rating of 6 or higher from the same biome as the target area, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "You touch a point on the ground and infuse an area around it with primordial, mind-clouding power. The area can have a radius of up to 200 feet. The spell fails if a creature other than you with an Intelligence of 4 or higher enters the area while you cast the spell.", + "Beasts and plants of non-evil alignment can interact with the area as normal. Any other creature, including creatures polymorphed into beasts such as werewolves or druids using the shapechange spell or their Wild Shape feature, must make an Intelligence saving throw when it enters or observes the area.", + "On a failed save, the creature cannot see, smell, sense, or otherwise perceive anything inside the area. If it enters the area, it is teleported to the other side without realizing it was teleported.", + "The area appears to be a nondescript continuation of the surrounding area with no outstanding features, and any inconsistencies between the area and its surroundings are rationalized by observers as tricks of the light or imagination." + ], + "savingThrow": [ + "intelligence" + ] + }, + { + "name": "Quicksand", + "source": "AEONSHaven", + "page": 47, + "level": 7, + "school": "T", + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true, + "m": "a vial of sand and water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You liquefy ground made of stone, earth, or sand in a 30-foot radius centered on a point within range. The material dissolves into a pit of quicksand 30 feet deep, transforming the surface into difficult terrain. A creature or object that can't support itself over the quicksand (such as with a foundation outside the affected area or clinging to a rope) begins to sink.", + "Each creature and object that starts its turn in the quicksand or enters it for the first time on a turn must make a Strength saving throw. On a failed save, a target is {@condition restrained}.", + "A creature or object {@condition restrained} by this spell must make another Strength saving throw at the end of each of its turns. If a target succeeds on three of these saves, it is no longer {@condition restrained}. If it fails three of these saves, it sinks beneath the surface for the duration.", + "A sunken creature is {@condition restrained} and {@condition blinded}, has total cover against all attacks and other effects, and begins suffocating. In addition, it takes {@damage 6d6} bludgeoning damage at the start of each of its turns until it is freed.", + "A creature outside the spell's area can use the {@action Help} action on a creature {@condition restrained} by the sand, granting it advantage on the next Strength saving throw it makes against this spell.", + "When the spell ends, the quicksand resolidifies, returning to its original state and shunting all creatures and objects within it to the nearest unoccupied space above ground." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "blinded", + "restrained" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Read Magic", + "source": "AEONSHaven", + "page": 47, + "level": 1, + "school": "D", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a crystal lens worth at least 5 gp", + "cost": 500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "A willing creature you touch opens its eyes to magic. Until the spell ends, the target knows if any text it sees is affected by magic or can conjure a magical effect, such as text created by the glyph of warding or illusory script spells).", + "A creature that moves within 30 feet of the cylinder for the first time on a turn or starts its turn there is pulled 10 feet toward it. To move away from the cylinder while within 30 feet of it, a creature must first succeed on a Strength saving throw.", + "When a creature enters the cylinder for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, a target takes {@damage 4d6} bludgeoning damage and has disadvantage on its next Strength saving throw to move away. On a success, a target takes half as much damage and suffers no additional effects.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d6} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV" + ] + }, + { + "name": "Search Archive", + "source": "AEONSHaven", + "page": 48, + "level": 2, + "school": "D", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a magnifying glass" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "As part of casting this spell, and as an action on a later turn, you speak a question seeking knowledge, which flows through the text of all scrolls, books, tomes, tablets, and other written documents in a 5-foot cube within range.", + "Each document that contains relevant information rises into the air and moves harmlessly to a prominent position within the cube, where it floats for the duration or until you select another cube.", + "The document also opens, unfurls, or unrolls to display information relevant to the question. Until the spell ends or you choose another cube, that information glows faintly, shedding dim light in a 5-foot radius in a color of your choice while the document is open, and no light when closed. When the spell ends or you choose another cube, all animated documents within the cube return harmlessly to their original positions.", + "The relevancy of information revealed is determined by the DM, but is always applicable to the intended meaning rather than merely matching keywords from the question. The spell cannot open locked books or open clasps or other fasteners that require more than 5 lbs. of force to open. If the floating texts are moved within the cube, they float harmlessly at their current position. If moved outside the cube or you choose a different cube, they no longer float, but the glowing text remains until the spell ends.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can maintain one additional target cube at the same time for each spell slot level above 2nd." + ] + } + ], + "miscTags": [ + "LGT" + ] + }, + { + "name": "Rouse Minefield", + "source": "AEONSHaven", + "page": 48, + "level": 5, + "school": "V", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a shovel, a keg of gunpowder worth at least 250 gp, and a hollow iron sphere carved with arcane runes worth at least 20 gp, all of which the spell consumes", + "cost": 25000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You activate six underground explosives, which you plant as part of casting this spell, or that were abandoned after a long-forgotten war. Each is buried just below the ground at a point you can see within range. Each mine is 1 inch in diameter, and leaves the ground above it undisturbed and is undetectable to any creature without {@sense truesight} or {@sense tremorsense|MM} until it is unearthed or detonates. When a creature moves within 5 feet of a mine, it explodes. Each creature within 15 feet of the mine must make a Dexterity saving throw. A creature takes {@damage 4d8} thunder damage on a failed save, or half as much on a success. When you cast this spell, you can designate any number of creatures. These creatures don't activate the mines, but still take damage from them if another creature activates them." + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Sandblast", + "source": "AEONSHaven", + "page": 48, + "level": 1, + "school": "V", + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of sand" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You blast a stream of sand into the eyes of a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it has disadvantage on attack rolls that rely on sight for the next minute or until it uses an action to clear its eyes.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Sand Torrent", + "source": "AEONSHaven", + "page": 48, + "level": 3, + "school": "V", + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pouch of dry sand" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You let loose a whirling torrent of blinding sand from your outstretched hand. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a target takes {@damage 4d6} piercing damage and is {@condition blinded} for 1 minute, or until it uses an action to clear the sand from its eyes. On a successful save, a target takes half as much damage and isn't {@condition blinded}.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "piercing" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Sand Vortex", + "source": "AEONSHaven", + "page": 48, + "level": 4, + "school": "V", + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of sand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You whip up a 10-foot-radius, 30-foot-high cylinder of swirling sand centered on a point within range. The area becomes difficult terrain for the duration of the spell, and creatures are {@condition blinded} while inside it. Ranged attacks that pass through the area have disadvantage." + ], + "conditionInflict": [ + "blinded" + ], + "miscTags": [ + "DFT" + ] + }, + { + "name": "Underground Rain", + "source": "AEONSHaven", + "page": 49, + "level": 0, + "school": "T", + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You excavate a trench in a line 5 feet wide, 15 feet long, and 1 foot deep originating from a point within range. The material transforms into spikes that pierce every creature within the area. Each creature within the line must succeed on a dexterity saving throw or take {@damage 1d6} piercing damage.", + "The spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ], + "scalingLevelDice": { + "label": "piercing damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Wall of Decay", + "source": "AEONSHaven", + "page": 49, + "level": 2, + "school": "V", + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You gather ruin and dread into physical form to protect yourself and end your enemies. A wall of shadows and dark mist coalesces upon a solid surface within range.", + "You can make the wall up to 30 feet long, 15 feet high, and 1 foot thick, or a 1-foot-thick dome with a radius of up to 15 feet. The wall blocks line of sight and lasts for the duration.", + "When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d4} necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage it took. On a success, a target takes half as much damage and doesn't suffer a reduction to its maximum hit points.", + "Until the spell ends, you can use an action to change the direction the wall is facing or move up to 20 feet in a straight line. This movement can't move the origin of the wall outside the spell's range.", + "When a creature enters the wall for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it takes {@damage 1d4} psychic damage and must use its reaction to move half its speed away from the wall.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, both the necrotic and psychic damage increase by {@dice 1d4} for every slot level above 2nd." + ] + } + ], + "damageInflict": [ + "necrotic", + "psychic" + ], + "savingThrow": [ + "constitution", + "wisdom" + ] + }, + { + "name": "Weight of Years", + "source": "AEONSHaven", + "page": 49, + "level": 1, + "school": "N", + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a timekeeping device worth at least 5 gp", + "cost": 500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You twist the flow of time within one creature that you can see within range, rapidly aging it. The target must make a Constitution saving throw. On a failed save, the target takes {@damage 1d6} necrotic damage and ages one year. The target repeats the saving throw at the end of each of its turns. On a failed save, it takes an additional {@damage 1d6} necrotic damage and ages another year. On a success, the spell ends.", + "This spell cannot mature a creature past your age.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6}, and the number of years aged on a failed save increase by 1 for every slot level above 2nd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Seismic Sense", + "source": "AEONSHaven", + "page": 49, + "level": 2, + "school": "D", + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You send vibrations from your body into the ground, or a solid surface you touch such as a wall. The vibrations travel through all solid material and inform you of the presence of every Medium or larger creature and object within the spell's area. Creatures not in contact with a solid surface, such as those that swim or float, cannot be detected by this spell.", + "A creature within the spell's area detects the vibrations if it has a passive {@skill Perception} equal to or higher than your spell save DC, or if it has the {@sense Tremorsense|MM} feature. A creature with a passive {@skill Perception} that exceeds your spell save DC by at least 5 knows the general direction of the spell's origin." + ], + "damageInflict": [ + "cold", + "fire" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Stomping Devastation", + "source": "AEONSHaven", + "page": 49, + "level": 4, + "school": "V", + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You give form to a rampaging vortex of elemental energy in the shape of a monstrous creature, which charges in a line 60 feet long and 10 feet wide in a direction you choose. Each creature, structure, and object that isn't being worn or carried in the line must make a Dexterity saving throw. On a failed save, the target takes {@damage 3d8} fire damage and {@damage 3d8} cold damage, and is knocked {@condition prone}. On a successful save, the target takes half as much damage and isn't knocked {@condition prone}.", + "The figure deals double damage to objects and structures.", + { + "type": "entries", + "name": " At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, both damage rolls increase by {@dice 1d8} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "cold", + "fire" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Time Pierce", + "source": "AEONSHaven", + "page": 49, + "level": 7, + "school": "V", + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an hourglass, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You condense time and fire it in a projectile that cuts a path 5 feet wide and 30 feet long from you in a direction you choose. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes {@damage 8d12} necrotic damage and ages a number of years equal to half the damage dealt. On a successful save, it takes half as much damage and is not aged.", + "All Small or smaller plants, structures, and nonmagical objects not being worn or carried within the line are turned to dust." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Druid Grove (Standing Stones)", + "source": "AEONSHaven", + "page": 50, + "level": 6, + "school": "A", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.", + "The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.", + "The entire warded area radiates magic. A {@spell dispel magic} cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.", + { + "type": "entries", + "name": "Solid Fog", + "entries": [ + "You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air." + ] + }, + { + "type": "entries", + "name": "Grasping Undergrowth", + "entries": [ + "You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an {@spell entangle} spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds." + ] + }, + { + "type": "entries", + "name": "Grove Guardians", + "entries": [ + "You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an {@creature awakened tree}, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible." + ] + }, + { + "type": "entries", + "name": "Standing Stones", + "entries": [ + "You can dot the area with pairs of monolithic, moss-covered standing stones which each occupy a 5-foot-radius, 15-foot high cylinder with 5 feet between them. A 10-foot tall lintel tops each pair to form an archway (bringing the archway's total height to 25 feet). A creature other than those you designate as immune to the spell's effects must spend 4 feet of movement for every 1 foot it moves beneath the archway created by the standing stones. When a creature you designated looks through the archway, it can see {@condition invisible} creatures and into the ethereal plane for 120 feet in the direction. Finally, creatures you did not designate have disadvantage on ranged attack rolls that pass through the archway.", + "You can make the wall up to 30 feet long, 15 feet high, and 1 foot thick, or a 1-foot-thick dome with a radius of up to 15 feet. The wall blocks line of sight and lasts for the duration." + ] + }, + { + "type": "entries", + "name": "Additional Spell Effect", + "entries": [ + "You can place your choice of one of the following magical effects within the warded area:" + ] + }, + { + "type": "list", + "items": [ + "A constant {@spell gust of wind} in two locations of your choice", + "{@spell Spike growth} in one location of your choice", + "{@spell Wind wall} in two locations of your choice" + ] + }, + "To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of {@spell spike growth} is harmless." + ], + "miscTags": [ + "OBS", + "PIR", + "PRM", + "SMN" + ], + "areaTags": [ + "C", + "Q" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + } + } + ], + "feat": [ + { + "name": "Ancient Machinist", + "source": "AEONSHaven", + "page": 51, + "entries": [ + "You have attained an unparalleled understanding of the magical machinery built by defunct civilizations, and know how to reactivate it. You gain proficiency in your choice of {@item smith's tools|phb} or {@item mason's tools|phb}.", + "You also learn the mending cantrip, along with the {@spell speak with dead}, {@spell raise dead}, and {@spell awaken} spells. Intelligence is your spellcasting ability for these spells. You can cast each of the three spells without expending a spell slot, targeting a construct instead of the creature types listed in the spell description. Once you cast any of these spells in this way, you can't cast that spell again until you finish a long rest." + ] + }, + { + "name": "Mummy's Grasp", + "source": "AEONSHaven", + "page": 51, + "entries": [ + "You learn to magically animate cloth attached to your body, which grants you the following benefits while you are wearing clothing and not wearing armor:", + { + "type": "list", + "items": [ + "Your reach increases by 5 feet for the purposes of grappling or disarming creatures and interacting with objects.", + "You receive two free object interactions during your turn, rather than one.", + "You learn the {@spell mending} cantrip, which you can cast using a sewing needle instead of its normal material components. Intelligence is your spellcasting ability for this spell." + ] + } + ] + }, + { + "name": "Scholarly Intuition", + "source": "AEONSHaven", + "page": 51, + "entries": [ + "You learn to communicate with the spirits of long-dead philosophers, who whisper their secrets in your mind. You gain the following benefits:", + { + "type": "list", + "items": [ + "Your Intelligence or Wisdom score increases by 1, to a maximum of 20.", + "You can spend 10 minutes touching a book, tablet, or other publication to gain a general understanding of its contents, even if you don't know the language it is written in.", + "You learn the {@spell search archive|AEONSHaven} spell. Using this feat, you can cast the spell once, and you must finish a long rest before you can cast it in this way again. Intelligence or Wisdom (your choice) is your spellcasting ability for this spell." + ] + } + ] + }, + { + "name": "Seismic Sense", + "source": "AEONSHaven", + "page": 51, + "entries": [ + "You have honed your perception to allow you to detect slight vibrations in the soil. While touching the ground, you gain the following benefits:", + { + "type": "list", + "items": [ + "If you move less than 10 feet on your turn, you gain {@sense tremorsense|mm} in a 15-foot radius until you move again.", + "While in an area of difficult terrain created by dirt, sand, or stone, you have {@sense tremorsense|mm} out to the edges of the area." + ] + } + ] + }, + { + "name": "Simian Ancestry", + "source": "AEONSHaven", + "page": 51, + "prerequisite": [ + { + "race": [ + { + "name": "bugbear" + }, + { + "name": "human" + }, + { + "name": "prymid" + } + ] + } + ], + "entries": [ + "Evolved from primates, you still retain some of their agility and reflexes. You gain the following benefits:", + { + "type": "list", + "items": [ + "Your long jump distance is up to 25 feet and your high jump height is up to 15 feet, with or without a running start.", + "You gain proficiency in the Acrobatics skill.", + "You gain a climbing speed equal to your walking speed.", + "You learn the {@spell jump} and {@spell longstrider} spells, each of which you can cast once on yourself without expending a spell slot. You regain the ability to cast these spells when you finish a long rest. Constitution is your spellcasting ability for these spells." + ] + }, + { + "type": "inset", + "name": "Human-Like Ancestry", + "entries": [ + "Your DM determines the evolutionary history of the races in the setting you play, which in turn determines which races can take the Simian Ancestry feat. Half-humans such as half-orcs and half-elves are common options, as are goblinoids." + ] + } + ] + }, + { + "name": "Spiritual Bond", + "source": "AEONSHaven", + "page": 51, + "entries": [ + "An ancient spirit has taken a liking to you and bound itself to you to share its knowledge. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency in one skill of your choice.", + "You have advantage on ability checks to remember knowledge about ancient ruins and civilizations.", + "You learn the {@spell mage hand} cantrip. When you cast mage hand, you can make the hand pass through solid objects, though the hand must still remain in your line of sight. Wisdom is your spellcasting ability for this cantrip." + ] + } + ] + }, + { + "name": "Strength of the Defeated", + "source": "AEONSHaven", + "page": 51, + "entries": [ + "You draw power from loss and fatigue, a technique that grants you the following benefits:", + "Your Constitution or Wisdom score increases by 1, to a maximum of 20.", + "In addition, when you have at least one point of {@condition exhaustion}, you can take 1 minute to steel yourself against your fatigue, and draw focus from it. You gain temporary hit points equal to your current level of {@condition exhaustion} times five. While you have those temporary hit points, you suffer no effects from {@condition exhaustion}. Once you use this feature, you cannot do so again until you finish a long rest." + ] + } + ], + "magicvariant": [ + { + "name": "Accursed Weapon", + "type": "GV", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Accursed ", + "source": "AEONSHaven", + "page": 54, + "rarity": "very rare", + "curse": true, + "reqAttune": "by an evil or cursed creature", + "reqAttuneTags": [ + { + "alignment": [ + "E" + ] + } + ], + "entries": [ + "The curse within this weapon affects its targets instead of its bearer, or spreads its bearer's foul afflictions to its foes.", + "When you damage a creature with an accursed weapon and roll the maximum amount on at least one of the damage dice, the target must make a Wisdom saving throw (DC = 10 + your proficiency bonus + the number rolled on the die). On a failure, the target suffers the effect below, one of the curses listed in Chapter 5, the curse below, or the curse of another magic item.", + "The DM chooses the curse that affects the target. Most accursed weapons can only inflict a single curse.", + "A {@spell remove curse} spell or similar magic of a level equal to 3 + the bearer's proficiency bonus is required to remove the curse inflicted by this item.", + { + "type": "entries", + "name": "Old Wound", + "entries": [ + "When a creature affected this curse is within 15 feet of a creature, object, or magical effect created or influenced by the same creature that inflicted the curse or created the weapon, the target must make a Wisdom saving throw with a DC equal to the accursed weapon's saving throw DC or 15, whichever is higher.", + "On a failure, the target suffers agonizing physical and emotional anguish centered around the point on its body where the curse was administered (such as a wound in its shoulder, a scar along its back, or the hand that touched a cursed item).", + "Until its suffering ends, the target is {@condition prone}, {@condition incapacitated}, and is vulnerable to psychic and necrotic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "A target that succeeds on the saving throw is immune to the curse's effects for the next 24 hours." + ] + } + ] + } + }, + { + "name": "Curseborn", + "type": "GV", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Curseborn ", + "source": "AEONSHaven", + "page": 55, + "rarity": "rare", + "reqAttune": true, + "curse": true, + "bonusWeapon": "+1", + "entries": [ + "This translucent weapon is filled with dark mist that forms into screaming faces when examined closely. This weapon gains a {=bonusWeapon} bonus to attack and damage rolls for each condition, disease, and poison affecting you, to a maximum of +3.", + "When you hit a creature with this weapon, the weapon absorbs any diseases, poisons, and conditions affecting you, ending their effects. So long as at least one of these ailments was consumed, you can inflict one of the following effects on your target.", + { + "type": "entries", + "name": "Condition", + "entries": [ + "The target has disadvantage on saving throws against effects that inflict conditions until the start of its next turn as the mist from the blade envelops its body." + ] + }, + { + "type": "entries", + "name": "Disease", + "entries": [ + "Creatures within 5 feet of the target with an AC equal to or lower than the target take the same amount of damage as necrotic damage, as an explosion of dark miasma bursts from the point of impact." + ] + }, + { + "type": "entries", + "name": "Poison", + "entries": [ + "The next time the target hits with an attack before the end of its next turn, it takes half the damage it dealt as necrotic damage, as the smoke liquefies and flows through its veins." + ] + } + ] + } + } + ], + "item": [ + { + "name": "Aether Touch", + "source": "AEONSHaven", + "page": 54, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This pair of weightless, gossamer gloves impart a slight pressure when worn, as if a pair of soft hands are holding yours.", + "When wearing these gloves, you can use an action to touch a Large or smaller object, which becomes ghostly and intangible until you stop touching it. Creatures with the Incorporeal Movement trait cannot pass through these objects, and creatures without that trait can.", + "A weapon affected by this ability ignores resistance and immunity to nonmagical attacks of undead and fey. A creature inside an object when it becomes solid is harmlessly shunted into the nearest unoccupied space.", + "Once per day, you can transform yourself and everything you are wearing or carrying ghostly and translucent for 1 hour. In this state, you can see, communicate with, and interact with creatures on both the ethereal and material plane." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Cataclysm Core", + "source": "AEONSHaven", + "page": 54, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This golden necklace is made of an unidentifiable metal, with a gemstone in its center that constantly changes color. While carrying this core, you don't suffer the effects of extreme temperatures, and you can use an action to create a shield of energy around yourself. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. While you have the shield, you have resistance to the chosen damage type, and when you take damage from the chosen type, you gain temporary hit points equal to twice your level. These temporary hit points last for 1 minute.", + "When a creature within 60 feet of you takes damage from the chosen type, you can use your reaction to grant it this resistance and temporary hit points. You use your level, rather than its level or CR, to calculate the number of temporary hit points." + ] + }, + { + "name": "Chronolock Bomb", + "source": "AEONSHaven", + "page": 54, + "type": "EXP|DMG", + "rarity": "rare", + "weight": 5, + "entries": [ + "This small brass sphere measures 4 inches in diameter and weighs 5 lbs. Intricate clockwork ticks audibly within its shell, but the surface is perfectly smooth.", + "You can use an action to throw the sphere to a point within 30 feet of you. When the sphere reaches that point, the mechanisms within stop, slowing time in a 30-foot radius around it for 1 minute.", + "When a creature enters the affected area for the first time on a turn or starts its turn there, it must succeed on a DC 15 Constitution saving throw or suffer the effects of the slow spell until it leaves the area.", + "Once you use this bomb, you can't do so again until 1 hour passes, at which point the clockwork within resumes operation." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Chronolock Pistol", + "source": "AEONSHaven", + "page": 55, + "baseItem": "pistol", + "type": "R", + "rarity": "rare", + "weight": 3, + "weaponCategory": "martial", + "age": "renaissance", + "property": [ + "AF", + "LD" + ], + "range": "30/90", + "dmg1": "1d10", + "dmgType": "P", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 6, + "firearm": true, + "entries": [ + "Brass clockwork ticks audibly within the body of this heavy pistol, which bears the patina of many years. Despite its tarnished exterior, it functions perfectly.", + "The pistol has 6 charges, and regains {@dice 1d6 + 1} expended charges daily at dawn. When you attack with this pistol, you can expend 1 charge to age the target by {@dice 1d6} years. If the target is made of organic materials like flesh, wood, or bone, the number of years it ages is doubled.", + "You can also use a bonus action to expend one charge and consume one week of your life, shortening your natural lifespan. When you do so, the next attack you make with the chronolock pistol before the end of your turn deals additional force damage equal to twice the number of years it ages the target." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Chronolock Rifle", + "source": "AEONSHaven", + "page": 55, + "baseItem": "musket", + "type": "R", + "rarity": "rare", + "weight": 10, + "weaponCategory": "martial", + "age": "renaissance", + "property": [ + "AF", + "LD", + "2H" + ], + "range": "40/120", + "dmg1": "1d12", + "dmgType": "P", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d2 + 1}", + "charges": 3, + "firearm": true, + "entries": [ + "Brass clockwork ticks audibly within the body of this heavy rifle, which bears the patina of many years. Despite its tarnished exterior, it functions perfectly.", + "This rifle has 3 charges and regains {@dice 1d2 + 1} expended charges daily at dawn. When you attack with this rifle, you can expend one charge to fire a bolt of magical force that pierces cover (including full cover) and magical constructions such as the {@spell wall of force} spell, ignoring them.", + "You can use a bonus action and expend one day of your life, shortening your natural lifespan, to see your targets' passage through time, rather than space. For 1 minute, you can see the glowing silhouette of the last creature you damaged with this rifle, even through full cover. If you haven't damaged a creature with this rifle in the last hour, then your senses do not change." + ], + "ammoType": "renaissance bullet", + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Clay Caller", + "source": "AEONSHaven", + "page": 55, + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "Two ceramic hands at the end of this staff surround a small sphere of clay that floats between them.", + "While holding the staff, you can use an action to fling the sphere of clay to a point on the ground you can see within 10 feet of you. When the sphere leaves, the hands close and move as though kneading another lump of clay, which appears between them after 1 hour.", + "When the sphere hits the ground, it transforms into a Tiny construct with AC 5 and 15 hit points. If it's forced to make an ability check or saving throw, treat all its ability scores as 10 (+0). It has a walking speed of 20 feet.", + "You can create a number of constructs equal to your Intelligence, Wisdom, or Charisma modifier (your choice, a minimum of 1).", + "In combat, the construct obeys your verbal commands, shares your initiative, and takes its turn immediately after yours. It cannot attack or use magic items, but can take other actions as normal. If you give no commands, it avoids danger to the best of its ability.", + "You can use a bonus action to verbally command one or more constructs to move up to their speed and pick up an object that isn't being worn or carried." + ] + }, + { + "name": "Dorian's Downfall", + "source": "AEONSHaven", + "page": 55, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This Small painting bears the visage of the creature attuned to it. If no creature has attuned to it, then the painting depicts an empty backdrop.", + "When you take damage or fail a saving throw that applies a condition to you, you can use your reaction to cause the painting to absorb the condition or damage instead of you. You are unaffected by effects you transfer in this way.", + "The painting can absorb a number of hit points equal to your hit point maximum, and up to three conditions. Once the painting absorbs a fourth condition or more hit points than your hit point maximum, it is rendered inert until the next midnight.", + "In addition, you cannot age while attuned to this painting.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "Your appearance in the painting continues to change, forming a record of everything you transferred to the painting.", + "In addition, you gain the following flaws: \"I am unwilling to look at, or part with, this painting,\" and \"I am the most beautiful person in existence.\"" + ] + } + ] + }, + { + "name": "Draftsman's Lens", + "source": "AEONSHaven", + "page": 56, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "Translucent lines constantly etch themselves along the surface of this magnifying glass. While holding the lens, you can speak its command word and look through it. If you look at a broken object or structure through this lens, you see how the object or structure appeared when it was intact." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Dust Mantle", + "source": "AEONSHaven", + "page": 56, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "The patterns on the exterior of this long cloak look like a moving mass of sand or dust. While wearing this cloak with its hood up, you can't sink in sand, mud, or similar semisolid terrain, and you have advantage on Dexterity (Stealth) checks to hide in areas of sand, dirt, mud, and dust, as the pattern mimics them.", + "In addition, you can cast the {@spell fog cloud} spell once, and regain the ability to do so at the next dawn. Intelligence is your spellcasting ability for this spell." + ], + "attachedSpells": [ + "fog cloud" + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Essence Catcher", + "source": "AEONSHaven", + "page": 56, + "baseItem": "net|PHB", + "type": "R", + "rarity": "rare", + "weight": 3, + "weaponCategory": "martial", + "property": [ + "S", + "T" + ], + "range": "5/15", + "entries": [ + "This net glows faintly and seems to fade when looked at directly. Dozens of talismans and runes hang from its silvery threads.", + "The normal and long ranges of this weapon are doubled, and attacking at long range doesn't impose disadvantage on your ranged weapon attacks with this weapon.", + "Additionally, you can make a special ranged attack against a creature within the weapon's range. If the attack hits, the target's soul is trapped inside the net (if it has one). The target is {@condition unconscious} while tangled in the net, and wakes when the net is removed. The target can make a DC 15 Charisma saving throw at the start of each of its turns, and wakes on a success. The target falls asleep again if it is still tangled at the end of its turn." + ] + }, + { + "name": "Eternal Companion", + "source": "AEONSHaven", + "page": 56, + "baseItem": "arrow|PHB", + "type": "A", + "rarity": "uncommon", + "reqAttune": true, + "weight": 0.05, + "entries": [ + "This unbreakable arrow has a bird carved into its arrowhead that hums when it flies toward a target. If you are attuned to it, it will always appear on your person 1 hour after you fire it.", + "Additionally, after you hit a target with the arrow, you can use a bonus action to make another ranged weapon attack with the arrow against a target within 30 feet of the first.", + "If you are attuned to Last Stand, you can attune to both the bow and the arrow as if they were a single item, and you can make the second attack with this arrow once on your turn, no action required. This attack can also attack a creature within 60 feet of the first target, rather than 30." + ] + }, + { + "name": "Final Link", + "source": "AEONSHaven", + "page": 56, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", + "recharge": "dusk", + "rechargeAmount": "{@dice 1d3 + 1}", + "charges": 4, + "entries": [ + "The hooked blade of this assassin's dagger is made of black steel. When light strikes it, the blade shines with red streaks.", + "You gain a +1 bonus to attack and damage rolls with this weapon. Attacks with dagger deal necrotic damage, rather than their normal type.", + "This weapon has 4 charges, and regains {@dice 1d3 + 1} charges daily at dusk. You can use your action to point the dagger at a creature you can see within 15 feet of you and expend one charge. The blade turns dark red as it binds to and curses the creature. For the next minute, whenever an effect targets the dagger, it affects the creature instead, regardless of the distance between them." + ] + }, + { + "name": "First Spears", + "source": "AEONSHaven", + "page": 56, + "baseItem": "spear|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a human", + "reqAttuneTags": [ + { + "race": "human" + } + ], + "weight": 3, + "weaponCategory": "simple", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "P", + "dmg2": "1d8", + "bonusWeapon": "+1", + "entries": [ + "Of the countless weapons made by human hands, the First Spears are the most ancient. These spears are the original human weapons whose design spawned countless imitators over millennia. Some believe these weapons were a poisoned gift from a higher power seeking conflict, while others believe nothing but their stature grants them their power. Regardless, these indestructible weapons seek out the finest warriors they can find, and their powers appear in the hands of countless mighty heroes.", + "Much like elven moonblades, first spears often pass from parent to child, or are stolen or taken as spoils of war. Regardless of how the spear came into your possession, it must decide you are worthy to wield it before you can attune to it.", + "A first spear won't serve anyone it regards as craven or corrupt and prefers those of great skill and noble temperament. However, they have been known to welcome unscrupulous warriors as long as they sate the spear's love of battle.", + "If the spear rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the spear accepts you, you become attuned to it and a new ring appears below the speartip. You remain attuned to the spear until you die or the weapon is destroyed.", + "The first spears carry the power of their previous masters in the rings in their shafts below the speartip. A spear typically has {@dice 1d4 + 1} rings. The first ring always grants a +1 bonus to attack and damage rolls made with the weapon. Each ring beyond the first grants the first spear an additional property. The DM chooses each property or determines it randomly on the First Spear properties table.", + { + "type": "table", + "caption": "First Spears Properties", + "colLabels": [ + "d100", + "Property" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1-40", + "Increase the bonus to attack and damage rolls by 1, to a maximum of +3." + ], + [ + "41-79", + "The spear gains a randomly determined {@table Special Features; What Minor Property Does It Have|dmg|minor property}." + ], + [ + "80-84", + "G\u00e1e Bolg. When you hit with this weapon, you can use a bonus action on each of your turns to deal an additional {@dice 1d4} piercing damage to the target as barbs sprout from the head so long as the spear remains embedded in the target. Only you can remove the spear, and you can use this property whether or not you are holding it." + ], + [ + "85-89", + "Gungnir. The range of the spear's thrown property increases to 300 feet, and you cannot have disadvantage on ranged attack rolls with the spear." + ], + [ + "90-94", + "Ascalon. The spear functions as a {@item dragon slayer|dmg}, but deals an extra {@dice 4d6} damage instead." + ], + [ + "95-99", + "Spear of Achilles. While wielding this weapon, you gain a +2 bonus to your AC." + ], + [ + "100", + "Longinus. The spear can be used as a holy symbol to cast cleric or paladin spells, and deals an extra {@dice 3d6} radiant damage on a hit. When you kill a creature with the spear, blood and wine pour from the wound in a 15-foot cone. Any creature within the cone regains all its hit points and is cured of all conditions. Once you use this property, you can't do so again until the next dawn." + ] + ] + } + ] + }, + { + "name": "Florch", + "source": "AEONSHaven", + "page": 57, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This metal torch holds a heatless, undying flame at its end, as described in the {@spell continual flame} spell. While holding the torch, you can use your action to throw a ball of fire to a point you can see within 120 feet of you. When the ball reaches that point or collides with an object, it stays there for 1 minute, where it sheds {@quickref Vision and Light||2||bright light} in a 60-foot-radius, and {@quickref Vision and Light||2||dim light} for another 30. If the ball collides with a creature, it passes through it harmlessly.", + "You can fling up to two balls of fire at a time. When you throw a third one, the oldest you threw disappears. The torch remains lit regardless of the number of balls of fire you send out." + ] + }, + { + "name": "Golem Core", + "source": "AEONSHaven", + "page": 57, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "This sphere of unidentifiable stone measures 4\" in diameter and its hollow interior contains a sphere of crystal used to power ancient golems and bridge the gap between object and creature.", + "If you spend 1 minute holding the golem core against a construct or the corpse of a construct, the two combine. If the construct is missing parts or otherwise not operational, the core regenerates its body, as described in the {@spell regenerate} spell.", + "Once combined, choose one ability score for the construct to feature: Intelligence, Wisdom, or Charisma. The chosen score increases to 16 for the construct, and the other two scores increase to 14. If the ability scores are already higher than the chosen number, they do not increase further. The construct also learns one language you know.", + "Once the process is complete, the construct is under no obligation to follow your commands, and acts in accordance with its own wishes. In most cases, it questions its prior programming, rather than following it blindly." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Homeward Guide", + "source": "AEONSHaven", + "page": 57, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "The needle in this ornate wood-and-crystal compass is sharpened to a point, and can be removed. While holding the compass, you can use your action to prick yourself and draw a drop of blood, or place another creature's blood on the needle. When you do so, the needle points toward the birthplace of the blood's owner.", + "This effect lasts until another creature's blood is placed on the needle, or the {@spell dispel magic} spell is cast upon the compass." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Husk Cracker", + "source": "AEONSHaven", + "page": 57, + "baseItem": "whip|PHB", + "type": "M", + "rarity": "uncommon", + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+2", + "entries": [ + "This whip made from segments of wood connected by cord was enchanted by a golem crafter to shatter stone and metal, destroying his rogue creations.", + "You gain a +2 bonus to attack and damage rolls against constructs and structures with this weapon. When you hit a construct or structure with this weapon, the attack deals an extra {@damage 2d4} thunder damage. If you attack any other target, it has no bonus to attack and damage rolls and deals an additional {@damage 1d4} thunder damage instead.", + "When you land a critical hit with this weapon, the target is knocked {@condition prone}." + ] + }, + { + "name": "Inheritance", + "source": "AEONSHaven", + "page": 57, + "baseItem": "maul|PHB", + "type": "M", + "resist": [ + "cold", + "fire" + ], + "rarity": "legendary", + "weight": 1000, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "B", + "bonusWeapon": "+3", + "entries": [ + "This hammer has been passed from legendary warrior to legendary warrior, and developed new powers as its legacy grew. You gain a +3 bonus to attack and damage rolls with this magic weapon. While holding it, you have resistance to fire and cold damage.", + "This maul weighs 1000 pounds unless you are attuned to and carrying it; if so, it instead weighs 10 pounds like a typical maul.", + "While holding this weapon, you can use an action to strike the ground to create one of the following properties. Once you use one of these properties, it can't be used again until the next dawn.", + { + "type": "entries", + "name": "Alena's Permafrost", + "entries": [ + "You sweep the maul through the air, sending an arc of ice and frost toward a target within 120 feet. Make a ranged attack with the maul. If you hit, the target takes {@damage 6d6} cold damage and is vulnerable to bludgeoning damage until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "Enoch's Sandtrap", + "entries": [ + "Enoch's Sandtrap. The ground in a 30-foot-radius circle within 60 feet of you shudders and transforms into hot, lose desert sand. The area is {@quickref difficult terrain||3} for 1 minute. When a creature other than you enters or moves within the area, it takes {@damage 2d6} fire damage for every 5 feet it travels. If a creature ends its turn within the area, it must make a DC 18 Strength saving throw. On a failed save, its speed is reduced to 0. Affected targets can repeat their saving throw at the start of each of your turns." + ] + }, + { + "type": "entries", + "name": "Shold's Barricade", + "entries": [ + "The ground in a 30-cone originating from you erupts into cracks and fissures. Each creature in the area must make a DC 18 Constitution saving throw. A target takes {@damage 3d8} bludgeoning damage and {@damage 3d8} thunder damage on a failure, or half as much damage on a success. Additionally, a wall of stone 5 feet thick and 20 feet tall emerges from the ground at the end of the cone. The wall's statistics, other than its size, are identical to those described in the {@spell wall of stone} spell." + ] + } + ] + }, + { + "name": "Lamp of the Un-Flame", + "source": "AEONSHaven", + "page": 58, + "rarity": "very rare", + "wondrous": true, + "alias": [ + "Lantern of the Un-flame" + ], + "curse": true, + "entries": [ + "This esoteric hooded lantern is held upside down, with a handle at the base instead of the top. Inside shines an inverted dark blue flame burning from a dangling wick. The un-flame saps light and heat in a 60-foot radius around itself. {@quickref Vision and Light||2||Dim light} in the area becomes nonmagical darkness, and {@quickref Vision and Light||2||bright light} in the area becomes {@quickref Vision and Light||2||dim light}. You can use an action to lower the hood, reducing the effect to a 5-foot radius.", + "This lantern is fed by freshwater instead of oil. The lamp is immune to fire and cold damage, and any creature holding the lamp has resistance to fire and cold damage. Flames in the area become un-flame: any effect that would deal fire damage that originates from an area within the shadows deals cold damage instead, and whenever a creature in the area would take fire damage, it takes cold damage instead.", + "If an effect originating from or that enters the area would emanate nonmagical light, it no longer does so, and instead saps light as the lantern does.", + "Un-flame can be spread like normal fire, when given appropriate kindling. Materials that ordinary fire can burn are immune to the effects of un-flame, and inflammable materials like metals and water, are set alight and spread un-flame. Un-flame produces pure oxygen when it burns. If ordinary flames and un-fire come into contact, they neutralize each other in a violent explosion that deals {@damage 1d10} force damage to all creatures in a 10-foot radius around the point of contact. All objects that are not being worn or carried are pushed 10 feet away from the explosion, and the fire and un-flame are both extinguished.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This lantern is cursed. Any creature in possession of the Lamp of the Un-Flame becomes obsessed with keeping the fire lit, to the point that it will flames inside the lantern with its life. If the creature goes more than 24 hours without touching the lantern, the curse ends." + ] + } + ] + }, + { + "name": "Last Stand", + "source": "AEONSHaven", + "page": 58, + "baseItem": "longbow|PHB", + "type": "R", + "rarity": "rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "2H" + ], + "range": "150/600", + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+1", + "entries": [ + "These longbows invariably appear surrounded by the corpses of fallen armies, each with an arrow sprouting from their throats and eyes, with no sign of its owner.", + "This weapon gains a +1 bonus to attack and damage rolls for every 3 enemies within 30 feet of you, to a maximum of +3.", + "You don't have disadvantage on ranged attack rolls with this weapon when a hostile creature is within 5 feet of you.", + "Your attacks with this weapon score a critical hit on a 19 or 20, and when you land a critical hit with this weapon, you can {@action Dodge} as a free action.", + "If you are also attuned to Eternal Companion, you can attune to both the bow and the arrow as if they were a single item, and you can use Eternal Companion's ability once per turn, without requiring a bonus action." + ], + "ammoType": "arrow|phb" + }, + { + "name": "Marble Marble", + "source": "AEONSHaven", + "page": 58, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This stone marble was enchanted by dwarves as a handy building material during deep delves. It measures half an inch in diameter and weighs half an ounce.", + "Typically, {@dice 1d4 + 4} marbles are found together.", + "You can use an action to throw the marble up to 30 feet. The marble rapidly expands on impact, becoming a 5-foot cube of magical marble in the space that it lands.", + "If the cube appears in a creature's space when it appears, or would fall on a creature as a result of appearing above it, the creature takes no damage and is pushed to an unoccupied space of your choice within 5 feet of the cube." + ] + }, + { + "name": "Memento", + "source": "AEONSHaven", + "page": 59, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This heart-shaped bronze locket is warm to the touch. When you attune to the locket, you magically engrave it with the name or a portrait of a creature you shared a close relationship with. This engraving can't be changed until another creature attunes to it.", + "While holding the necklace, you can use an action to call forth the soul of the depicted creature, provided its soul is free and willing. The creature's soul appears in front of you as a spectral image of how it appeared in life. For the next minute, the figure can speak and interact with you.", + "If the creature is not dead, you instead communicate with it telepathically, even if it is on a different plane of existence.", + "After you communicate through this necklace, you can't do so again until 7 days have passed." + ] + }, + { + "name": "Resonator", + "source": "AEONSHaven", + "page": 59, + "baseItem": "handaxe|PHB", + "type": "M", + "rarity": "uncommon", + "weight": 2, + "weaponCategory": "simple", + "property": [ + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "S", + "recharge": "dawn", + "rechargeAmount": 4, + "charges": 4, + "entries": [ + "A small bell floats in a hollow glass sphere at the end of this hollow metal pickaxe. The pickaxe has 4 charges, and regains all expended charges daily at dawn. You can use your action to expend one of its charges and touch a surface. You gain {@sense tremorsense|MM} in a 15-foot around the point until you remove it.", + "Additionally, when you hit with this weapon, you can expend 2 charges to deal an extra {@damage 2d8} thunder damage." + ] + }, + { + "name": "Ring of the Undying", + "source": "AEONSHaven", + "page": 59, + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "wondrous": true, + "entries": [ + "A hollow glass chamber is set into this metal ring. When you put the ring on after attuning to it, the ring bites deep into your flesh and fills the chamber with your blood, and becomes impossible to remove while attuned to you.", + "While wearing this ring, you add your proficiency bonus to death saving throws. Whenever you roll a 20 or higher on a death saving throw, you regain 1 hit point.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The first time you die while wearing this ring, the ring's power raises you from the dead after 1 minute, granting you a second, cursed life entirely dependent on the ring.", + "After being resurrected by this ring, your maximum hit points are halved. Whenever you finish a long rest, you gain temporary hit points equal to twice your new maximum hit point total.", + "After being resurrected, you instantly die if the ring is ever removed. This cursed half-life cannot be undone by means short of a {@spell wish} spell or divine intervention." + ] + } + ] + }, + { + "name": "Kintsugi's Blood", + "source": "AEONSHaven", + "page": 59, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "An ornate glass bottle stoppered with a ceramic cork contains {@dice 2d4} ounces of opaque gold liquid, used in distant lands to heal lethal wounds and repair objects. You can use an action to apply a number of ounces to a target, granting it one of the following effects:", + { + "type": "list", + "items": [ + "You apply 1 ounce to a tiny nonmagical object that has been damaged or destroyed. The liquid solidifies instantly after application, after which it acts as part of the object. It shares all of the object's properties, but maintains its golden lustre.", + "You apply 3 ounces to a wounded creature to heal an organ, such as a heart, eye, or a liver. The liquid solidifies instantly after application and acts as a replacement organ with all the same functions as the original part, but looks as though it is made of solid gold.", + "You apply 7 ounces to a mutilated creature to heal an extremity or limb, such as a toe, hand, or leg. The liquid solidifies instantly after application and acts as a perfect replica of the lost extremity, but appears made of solid gold." + ] + }, + "Organs or limbs repaired with this magic item cannot be destroyed or removed by effects that suppress magical items, such as the {@spell dispel magic} spell or an {@spell antimagic field}." + ] + }, + { + "name": "Ruin's Fang", + "source": "AEONSHaven", + "page": 59, + "baseItem": "maul|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 10, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "B", + "bonusWeapon": "+1", + "entries": [ + "This heavy hammer bears a sharp pickaxe spike on the back of its head. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and whenever an attack with this weapon hits an object, the hit is a critical hit.", + "While holding this weapon, you can use your action to strike a surface (such as a wall or floor) with the point. The object or structure takes {@damage 2d12} bludgeoning damage, and solid surfaces within 20 feet of the point of impact become {@quickref difficult terrain||3}. Arcing spikes of stone emerge from the surface within the area, forcing creatures of your choice within it to make a DC 15 Dexterity saving throw. On a failed save, a target is {@condition grappled} (escape DC 15)." + ] + }, + { + "name": "Scorching Sun", + "source": "AEONSHaven", + "page": 60, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "A tiny sphere of pure sunlight floats on the end of this robust metal torch, which was created by an ancient people to ward them against the horrors that lurk in dark places.", + "The sphere sheds {@quickref Vision and Light||2||bright light} in a 60-foot radius and {@quickref Vision and Light||2||dim light} for another 30. This light is natural sunlight. You can use a bonus action to reduce the area to a 5-foot-radius of {@quickref Vision and Light||2||bright light} and another 5 feet of {@quickref Vision and Light||2||dim light}, or back to its normal range.", + "Additionally, while holding the torch, you can use an action to raise the torch and make the sphere shine like a new sun. All creatures of your choice within 30 feet of you that aren't behind total cover must make a DC 17 Constitution saving throw. On a failed save, a target takes {@damage 4d10} radiant damage and is {@condition blinded} until the start of its next turn.", + "The 30-foot radius around you is considered consecrated ground for 1 hour. Illusions within the area look translucent until they leave the area or the effect ends." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Thurible of Misfortune", + "source": "AEONSHaven", + "page": 60, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This handheld incense burner is made of tarnished silver and afflicted with a powerful curse of ill omen. Anytime a creature within 10 feet of it makes an attack roll or saving throw while it is lit, it must roll a {@dice d4} and subtract it from the total." + ] + }, + { + "name": "Timepiercer", + "source": "AEONSHaven", + "page": 60, + "baseItem": "longbow|PHB", + "type": "R", + "rarity": "very rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "2H" + ], + "range": "150/600", + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+2", + "entries": [ + "The wood of this bow's arms gains and loses vitality and luster as the flow of time changes around the bow. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals an extra {@damage 1d8} necrotic damage to any target it hits. When you loose an arrow from this weapon, you can choose to enchant it with one of the following effects:", + { + "type": "entries", + "name": "Advance", + "entries": [ + "You teleport to an unoccupied space within 5 feet of the target.", + "After being resurrected, you instantly die if the ring is ever removed. This cursed half-life cannot be undone by means short of a {@spell wish} spell or divine intervention." + ] + }, + { + "type": "entries", + "name": "Overclock", + "entries": [ + "If you hit a creature, it takes a turn immediately after yours, in addition to its normal turn in initiative." + ] + }, + { + "type": "entries", + "name": "Stop", + "entries": [ + "When you hit a creature, it must succeed on a DC 17 Constitution saving throw or be paused in time until the start of your next turn. In this state, the target is {@condition unconscious} and immune to all effects, damage, and conditions." + ] + }, + "Once you use one of these options, that option can't be used again until the next dawn." + ], + "ammoType": "arrow|phb" + }, + { + "name": "Thyme Bundle", + "source": "AEONSHaven", + "page": 60, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "A platinum-foil band carved with draconic runes wraps around this thick bundle of {@dice 1d4 + 2} sprigs of thyme, which remain green and fresh despite their incredible age. When you use an action to eat a sprig of thyme from this bundle, you age by 10% of your race's natural lifespan. You also gain the following benefits:", + { + "type": "list", + "items": [ + "You regain all lost hit points and expended hit dice.", + "Any conditions, diseases, curses, conditions and other harmful effects afflicting you end immediately.", + "You regrow any missing body parts, as described in the {@spell regenerate} spell. If your race has no natural lifespan or you do not require food, this thyme has no effect on you (though it has a pleasant taste).", + "The second time you eat a sprig from this bundle, you age by 20% of your natural lifespan instead of 10%, an additional 30% your third time, and so on." + ] + } + ] + }, + { + "name": "Miner's Kit", + "source": "AEONSHaven", + "page": 12, + "type": "AT", + "rarity": "none", + "value": 3000, + "weight": 15, + "additionalEntries": [ + "Miner's kits allow you to excavate tunnels and enhance existing ones, opening new paths beneath the earth in order to excavate the valuables within. Their work is often difficult and dangerous; miners tend to be hardy, wary workers, able to work long hours and cut and run at a moment's notice.", + { + "type": "entries", + "name": "Components", + "entries": [ + "Miner's kits include a miner's pick, a hooded lantern, a chisel, a small hammer, a shovel, padded leather gloves and boots, a bucket, and a small birdcage." + ] + }, + { + "type": "entries", + "name": "Animal Handling", + "entries": [ + "You know how to soothe the nerves of beasts of burden placed in uncomfortable environments." + ] + }, + { + "type": "entries", + "name": "Perception", + "entries": [ + "Proficiency with miner's kits helps you detect air currents and subtle sounds, helping you locate hidden paths, entrances, and exits, as well as fellow travelers beneath the earth." + ] + }, + { + "type": "entries", + "name": "Investigation", + "entries": [ + "Accustomed to dangerous work in subterranean environments, using mining tools helps you identify potential failure points in underground structures and tunnels." + ] + }, + { + "type": "entries", + "name": "Persuasion, Nature", + "entries": [ + "You can identify materials, especially useful and precious stones and metals, both before and after excavation. You also have a keen sense of their value when bought and sold." + ] + }, + { + "type": "entries", + "name": "Vehicles, Land", + "entries": [ + "Your experience extracting minerals en masse helps you handle vehicles filled with heavy, unsecured cargo." + ] + }, + { + "type": "entries", + "name": "Carve a Path", + "entries": [ + "You can use miner's kits to slowly burrow through solid rock. As part of a long rest, you can use a {@item miner's kit|AEONSHaven} to dig a line up to 5 feet wide and 10 feet long through nonmagical rock and earth, both worked and unworked." + ] + }, + { + "type": "table", + "caption": "Miner's Kit", + "source": "AEONSHaven", + "page": 12, + "colLabels": [ + "Activity", + "DC" + ], + "rows": [ + [ + "Identify a rare gemstone", + "10" + ], + [ + "Rescue a person buried in rubble", + "15" + ], + [ + "Navigate an underground maze", + "20" + ] + ] + } + ] + } + ], + "monster": [ + { + "name": "Amber Syrup", + "page": 61, + "size": [ + "H" + ], + "type": "ooze", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "10d12 + 40" + }, + "speed": { + "walk": 30 + }, + "str": 17, + "dex": 8, + "con": 18, + "int": 4, + "wis": 10, + "cha": 1, + "passive": 10, + "cr": "7", + "senses": [ + "blindsight 90ft. (blind beyond this radius)" + ], + "senseTags": [ + "B" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The syrup makes two Amber Scalpel or Crystal Fling attacks." + ] + }, + { + "name": "Amber Scalpel", + "entries": [ + "Melee Weapon Attack: {@hit +7} to hit, reach 10 ft., one target. Hit: 30 ({@dice 6d8 + 3}) slashing damage." + ] + }, + { + "name": "Crystal Fling", + "entries": [ + "Ranged Weapon Attack: {@hit +7} to hit, range 60 ft., one target. Hit: 17 ({@dice 4d6 + 3}) piercing damage." + ] + }, + { + "name": "Engulf", + "entries": [ + "The syrup moves up to its speed. When it does so, it can enter the space of a creature its size or smaller. Whenever the syrup enters a creature's space, the creature must make a DC 17 Dexterity saving throw.", + "On a successful save the syrup's movement stops before entering the creature's space.", + "On a failed save, the syrup enters the creature's space and the creature takes 21 ({@dice 6d6}) acid damage and is engulfed. The engulfed creature can't breathe, is {@condition restrained}, and has total cover from attacks and effects outside the syrup. When the syrup moves, the engulfed creature moves with it. A creature who dies inside the syrup becomes petrified and covered in a semitransparent glaze of amber. This coating has 20 hit points, and frees the corpse of the creature when destroyed.", + "An engulfed creature can try to escape by using an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the syrup." + ] + } + ], + "immune": [ + "poison", + "psychic" + ], + "resist": [ + "acid", + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "poisoned", + "prone" + ], + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The syrup can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Crystallizing Body", + "entries": [ + "When the syrup hits a creature with an attack, the creature's speed is reduced by 15 feet until the end of its next turn." + ] + }, + { + "name": "Encase", + "entries": [ + "When a creature hits the syrup with a melee attack, it has disadvantage on attack rolls until the start of its next turn." + ] + }, + { + "name": "Perfectly Preserved", + "entries": [ + "When the syrup dies, it transforms into solid amber crystal." + ] + } + ], + "environment": [ + "forest", + "underdark", + "mountain" + ], + "traitTags": [ + "Amorphous" + ], + "damageTags": [ + "P", + "S" + ], + "conditionInflict": [ + "restrained" + ], + "fluff": { + "entries": [ + "Created by the experiments of a wizard, this creature is the unintended byproduct of a pursuit of preservation. In an attempt to preserve materials and creatures for future study, those ancient mages succeeded...a little too well. The Amber Syrup is a self-replicating entity that endlessly attempts to fulfill that primary purpose with lethal efficiency.", + "These massive oozes nest within ruins and ancient laboratories, slowly collecting creatures and objects for future generations to experience." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/AmberSyrup.webp" + } + }, + { + "name": "Amber Syrup, Lesser", + "page": 62, + "size": [ + "M" + ], + "type": "ooze", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 21, + "formula": "3d8 + 9" + }, + "speed": { + "walk": 20 + }, + "str": 15, + "dex": 8, + "con": 16, + "int": 4, + "wis": 8, + "cha": 1, + "passive": 10, + "cr": "1", + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "senseTags": [ + "B" + ], + "action": [ + { + "name": "Amber Scalpel", + "entries": [ + "Melee Weapon Attack: {@hit +4} to hit, reach 10 ft., one target. Hit: 11 ({@dice 2d8 + 2}) slashing damage." + ] + }, + { + "name": "Crystal Fling", + "entries": [ + "Ranged Weapon Attack: {@hit +4} to hit, range 60 ft., one target. Hit: 9 ({@dice 2d6+2}) piercing damage." + ] + } + ], + "immune": [ + "poison", + "psychic" + ], + "resist": [ + "acid", + "necrotic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "poisoned", + "prone" + ], + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The syrup can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Crystallizing Body", + "entries": [ + "When the syrup hits a creature with an attack, the creature's speed is reduced by 15 feet until the end of its next turn." + ] + }, + { + "name": "Encase", + "entries": [ + "When a creature hits the syrup with a melee attack, it has disadvantage on attack rolls until the start of its next turn." + ] + }, + { + "name": "Perfectly Preserved", + "entries": [ + "When the syrup dies, it transforms into solid amber crystal." + ] + } + ], + "environment": [ + "forest", + "underdark", + "mountain" + ], + "traitTags": [ + "Amorphous" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "restrained" + ], + "fluff": { + "entries": [ + "Created by the experiments of a wizard, this creature is the unintended byproduct of a pursuit of preservation. In an attempt to preserve materials and creatures for future study, those ancient mages succeeded...a little too well. The Amber Syrup is a self-replicating entity that endlessly attempts to fulfill that primary purpose with lethal efficiency.", + "These oozes nest within ruins and ancient laboratories, slowly collecting creatures and objects for future generations to experience." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/AmberSyrup.webp" + } + }, + { + "name": "Brick Golem", + "page": 62, + "size": [ + "L" + ], + "type": "construct", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 99, + "formula": "11d10 + 44" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 14, + "con": 18, + "int": 3, + "wis": 11, + "cha": 1, + "passive": 10, + "cr": "8", + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands the languages of its creator but can't speak" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The golem makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one target. Hit: 19 ({@dice 3d8 + 6}) bludgeoning damage." + ] + } + ], + "immune": [ + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The brick golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The brick golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The brick golem's weapon attacks are magical." + ] + } + ], + "reaction": [ + { + "name": "Divide and Conquer", + "entries": [ + "When a brick golem that is Large or smaller is hit by an attack that deals slashing or bludgeoning damage, it splits into two brick golems if it has at least 25 hit points. Each new brick golem has hit points equal to half the original golem's, rounded down." + ] + } + ], + "environment": [ + "desert", + "mountain", + "underdark", + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "Brick golems invariably appear as crumbling scraps of masonry. Though these golems often resemble broken statues or piles of dismantled masonry, the magic that flows through their blocky bodies makes them just as fearsome as an intact stone golem, if not moreso.", + "Often formed from the half-finished scraps of a golem-crafter's more advanced projects or spawned from the shattered bodies of defeated stone golems, these shattered statues use their thin-spread animating magic to multiply as they crumble.", + "A few brick golems can quickly become an avalanche of animated stones that overwhelm hapless adventurers in a storm of rubble." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/Brickgolem.webp" + } + }, + { + "name": "Clocktopus", + "page": 63, + "size": [ + "S" + ], + "type": "construct", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 12 + } + ], + "hp": { + "average": 20, + "formula": "4d6 + 8" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 14, + "dex": 12, + "con": 15, + "int": 1, + "wis": 10, + "cha": 7, + "passive": 10, + "cr": "1/4", + "spellcasting": [ + { + "name": "Time Switch {@recharge}", + "type": "spellcasting", + "headerEntries": [ + "The clocktopus alters its gear speed, adjusting the flow of time around it and forcing a creature it can see within 30 feet of it to make a DC 13 Constitution saving throw. On a failed save, the target is affected by the {@spell slow} spell, and the clocktopus can cast the {@spell haste} spell on a creature it can see within 30 feet of it. On a success, the clocktopus is affected by the {@spell slow} spell until it uses this feature again." + ], + "recharge": { + "5": [ + "{@spell haste}", + "{@spell slow}" + ] + }, + "ability": "wis", + "displayAs": "action", + "hidden": [ + "recharge" + ] + } + ], + "senses": [ + "tremorsense 30 ft." + ], + "senseTags": [ + "T" + ], + "save": { + "con": "+4" + }, + "action": [ + { + "name": "Mechantacle", + "entries": [ + "Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one target. Hit: 7 ({@dice 2d4 + 2}) bludgeoning damage. Once per turn if the clocktopus scores a critical hit, it can make an additional attack against the target as part of the same action." + ] + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "frightened", + "poisoned" + ], + "trait": [ + { + "name": "Exact Timing", + "entries": [ + "The clocktopus takes its turn on initiative count 15 (losing initiative ties)." + ] + }, + { + "name": "Momentum-Powered", + "entries": [ + "The clocktopus falls {@condition unconscious} if it is not touching a solid surface." + ] + } + ], + "environment": [ + "desert", + "underdark", + "urban" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "Many ancient civilizations combined magic and clockwork technology to create automaton servants. The high-quality materials used in their creation allow them to reactivate and function even after millennia buried underground.", + "Clocktopi are prime examples of these useful automatons. They are weak and easy to control in when malfunctioning, yet able to multitask with their many arms and squeeze into tight spaces with ease. Though they still function, time has been cruel to these automaton servants. Eons of inactivity degraded the mechanisms within them, which accelerate and decelerate at random. The rapid back-and-forth creates a field of distorted time around the clocktopus, which struggles to continue its work or fight alongside its brethren with dogged determination.", + "Though clockwork creatures appear in many forms, weaker automatons all have similar statistics." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/Clocktopus.webp" + } + }, + { + "name": "Crawling Apocalypse", + "page": 64, + "size": [ + "G" + ], + "type": "undead", + "source": "AEONSHaven", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 270, + "formula": "18d20 + 90" + }, + "speed": { + "walk": 20, + "burrow": 20 + }, + "str": 26, + "dex": 7, + "con": 21, + "int": 11, + "wis": 18, + "cha": 20, + "passive": 10, + "cr": "17", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands Abyssal, Celestial, Infernal, Marru, and Primordial but can't speak" + ], + "save": { + "con": "+11", + "wis": "+10" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The crawling apocalypse uses its dreadful presence. It then makes two rotting tentacle attacks." + ] + }, + { + "name": "Rotting Tentacle", + "entries": [ + "Melee Weapon Attack {@hit +14} to hit, reach 30 ft., one target. Hit: 53 ({@dice 10d8 + 8}) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic." + ] + }, + { + "name": "Dreadful Presence", + "entries": [ + "Each creature of the crawling apocalypse's choice that is within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become {@condition frightened} for 1 minute. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} until the end of its next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, it is immune to the crawling apocalypse's Dreadful Presence for the next 24 hours." + ] + }, + { + "name": "Choking Breath {@recharge 5}", + "entries": [ + "The crawling apocalypse exhales a cloud of sickening dust in a 90-foot cone. Each creature in the area must make a DC 18 Constitution saving throw, taking 27 ({@dice 5d10}) necrotic damage plus 27 ({@dice 5d10}) poison damage on a failed save, or half as much damage on a successful one. If a target fails the saving throw by 5 or more, it suffers one level of {@condition exhaustion}." + ] + } + ], + "vulnerable": [ + "fire" + ], + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The crawling apocalypse has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The crawling apocalypse regains 10 hit points at the start of its turn. If the crawling apocalypse takes acid or fire damage, this trait doesn't function at the start of its next turn. The crawling apocalypse dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The crawling apocalypse deals double damage to objects and structures." + ] + } + ], + "environment": [ + "desert" + ], + "traitTags": [ + "Magic Resistance", + "Regeneration", + "Siege Monster" + ], + "damageTags": [ + "N", + "I" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "These immortal, intelligent relics of ancient wars still keep watch and patrol boundaries now marked only in their long memories. Created by an ancient civilization called the marru, crawling apocalypses are enslaved, undead war machines of incredible power who bolstered armies of soldiers and magicians. Though their memories faded to scraps and the marru civilization crumbled to dust, they still maintain every bit of their power, cunning, and justifiable spite.", + "Crawling apocalypses have little more than vague recollections of their lives as now-extinct aquatic molluscs. The unfortunate horrors do remember their transformation into undead horrors in exacting detail. The marru slew them, ripped them from their native habitats, and mummified them in vast temple-factories. They bent the mummies to their will, then turned the crawling apocalypses on their enemies.", + "Intelligent enough to follow complex commands but able to shrug off wounds from most weapons, the crawling apocalypses bolstered the marru's armies and gave them an incredible tactical advantage. History forgets the fate of the marru, and the crawling apocalypses that remain have no interest in sharing.", + "These monsters of mummification keep their timeless, eternal posts or sleep or subterranean weapons depots. When roused, their hatred of all living things drives them to attack with extreme prejudice.", + "Despite their rage, some still respond to the command phrases in the ancient marru language implanted in their minds. Others, who shook after their conditioning after centuries of inactivity, fly into a rage when commanded in the dead language of their masters. A controlled crawling apocalypse is a powerful ally on the battlefield...and a free, enraged one a far more dangerous enemy. Few seek these undead tragedies; both they and their few neighbors in the remote desert would prefer they be left to their own devices." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/CrawlingApocalypse.webp" + } + }, + { + "name": "Crystal Ruin Crab", + "page": 65, + "size": [ + "T" + ], + "type": "beast", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 21, + "formula": "3d8 + 9" + }, + "speed": { + "walk": 20, + "burrow": 10, + "swim": 10 + }, + "str": 14, + "dex": 13, + "con": 16, + "int": 1, + "wis": 9, + "cha": 4, + "passive": 10, + "cr": "1", + "senses": [ + "blindsight 60ft." + ], + "senseTags": [ + "B" + ], + "action": [ + { + "name": "Claw", + "entries": [ + "Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one target. Hit: 5 ({@dice 1d6 + 2}) bludgeoning damage." + ] + } + ], + "resist": [ + { + "resist": [ + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + { + "immune": [ + "acid", + "cold", + "fire", + "lightning", + "radiant" + ], + "preNote": "one of", + "note": "determined by the crystal ruin crab's Elemental Crystallization trait", + "cond": true + } + ], + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the crab remains motionless, it is indistinguishable from a gemstone." + ] + }, + { + "name": "Elemental Cystallization", + "entries": [ + "The crab has immunity to one of the following damage types: acid, cold, fire, lightning, or radiant." + ] + }, + { + "name": "Energy Reflux", + "entries": [ + "When the crab would take damage of the type it is immune to, every creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, a target takes 7 ({@dice 2d6}) damage of that type." + ] + }, + { + "name": "Debris Shell", + "entries": [ + "While its shell isn't broken, the crab has a +3 bonus to its AC (included in its statistics). If damage would reduce the ruin crab to 0 hit points, its shell breaks, it is reduced to 1 hit point instead, and one object from the crystal ruin crab treasures table drops into the ruin crab's space.", + "The crab can spend 1 hour collecting crystals to rebuild its Debris Shell." + ] + } + ], + "environment": [ + "coastal" + ], + "traitTags": [ + "False Appearance" + ], + "damageTags": [ + "B", + "A", + "C", + "F", + "L", + "R" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "Recently discovered by unfortunate explorers, these cousins of the common ruin crab were altered by ambient magic suffusing the ruins they inhabit.", + "The magical energies flowing through their bodies manifest as crystal growths that attract elemental energies. These growths give the crystalline specimens an unnatural elemental resilience, and the ability to reflect those energies as a defensive tactic.", + "While the crystals on their backs can be harvested, crystal ruin crabs are far more territorial and aggressive than their lustreless relatives. Many entrepreneurial adventurers underestimate them, only to be picked apart by a swarm of the same creatures they intended to disassemble. This irony is lost on the crabs, who care more about their unexpected meal than cruel twists of fate.", + { + "type": "table", + "caption": "Crystal Ruin Crab Treasures", + "colLabels": [ + "d4", + "Crystal Ruin Crab Treasures" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@dice 1d4} {@table gems|10 gp gemstones} with a value of 10 gp each" + ], + [ + "2", + "{@dice 2d4} {@table gems|10 gp gemstones} with a value of 20 gp each" + ], + [ + "3", + "One {@filter spell scroll|items|type=!treasure (gemstone);!treasure (art object);!renaissance;!treasure (coinage);!modern;scroll;!futuristic|rarity=common} of 1st-level or lower." + ], + [ + "4", + "One Tiny {@filter common magic item|items|source=dmg;xge|rarity=common|miscellaneous=!mundane;!reprinted}" + ] + ] + } + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/CrystalRuinCrab.webp" + } + }, + { + "name": "Eternal Healer", + "page": 66, + "size": [ + "M" + ], + "type": "undead", + "source": "AEONSHaven", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [] + } + ], + "hp": { + "average": 36, + "formula": "6d8 + 12" + }, + "speed": { + "fly": 30 + }, + "str": 12, + "dex": 17, + "con": 15, + "int": 10, + "wis": 19, + "cha": 8, + "passive": 10, + "cr": "2", + "senses": [ + "darkvision 60ft.", + "blindsight 30ft." + ], + "senseTags": [ + "D", + "B" + ], + "languages": [ + "Understands all languages but can't speak", + "Telepathy 60 ft." + ], + "save": { + "con": "+4", + "wis": "+6" + }, + "action": [ + { + "name": "Suture/Condemn", + "entries": [ + "The eternal healer touches a creature within 5 feet of it, which regains 11 ({@dice 2d10}) hit points. If the healer is insane, it instead forces the target to make a DC 15 Constitution saving throw. On a failed save, the target takes 15 ({@dice 3d10}) necrotic damage." + ] + }, + { + "name": "Hollow Stare {recharge 5}", + "entries": [ + "The eternal healer focuses on a creature that it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically {@condition charmed} by the eternal healer for 1 hour or until it dies. A creature that declined healing or other support from the eternal healer within the last 7 days automatically fails this saving throw. The {@condition charmed} creature cannot willingly look at anything other than the eternal healer, and obeys its orders without question.", + "The target can repeat the saving throw every time the healer gives it a command, ending the effect on itself on a success. If the target succeeds on a saving throw against this feature, it is immune to the eternal healer's Hollow Stare for the next 24 hours." + ] + } + ], + "immune": [ + "poison", + "psychic" + ], + "resist": [ + "necrotic" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "trait": [ + { + "name": "Healer's Sense", + "entries": [ + "The eternal healer knows the exact location of any creature without all its hit points within 60 feet of it." + ] + }, + { + "name": "Madness of Servitude", + "entries": [ + "If the eternal healer goes 7 days without sensing or seeing a creature affected by a condition, disease, poison or that has less than its maximum hit points, it goes mad.", + "While in this state, it has resistance to bludgeoning, piercing, and slashing damage, and can use its Suture/Condemn attack twice, instead of once, when it takes the Attack action.", + "When an insane eternal healer ends its turn and can see or otherwise sense a creature affected by a condition, disease, poison, or that has less than its maximum hit points, it makes a DC 15 Wisdom saving throw. On a success, its madness ends." + ] + }, + { + "name": "Medical Artisan", + "entries": [ + "If the healer is provided with the raw materials, it can build a prosthetic limb (TCE page 34)." + ] + } + ], + "environment": [ + "underdark" + ], + "damageTags": [ + "N" + ], + "miscTags": [ + "AOE" + ], + "conditionInflict": [ + "Charmed" + ], + "fluff": { + "entries": [ + "Ruins and tombs are full of dangers. The decaying environment creates pitfalls and sinkholes, traps to capture or kill intruders, and residents old and new all pose grave danger. These hazards contrast with the seemingly-benevolent nature of eternal healers.", + "These silent specters are a hollow visage filled with an uncontrollable desire to heal the wounded. They roam lost corridors and collapsed rooms in search of injured creatures of all sorts, motivated by ancient curses or enduring oaths.", + "Explorers in ruins should not treat their mission lightly. Eternal healers will never take no for an answer. Those foolish enough to refuse their help quickly realize eternal healers will happily feed their compulsion by inflicting wounds themselves.", + "Of course, this erratic behavior often ends in the victim's death. These deaths do not trouble eternal healers at all—many fill 'infirmaries' with spotless corpses in perfect physical condition." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/EternalHealer.webp" + } + }, + { + "name": "Gemlin", + "page": 67, + "size": [ + "S" + ], + "type": "elemental", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 15, + "formula": "3d6 + 6" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 14, + "con": 14, + "int": 8, + "wis": 11, + "cha": 9, + "passive": 10, + "cr": "1/4", + "spellcastingTags": [ + "I" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The gemlin's spellcasting ability is Wisdom (spell save {@dc 10}). The gemlin can innately cast the following spells, requiring no material components:" + ], + "will": [ + "one spell from the gemlin juvenile table" + ], + "daily": { + "1e": [ + "one spell from the gemlin table" + ] + }, + "ability": "wis" + } + ], + "senses": [ + "darkvision 60 ft.", + "tremorsense 30 ft." + ], + "senseTags": [ + "D", + "T" + ], + "languages": [ + "Terran" + ], + "action": [ + { + "name": "Claw", + "entries": [ + "Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one target. Hit: 5 ({@dice 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Launch Pebble", + "entries": [ + "A creature the gemlin can see within 30 feet of it must make a DC 12 Dexterity saving throw. On a failed save, the target takes 5 ({@dice 2d4}) bludgeoning damage." + ] + } + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "thunder" + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "trait": [ + { + "name": "Earth Glide", + "entries": [ + "The gemlin can burrow through nonmagical, unworked earth and stone. While doing so, the gemlin doesn't disturb the material it moves through." + ] + }, + { + "name": "Gemstone Sense", + "entries": [ + "The gemlin can sense the presence of gemstones within 1,000 feet of itself. It can determine which location has the most valuable gemstones, and the location to the site or sites. If the gemstones are being moved, it knows the direction of the movement. Any thickness of clay or lead, even a thin sheet, blocks this sense if it blocks a direct path between the gemlin and the gemstones." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "damageTags": [ + "S" + ], + "damageTagsSpell": [ + "C", + "N", + "O", + "F", + "S", + "N" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [], + "group": [ + "gemlin" + ], + "fluff": { + "entries": [ + "The immense stone metropolises left behind by {@creature ruin builder|AEONSHaven|ruin builders} are not always found abandoned. When gemstones capable of storing and conducting magic are embedded in the ruins' walls, the stones commingle and animate the surrounding stone into gemlins. The tiny elementals then swim through rock like fish through water to find treasure and others like themselves.", + "Jewel Seekers Gemlins adore precious stones, which are vital to their life cycle and, to them, the peak of natural beauty. By embedding a knot of gems in stone, groups of gemlins can spawn additional gemlin juveniles. The process leaves a pocket of weakened stone behind as the juvenile frees itself from the surrounding rock.", + "Enterprising traders whose routes take them underground often exploit this desire. Gemlins are more than happy to exchange the 'useless' treasures they find when digging for more gems. These treasures include precious metals, long-lost magical items, maps of dangerous tunnels, and duergar patrol routes. The promise of barter or a share of the loot makes gemlin colonies valuable allies for parties of adventurers who brave the Underdark in search of subterranean dragons or other monsters with vast hoards. Gemlins loathe xorn and dragons, and are eager to pounce on any indirect contribution they can make to such creatures' downfall.", + "The jewels embedded in a gemlin's body also determine its powers. Gemlin are tenacious guerilla fighters, using their earth glide to slip through solid walls and fire hurricanes of lesser magic before fleeing. Older gemlins, which accumulate crystals with age, wield a diverse array of dazzling magic. The oldest and largest of these gemlins become gemlin progenitors, by removing some gems and planting them bedrock to found a new colony.", + { + "type": "table", + "caption": "Gemlin Juvenile Spells", + "colLabels": [ + "d6", + "Gem", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4" + ], + "rows": [ + [ + "1", + "Agate", + "{@spell mending}" + ], + [ + "2", + "Azurite", + "{@spell dancing lights}" + ], + [ + "3", + "Hematite", + "{@spell spare the dying}" + ], + [ + "4", + "Lapis Lazuli", + "{@spell ray of frost}" + ], + [ + "5", + "Obsidian", + "{@spell chill touch}" + ], + [ + "6", + "Tiger Eye", + "{@spell druidcraft}" + ] + ] + }, + { + "type": "table", + "caption": "Gemlin Spells", + "colLabels": [ + "d10", + "Gem", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4" + ], + "rows": [ + [ + "1", + "Alexandrite", + "{@spell invisibility}" + ], + [ + "2", + "Aquamarine", + "{@spell control water}" + ], + [ + "3", + "Diamond", + "{@spell revivify}" + ], + [ + "4", + "Emerald", + "{@spell conjure woodland beings}" + ], + [ + "5", + "Jacinth", + "{@spell spirit guardians}" + ], + [ + "6", + "Opal", + "{@spell protection from energy}" + ], + [ + "7", + "Peridot", + "{@spell magic circle}" + ], + [ + "8", + "Ruby", + "{@spell stone shape}" + ], + [ + "9", + "Sapphire", + "{@spell otiluke's resilient sphere}" + ], + [ + "10", + "Topaz", + "{@spell remove curse}" + ] + ] + } + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/Gemlin.webp" + } + }, + { + "name": "Gemlin Juvenile", + "page": 68, + "size": [ + "T" + ], + "type": "elemental", + "source": "AEONSHaven", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 11, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 9, + "formula": "3d4 + 3" + }, + "speed": { + "walk": 30, + "burrow": 30 + }, + "str": 7, + "dex": 12, + "con": 12, + "int": 7, + "wis": 11, + "cha": 9, + "passive": 10, + "cr": "0", + "spellcastingTags": [ + "I" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The gemlin's spellcasting ability is Wisdom (spell save {@dc 10}), +2 to hit with spell attacks. The gemlin can innately cast the following spells, requiring no material components:" + ], + "will": [ + "one spell from the gemlin juvenile table" + ], + "ability": "wis" + } + ], + "senses": [ + "darkvision 60 ft.", + "tremorsense 5 ft." + ], + "senseTags": [ + "D", + "T" + ], + "languages": [ + "Terran" + ], + "action": [ + { + "name": "Claw", + "entries": [ + "Melee Weapon Attack: {@hit +3} to hit, reach 5 ft., one target. Hit: 4 ({@dice 1d6 + 1}) slashing damage." + ] + } + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "thunder" + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "trait": [ + { + "name": "Earth Glide", + "entries": [ + "The gemlin juvenile can burrow through nonmagical, unworked earth and stone. While doing so, the gemlin juvenile doesn't disturb the material it moves through." + ] + }, + { + "name": "Gemstone Sense", + "entries": [ + "The gemlin can sense the presence of gemstones within 1,000 feet of itself. It can determine which location has the most valuable gemstones, and the location of the site or sites. If the gemstones are being moved, it knows the direction of the movement. Any thickness of clay or lead, even a thin sheet, blocks this sense if it blocks a direct path between the gemlin and the gemstones." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "group": [ + "gemlin" + ], + "fluff": { + "entries": [ + "Gemlin youth are raised communally by colonies of 20 to 40 adults. These little ones are eager and curious,always excited to learn aboutthe world and thrilled by the promise of adventure.", + "Jewel Seekers Gemlins adore precious stones, which are vital to their life cycle and, to them, the peak of natural beauty. By embedding a knot of gems in stone, groups of gemlins can spawn additional gemlin juveniles. The process leaves a pocket of weakened stone behind as the juvenile frees itself from the surrounding rock.", + "Enterprising traders whose routes take them underground often exploit this desire. Gemlins are more than happy to exchange the 'useless' treasures they find when digging for more gems. These treasures include precious metals, long-lost magical items, maps of dangerous tunnels, and duergar patrol routes. The promise of barter or a share of the loot makes gemlin colonies valuable allies for parties of adventurers who brave the Underdark in search of subterranean dragons or other monsters with vast hoards. Gemlins loathe xorn and dragons, and are eager to pounce on any indirect contribution they can make to such creatures' downfall.", + "The jewels embedded in a gemlin's body also determine its powers. Gemlin are tenacious guerilla fighters, using their earth glide to slip through solid walls and fire hurricanes of lesser magic before fleeing. Older gemlins, which accumulate crystals with age, wield a diverse array of dazzling magic. The oldest and largest of these gemlins become gemlin progenitors, by removing some gems and planting them bedrock to found a new colony.", + { + "type": "table", + "caption": "Gemlin Juvenile Spells", + "colLabels": [ + "d6", + "Gem", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4" + ], + "rows": [ + [ + "1", + "Agate", + "{@spell mending}" + ], + [ + "2", + "Azurite", + "{@spell dancing lights}" + ], + [ + "3", + "Hematite", + "{@spell spare the dying}" + ], + [ + "4", + "Lapis Lazuli", + "{@spell ray of frost}" + ], + [ + "5", + "Obsidian", + "{@spell chill touch}" + ], + [ + "6", + "Tiger Eye", + "{@spell druidcraft}" + ] + ] + } + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/GemlinJuvenile.webp" + } + }, + { + "name": "Gemlin Progenitor", + "page": 69, + "size": [ + "M" + ], + "type": "elemental", + "source": "AEONSHaven", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 35, + "formula": "5d8 + 15" + }, + "speed": { + "burrow": 40 + }, + "str": 16, + "dex": 14, + "con": 16, + "int": 10, + "wis": 14, + "cha": 10, + "passive": 10, + "cr": "1", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The gemlin's spellcasting ability is Wisdom (spell save {@dc 15}), +4 to hit with spell attacks. The gemlin can innately cast the following spells, requiring no material components:" + ], + "will": [ + "one spell from the gemlin juvenile table" + ], + "daily": { + "3e": [ + "one spell from the gemlin table" + ], + "2e": [ + "one spell from the gemlin progenitor table" + ] + }, + "ability": "wis" + } + ], + "senses": [ + "darkvision 60 ft.", + "tremorsense 60ft." + ], + "senseTags": [ + "D", + "T" + ], + "languages": [ + "Terran" + ], + "save": { + "con": "+5" + }, + "action": [ + { + "name": "Gem-Studded Mace", + "entries": [ + "Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one target. Hit: 4 ({@dice 1d6 + 3}) bludgeoning damage" + ] + } + ], + "group": [ + "gemlin" + ], + "immune": [ + "poison" + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "trait": [ + { + "name": "Crystal Commander", + "entries": [ + "Each gemlin within 100 feet of the gemlin progenitor that can see or hear it has advantage on attack rolls, ability checks, and saving throws so long as the gemlin progenitor is living." + ] + }, + { + "name": "Earth Glide", + "entries": [ + "the gemlin progenitor can burrow through nonmagical, unworked earth and stone. While doing so, the gemlin progenitor doesn't disturb the material it moves through." + ] + }, + { + "name": "Gemstone Sense", + "entries": [ + "The gremlin can sense the presence of gemstones within 1,000 feet of itself. It can determine which location has the most valuable gemstones, and the location of the site or sites. If the gemstones are being moved, it knows the direction of the movement. Any thickness of clay or lead, even a thin sheet, blocks this sense if it blocks a direct path between the gemlin and the gemstones." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "damageTags": [ + "B" + ], + "damageTagsSpell": [ + "C", + "N", + "O", + "F", + "S", + "Y", + "R", + "A", + "L", + "T" + ], + "fluff": { + "entries": [ + "Gemlin progenitors occupy a role not unlike village elders in humanoid societies. They are the largest and most powerful members of a colony whose words carry enormous weight in the communal decision-making process.", + "Most progenitors adopt this role out of a sense of responsibility. Progenitors are almost invariably the gemlins that removed crystals from their own bodies and embedded them in stone, causing them to grow into new gemlin juveniles. Older adult gemlins gain the same powers and statistics as their progenitor parent in due time, but the original colony's founder almost always has final say.", + "Jewel Seekers Gemlins adore precious stones, which are vital to their life cycle and, to them, the peak of natural beauty. By embedding a knot of gems in stone, groups of gemlins can spawn additional gemlin juveniles. The process leaves a pocket of weakened stone behind as the juvenile frees itself from the surrounding rock.", + "Enterprising traders whose routes take them underground often exploit this desire. Gemlins are more than happy to exchange the 'useless' treasures they find when digging for more gems. These treasures include precious metals, long-lost magical items, maps of dangerous tunnels, and duergar patrol routes. The promise of barter or a share of the loot makes gemlin colonies valuable allies for parties of adventurers who brave the Underdark in search of subterranean dragons or other monsters with vast hoards. Gemlins loathe xorn and dragons, and are eager to pounce on any indirect contribution they can make to such creatures' downfall.", + "The jewels embedded in a gemlin's body also determine its powers. Gemlin are tenacious guerilla fighters, using their earth glide to slip through solid walls and fire hurricanes of lesser magic before fleeing. Older gemlins, which accumulate crystals with age, wield a diverse array of dazzling magic. The oldest and largest of these gemlins become gemlin progenitors, by removing some gems and planting them bedrock to found a new colony.", + { + "type": "table", + "caption": "Gemlin Juvenile Spells", + "colLabels": [ + "d6", + "Gem", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4" + ], + "rows": [ + [ + "1", + "Agate", + "{@spell mending}" + ], + [ + "2", + "Azurite", + "{@spell dancing lights}" + ], + [ + "3", + "Hematite", + "{@spell spare the dying}" + ], + [ + "4", + "Lapis Lazuli", + "{@spell ray of frost}" + ], + [ + "5", + "Obsidian", + "{@spell chill touch}" + ], + [ + "6", + "Tiger Eye", + "{@spell druidcraft}" + ] + ] + }, + { + "type": "table", + "caption": "Gemlin Spells", + "colLabels": [ + "d10", + "Gem", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4" + ], + "rows": [ + [ + "1", + "Alexandrite", + "{@spell invisibility}" + ], + [ + "2", + "Aquamarine", + "{@spell control water}" + ], + [ + "3", + "Diamond", + "{@spell revivify}" + ], + [ + "4", + "Emerald", + "{@spell conjure woodland beings}" + ], + [ + "5", + "Jacinth", + "{@spell spirit guardians}" + ], + [ + "6", + "Opal", + "{@spell protection from energy}" + ], + [ + "7", + "Peridot", + "{@spell magic circle}" + ], + [ + "8", + "Ruby", + "{@spell stone shape}" + ], + [ + "9", + "Sapphire", + "{@spell otiluke's resilient sphere}" + ], + [ + "10", + "Topaz", + "{@spell remove curse}" + ] + ] + }, + { + "type": "table", + "caption": "Gemlin Progenitor Spells", + "colLabels": [ + "{@dice 1d20|d20}", + "Gem", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4" + ], + "rows": [ + [ + "1", + "Amethyst", + "{@spell protection from poison}" + ], + [ + "2", + "Bloodstone", + "{@spell greater invisibility}" + ], + [ + "3", + "Carnelian", + "{@spell illusory script}" + ], + [ + "4", + "Chalcedony", + "{@spell calm emotions}" + ], + [ + "5", + "Chrysoberyl", + "{@spell darkvision}" + ], + [ + "6", + "Chrysoprase", + "{@spell calm emotions}" + ], + [ + "7", + "Citrine", + "{@spell heat metal}" + ], + [ + "8", + "Garnet", + "{@spell cloud of daggers}" + ], + [ + "9", + "Jade", + "{@spell dissonant whispers}" + ], + [ + "10", + "Jasper", + "{@spell alter self}" + ], + [ + "11", + "Jet", + "{@spell entangle}" + ], + [ + "12", + "Moonstone", + "{@spell moonbeam}" + ], + [ + "13", + "Onyx", + "{@spell darkness}" + ], + [ + "14", + "Pearl", + "{@spell branding smite}" + ], + [ + "15", + "Quartz", + "{@spell chromatic orb}" + ], + [ + "16", + "Sardonyx", + "{@spell searing smite}" + ], + [ + "17", + "Spinel", + "{@spell warding bond}" + ], + [ + "18", + "Tourmaline", + "{@spell mage armor}" + ], + [ + "19", + "Turquoise", + "{@spell enhance ability}" + ], + [ + "20", + "Zircon", + "{@spell fog cloud}" + ] + ] + } + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/GemlinProgenitor.webp" + } + }, + { + "name": "Gemlin Aggregate", + "page": 68, + "size": [ + "H" + ], + "type": "elemental", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17 + } + ], + "hp": { + "average": 100, + "formula": "10d12 + 40" + }, + "speed": { + "walk": 30, + "burrow": 60 + }, + "str": 18, + "dex": 8, + "con": 19, + "int": 12, + "wis": 16, + "cha": 14, + "passive": 10, + "cr": "10", + "spellcastingTags": [ + "I" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The gemlin's spellcasting ability is Wisdom (spell save {@dc 15}). The gemlin can innately cast the following spells, requiring no material components:" + ], + "will": [ + "seven spells from the gemlin juvenile table" + ], + "daily": { + "3e": [ + "four spells from the gemlin table" + ], + "2e": [ + "three spells from the gemlin progenitor table" + ] + }, + "ability": "wis" + } + ], + "senses": [ + "darkvision 60 ft., tremorsense 120 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands Terran but can't speak" + ], + "save": { + "str": "+8", + "con": "+8" + }, + "skill": { + "athletics": "+8", + "intimidation": "+6" + }, + "action": [ + { + "name": "Slam", + "entries": [ + "Melee Weapon Attack: {@hit +7} to hit, reach 15 ft., one target. Hit: 14 ({@dice 3d6 + 4}) slashing damage." + ] + }, + { + "name": "Hurl Cluster", + "entries": [ + "Ranged Weapon Attack: {@hit +7} to hit, range 60/240 ft., one target. Hit: 22 ({@dice 4d8 + 4}) bludgeoning damage. A gemlin appears in an unoccupied space within 10 feet of the target. The gemlin acts on its own initiative count." + ] + } + ], + "immune": [ + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "trait": [ + { + "name": "Charge", + "entries": [ + "If the gemlin moves at least 15 feet straight toward a target and then hits with its slam on the same turn, the target takes an extra 7 ({@dice 2d6}) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Earth Glide", + "entries": [ + "The gemlin aggregate can burrow through nonmagical, unworked earth and stone. While doing so, the gemlin aggregate doesn't disturb the material it moves through." + ] + }, + { + "name": "Fused Creature", + "entries": [ + "When the gemlin aggregate dies, it collapses into {@dice 1d4} gemlin and {@dice 2d6} gemlin juveniles at the start of its next turn. These gemlin act on their own initiative count, and each emerges with 2 ({@dice 1d6 - 1}) levels of {@condition exhaustion}." + ] + }, + { + "name": "Reflective Carapace", + "entries": [ + "Any time the gemlin aggregate is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a {@dice 1d6|d6}. On a 1 to 5, the gemlin aggregate is unaffected. On a 6, the gemlin aggregate is unaffected, and the effect is reflected back at the caster as though it originated from the gemlin aggregate, turning the caster into the target." + ] + }, + { + "name": "Resonance", + "entries": [ + "If the gemlin aggregate starts or ends its turn within 5 feet of the corpse of any gemlin, it absorbs the body and regains hit points equal to half the gemlin's maximum hit points. The gemlin is resurrected within the aggregate and reappears in the mass of gemlins if the gemlin aggregate breaks apart." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "damageTags": [ + "S", + "B" + ], + "damageTagsSpell": [ + "C", + "N", + "O", + "F", + "S", + "Y", + "R" + ], + "group": [ + "gemlin" + ], + "fluff": { + "entries": [ + "As a last resort, threatened gemlin colonies can channel the magic that assembled their stony bodies to fuse together. This massive, multicolored conglomeration fights with the combined strength of dozens of gemlin to defend their home from danger.", + "The strain required to create a gemlin aggregate is intense, and its combined existence lasts only for a short time before its constituent elementals collapse in an exhausted heap. If a colony forms an aggregate and fails to drive off an attacker, then the colony is almost certainly doomed.", + "Jewel Seekers Gemlins adore precious stones, which are vital to their life cycle and, to them, the peak of natural beauty. By embedding a knot of gems in stone, groups of gemlins can spawn additional gemlin juveniles. The process leaves a pocket of weakened stone behind as the juvenile frees itself from the surrounding rock.", + "Enterprising traders whose routes take them underground often exploit this desire. Gemlins are more than happy to exchange the 'useless' treasures they find when digging for more gems. These treasures include precious metals, long-lost magical items, maps of dangerous tunnels, and duergar patrol routes. The promise of barter or a share of the loot makes gemlin colonies valuable allies for parties of adventurers who brave the Underdark in search of subterranean dragons or other monsters with vast hoards. Gemlins loathe xorn and dragons, and are eager to pounce on any indirect contribution they can make to such creatures' downfall.", + "The jewels embedded in a gemlin's body also determine its powers. Gemlin are tenacious guerilla fighters, using their earth glide to slip through solid walls and fire hurricanes of lesser magic before fleeing. Older gemlins, which accumulate crystals with age, wield a diverse array of dazzling magic. The oldest and largest of these gemlins become gemlin progenitors, by removing some gems and planting them bedrock to found a new colony.", + { + "type": "table", + "caption": "Gemlin Juvenile Spells", + "colLabels": [ + "d6", + "Gem", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4" + ], + "rows": [ + [ + "1", + "Agate", + "{@spell mending}" + ], + [ + "2", + "Azurite", + "{@spell dancing lights}" + ], + [ + "3", + "Hematite", + "{@spell spare the dying}" + ], + [ + "4", + "Lapis Lazuli", + "{@spell ray of frost}" + ], + [ + "5", + "Obsidian", + "{@spell chill touch}" + ], + [ + "6", + "Tiger Eye", + "{@spell druidcraft}" + ] + ] + }, + { + "type": "table", + "caption": "Gemlin Spells", + "colLabels": [ + "d10", + "Gem", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4" + ], + "rows": [ + [ + "1", + "Alexandrite", + "{@spell invisibility}" + ], + [ + "2", + "Aquamarine", + "{@spell control water}" + ], + [ + "3", + "Diamond", + "{@spell revivify}" + ], + [ + "4", + "Emerald", + "{@spell conjure woodland beings}" + ], + [ + "5", + "Jacinth", + "{@spell spirit guardians}" + ], + [ + "6", + "Opal", + "{@spell protection from energy}" + ], + [ + "7", + "Peridot", + "{@spell magic circle}" + ], + [ + "8", + "Ruby", + "{@spell stone shape}" + ], + [ + "9", + "Sapphire", + "{@spell otiluke's resilient sphere}" + ], + [ + "10", + "Topaz", + "{@spell remove curse}" + ] + ] + }, + { + "type": "table", + "caption": "Gemlin Progenitor Spells", + "colLabels": [ + "d20", + "Gem", + "Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4" + ], + "rows": [ + [ + "1", + "Amethyst", + "{@spell protection from poison}" + ], + [ + "2", + "Bloodstone", + "{@spell greater invisibility}" + ], + [ + "3", + "Carnelian", + "{@spell illusory script}" + ], + [ + "4", + "Chalcedony", + "{@spell calm emotions}" + ], + [ + "5", + "Chrysoberyl", + "{@spell darkvision}" + ], + [ + "6", + "Chrysoprase", + "{@spell calm emotions}" + ], + [ + "7", + "Citrine", + "{@spell heat metal}" + ], + [ + "8", + "Garnet", + "{@spell cloud of daggers}" + ], + [ + "9", + "Jade", + "{@spell dissonant whispers}" + ], + [ + "10", + "Jasper", + "{@spell alter self}" + ], + [ + "11", + "Jet", + "{@spell entangle}" + ], + [ + "12", + "Moonstone", + "{@spell moonbeam}" + ], + [ + "13", + "Onyx", + "{@spell darkness}" + ], + [ + "14", + "Pearl", + "{@spell branding smite}" + ], + [ + "15", + "Quartz", + "{@spell chromatic orb}" + ], + [ + "16", + "Sardonyx", + "{@spell searing smite}" + ], + [ + "17", + "Spinel", + "{@spell warding bond}" + ], + [ + "18", + "Tourmaline", + "{@spell mage armor}" + ], + [ + "19", + "Turquoise", + "{@spell enhance ability}" + ], + [ + "20", + "Zircon", + "{@spell fog cloud}" + ] + ] + } + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/GemlinAggregate.webp" + } + }, + { + "name": "Geocacher", + "page": 70, + "size": [ + "S" + ], + "type": "fey", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 12, + "formula": "4d4 + 4" + }, + "speed": { + "walk": 40 + }, + "str": 10, + "dex": 16, + "con": 12, + "int": 10, + "wis": 16, + "cha": 10, + "passive": 10, + "cr": "1/4", + "senses": [ + "darkvision 120ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands all languages but cannot speak" + ], + "skill": { + "stealth": "+5", + "survival": "+5" + }, + "action": [ + { + "name": "Pulse", + "entries": [ + "Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one target. Hit: 6 ({@dice 1d6 + 3}) force damage." + ] + }, + { + "name": "Flare", + "entries": [ + "Ranged Weapon Attack: {@hit +5} to hit, range 60/180 ft., one target. Hit: 5 ({@dice 1d4 + 3}) force damage." + ] + } + ], + "conditionImmune": [ + "blinded", + "exhaustion", + "grappled", + "incapacitated", + "paralyzed", + "restrained" + ], + "trait": [ + { + "name": "Follow Your Mark", + "entries": [ + "Upon its creation, the geocacher receives a mark. This mark can be a specific location or specific person. The geocacher always knows the direction of the mark as long as they are both on the same plane. This mark lasts until the geocacher's fulfills its purpose." + ] + }, + { + "name": "Fey Nature", + "entries": [ + "Magic can't put the Geocacher to sleep." + ] + }, + { + "name": "Treasure Sense", + "entries": [ + "the geocacher can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it." + ] + }, + { + "name": "Misty Step (2/day)", + "entries": [ + "The geocacher casts the {@spell misty step} spell. Wisdom is its spellcasting ability for this spell." + ] + } + ], + "environment": [ + "desert", + "forest" + ], + "damageTags": [ + "Y", + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "These small fey form from scraps of ambient energy in places long forgotten. Their origins give them an innate ability to sniff out items of monetary or historical worth.", + "Not unlike a cat showing off its catch of rats, a geocacher can hardly wait to show anyone willing the treasures it has found.", + "Geocachers can also be created through a ritual performed in the Feywild or an area connected to it. Geocachers born in this way are given a single simple task during the ritual, such as delivering a message, carrying a package, or tracking a creature.", + "When the geocacher completes its task, it demands payment proportionate to the difficulty or complexity of the task. Some geocachers demand items such as gold, while others find value in trinkets such as scrap metal or jewelry, bouquets of dried flowers, or books. When paid, the geocacher departs with its treasure to find an appropriate place to bury it and begin a search for additional treasures.", + "Creating a geocacher. Geocachers are made from specially-crafted bags made from rare pearlescent herbs found in the feywild, and a collection of precious and semiprecious stones worth 500 gp in total. Crafting this bag takes 1 hour and can be completed as part of a short rest. When opened, the geocacher emerges. The bag becomes inert, and its content are consumed.", + "The creature that opened the bag can direct the geocacher as described in the {@spell animal messenger} spell. In addition to a message, a geocacher can carry a single Tiny object, such as a bag, dagger, or key. The effect lasts until the geocacher completes its task, rather than 24 hours. After it completes its task, the geocacher is released and is free to do as it pleases.", + "If you encounter the same geocacher in your travels, you may issue a new command to it if the geocacher is willing." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/Geocacher.webp" + } + }, + { + "name": "Giant Ammonite", + "page": 71, + "size": [ + "L" + ], + "type": "beast", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 84, + "formula": "12d10 + 24" + }, + "speed": { + "walk": 0, + "swim": 30 + }, + "str": 16, + "dex": 12, + "con": 14, + "int": 3, + "wis": 10, + "cha": 4, + "passive": 10, + "cr": "3", + "senseTags": [], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giant ammonite makes two attacks: one with its tentacles and one with its bite." + ] + }, + { + "name": "Tentacle", + "entries": [ + "Melee Weapon Attack: {@hit +5} to hit, reach 20 ft., one target. Hit: 10 ({@dice 2d6 + 3}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} and pulled to a space within 5 feet of the giant ammonite. Until this grapple ends, the giant ammonite cannot make a tentacle attack against another target." + ] + }, + { + "name": "Beak", + "entries": [ + "Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one target. Hit: 21 ({@dice 4d8 + 3}) piercing damage." + ] + }, + { + "name": "Shell Defense", + "entries": [ + "The giant ammonite withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from the shell as a bonus action on its turn." + ] + } + ], + "trait": [ + { + "name": "Predator", + "entries": [ + "The giant ammonite has advantage on attack rolls made against creatures it is grappling." + ] + }, + { + "name": "Jet Propulsion", + "entries": [ + "The giant ammonite can Dash as a bonus action. When it does so, it can only move in a straight line in the same direction it dashed in until the end of its turn." + ] + }, + { + "name": "Water Breathing", + "entries": [ + "the giant ammonite can breathe only underwater." + ] + } + ], + "environment": [ + "underwater" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled" + ], + "fluff": { + "entries": [ + "These peers of mammoths and dinosaurs roamed the world centuries ago. In some settings, they can still be found in unexplored jungles and remote glaciers or warm seas left untouched by mortal hands." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/Ammonite.webp" + } + }, + { + "name": "Giant Sloth", + "page": 71, + "size": [ + "H" + ], + "type": "beast", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 12, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 117, + "formula": "13d12 + 39" + }, + "speed": { + "walk": 15, + "climb": 15 + }, + "str": 22, + "dex": 8, + "con": 16, + "int": 2, + "wis": 10, + "cha": 2, + "passive": 10, + "cr": "4", + "senseTags": [], + "save": { + "str": "+8", + "con": "+5" + }, + "skill": { + "athletics": "+8" + }, + "action": [ + { + "name": "Claw", + "entries": [ + "Melee Weapon Attack: {@hit +8} to hit, reach 15 ft., one target. Hit: 34 ({@dice 8d6 + 6}) slashing damage" + ] + } + ], + "trait": [ + { + "name": "Long-Limbed", + "entries": [ + "The giant sloth can move through the spaces of Large or smaller creatures, including hostile creatures, without any reduction to its speed." + ] + }, + { + "name": "Well-Rested", + "entries": [ + "The giant sloth can't be put to sleep." + ] + } + ], + "environment": [ + "forest", + "grassland" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "These peers of mammoths and dinosaurs roamed the world centuries ago. In some settings, they can still be found in unexplored jungles and remote glaciers or warm seas left untouched by mortal hands." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/GiantSloth.webp" + } + }, + { + "name": "Hell Pig", + "page": 72, + "size": [ + "L" + ], + "type": "beast", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "16d10 + 32" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 14, + "con": 14, + "int": 2, + "wis": 9, + "cha": 5, + "passive": 10, + "cr": "4", + "senseTags": [], + "action": [ + { + "name": "Bite", + "entries": [ + "Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one target. Hit: 31 (5d10 + 4) piercing damage. If this attack kills a Medium or smaller creature, its body is split into halves, one of which the hell pig immediately swallows (no action required)." + ] + }, + { + "name": "Tusk", + "entries": [ + "Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one target. Hit: 18 ({@dice 4d6 + 3}) piercing damage." + ] + } + ], + "trait": [ + { + "name": "Decapitator", + "entries": [ + "If the hell pig rolls a 20 on an attack roll with its bite against a creature that has at least 1 head, the target must make a DC 14 Constitution saving throw. On a failed save, the target's head is cut off. It 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 if the DM decides that the creature is too big for its head to be cut off with the hell pig's jaws." + ] + }, + { + "name": "Keen Senses", + "entries": [ + "the hell pig has advantage on Wisdom (Perception) checks that rely on sight, hearing or smell." + ] + }, + { + "name": "Charge", + "entries": [ + "If the hell pig moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 ({@dice 2d6}) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "environment": [ + "forest", + "grassland", + "desert", + "hill", + "swamp" + ], + "traitTags": [ + "Keen Senses", + "Charge" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "Adventurers who explore primeval jungles and vast prairies untouched by humanoid hands often encounter hell pigs. These distorted ancestors of modern swine boast a massive frame and vicious ferocity that they use against their prey to terrible effect.", + "Like domesticated pigs, hell pigs will eat anything they can fit into their mouths. Hell pigs' jaws are far larger than an ordinary swine's, and filled with serrated teeth backed by an incredible bite force able to snap bone and shred muscle.", + "A hell pig hunts by charging forward and goring its target with its tusks before sinking its jaws into the fallen creature and biting its body in half. When weary or lazy, hell pigs also root for fungi and strip leaves from shrubs and trees. They may even destroy rotten stumps and feast on the insect life within. Their gluttonous feasting swells the humps on their backs with fat, which in turn nourishes them in lean times. Some druid circles believe this fat, when made into a candle and used to burn leaves, will enrich plant growth for miles around the flame.", + "A hell pig's sumptuous diet and ferocious appetite makes them take on a bulky and bloated appearance that belies their speed. A hell pig is surprisingly agile, able to maintain pace with a trotting horse and easily overcome most runners on foot. Their ferocious territorial behavior sends them charging down any intruder, leaving them with a terrible choice: run and be gored, or stand their ground and be bitten in two." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/HellPig.webp" + } + }, + { + "name": "Hollow", + "page": 73, + "size": [ + "M" + ], + "type": "construct", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 10, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 18, + "formula": "3d8 + 6" + }, + "speed": { + "walk": 20 + }, + "str": 13, + "dex": 9, + "con": 15, + "int": 1, + "wis": 10, + "cha": 4, + "passive": 10, + "cr": "1/8", + "senses": [ + "blindsight 10ft." + ], + "senseTags": [ + "B" + ], + "save": { + "con": "+4" + }, + "action": [ + { + "name": "Slam", + "entries": [ + "Melee Weapon Attack: {@hit +3} to hit, reach 5 ft., one target. Hit: 3 ({@dice 1d6 + 1}) bludgeoning damage." + ] + } + ], + "immune": [ + "poison", + "psychic" + ], + "vulnerable": [ + "thunder" + ], + "conditionImmune": [ + "frightened", + "poisoned" + ], + "trait": [ + { + "name": "Void Collapse", + "entries": [ + "When the hollow dies, it implodes in a flash of negative energy. Each creature within 10 feet of it must succeed on a DC 10 Constitution saving throw or take 3 ({@dice 1d6}) necrotic damage and forget the last 5 minutes of its life." + ] + } + ], + "environment": [ + "forest", + "desert", + "underdark" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "Ancient and undecaying, hollows are simple constructs placed in tombs to guard the treasures within. Much simpler to construct than mighty golems, they are also far more fragile. They compensate for their relative weakness with sheer numbers; many tombs contain entire armies of porcelain or terracotta soldiers ready to retaliate against any invasion.", + "Some hollows contain the mummified remains of soldiers and servants, ready to attend to their master in death as they did in life. Others are delicate clockwork automata powered by kinetic energy, with ancient mechanisms stiff with rust but ready to go to battle against at a moment's notice. Terracotta soldiers, animated sarcophagi, rudimentary golems...hollows are ubiquitous across time and space as the first guardians faced by intruders and foot soldiers ready to reinforce the mightier monsters within.", + " Noncombatant hollows are also excellent maintenance drones; ancient complexes staffed with hollows are often in excellent condition. Some hollows mistake collapsed rubble for buildings' original state and carefully preserve it in a single moment of decay. Uneducated scholars may confuse a hollows' nest with a product of the ruin builders' labors. A clean, modern structure built to resemble remains." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/Hollow.webp" + } + }, + { + "name": "Ji Ancient One", + "page": 75, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "ji" + ] + }, + "source": "AEONSHaven", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 19, + "from": [ + "Unarmored Defense" + ] + } + ], + "hp": { + "average": 162, + "formula": "18d8 + 90" + }, + "speed": { + "walk": 40 + }, + "str": 15, + "dex": 18, + "con": 20, + "int": 20, + "wis": 20, + "cha": 12, + "passive": 10, + "cr": "10", + "senses": [ + "blindsight 120 ft." + ], + "senseTags": [ + "B" + ], + "languages": [ + "Ji", + "Telepathy 120 ft." + ], + "save": { + "dex": "+8", + "con": "+9", + "wis": "+9" + }, + "skill": { + "arcana": "+9", + "insight": "+9", + "nature": "+9", + "perception": "+9", + "history": "+9", + "religion": "+9" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ancient one makes two attacks with its quarterstaff." + ] + }, + { + "name": "Shortsword", + "entries": [ + "Melee Weapon Attack: {@hit +8} to hit, reach 5 ft., one target. Hit: 7 ({@dice 1d6 + 4}) bludgeoning damage plus 11 ({@dice 2d10}) force damage, or 8 ({@dice 1d8 + 4}) bludgeoning damage plus 11 ({@dice 2d10}) force damage if wielded with two hands." + ] + }, + { + "name": "Cry of Peace (Recharge 6)", + "entries": [ + "The ancient one utters a single piercing note. Each creature within 60 feet that can hear the ancient one must make a DC 17 Wisdom saving throw. A creature that is hostile to the ancient one makes this saving throw at disadvantage. On a failure, it drops everything it is holding and is {@condition charmed} by the ancient one until the end of the ancient one's next turn. While {@condition charmed} in this way, the creature is {@condition incapacitated}." + ] + }, + { + "name": "Guiding Light (Recharges after 10 days)", + "entries": [ + "The ancient one touches a creature other than itself, bestowing upon it the wisdom of ages. For the next 10 days, whenever the target makes an ability check roll or a saving throw using Intelligence or Wisdom, the target can roll a {@dice 1d8|d8} and add the number rolled to the ability check or saving throw. Additionally, it can cast the legend lore spell at will without material components, though the spell only provides information known by the ancient one." + ] + } + ], + "resist": [ + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "trait": [ + { + "name": "Glide on the Wind", + "entries": [ + "When the Ji ancient one falls and isn't {@condition incapacitated}, it can subtract up to 100 feet from the fall when calculating falling damage." + ] + }, + { + "name": "Inscrutable", + "entries": [ + "The Ji ancient one is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the ji ancient one's intentions or sincerity have disadvantage." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The ji ancient one has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Unarmored Defense", + "entries": [ + "While the ji ancient one is wearing no armor and wielding no shield, its AC includes its Wisdom modifier." + ] + } + ], + "spellcastingTags": [ + "CW" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The ji ancient one is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} with spell attacks). The ji ancient one has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell blade ward}", + "{@spell dancing lights}", + "{@spell mage hand}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell detect magic}", + "{@spell magic missile}", + "{@spell levitate}", + "{@spell sandblast|AEONSHaven}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell levitate}", + "{@spell locate object}", + "{@spell misty step}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell sand torrent|AEONSHaven}", + "{@spell slow}", + "{@spell tongues}" + ] + }, + "4": { + "slots": 2, + "spells": [ + "{@spell dimension door}", + "{@spell locate creature}", + "{@spell sand vortex|AEONSHaven}" + ] + }, + "5": { + "slots": 2, + "spells": [ + "{@spell animate objects}", + "{@spell passwall}", + "{@spell wall of stone}" + ] + }, + "6": { + "slots": 1, + "spells": [ + "{@spell flesh to stone}", + "{@spell true seeing}" + ] + }, + "7": { + "slots": 1, + "spells": [ + "{@spell quicksane|AEONSHaven}", + "{@spell teleport}" + ] + } + }, + "ability": "int" + } + ], + "damageTagsSpell": [ + "O" + ], + "environment": [ + "desert" + ], + "traitTags": [ + "Magic Resistance" + ], + "damageTags": [ + "B", + "O" + ], + "miscTags": [ + "MW", + "MLW", + "AOE" + ], + "conditionInflict": [ + "charmed" + ], + "fluff": { + "entries": [ + "Nothing is lost in traditional Ji culture. These robed, wanderlust-stricken features plod across the world in search of a personally-chosen mission. Traveling alone or in small tribal groups, the ji scavenge for supplies and trade with other settlements and caravans for treasure they can't craft themselves.", + "Ji do not fear death in the harsh environments in which they live. When a ji dies, its soul is reborn into a new body. Because of this continuity, death has little cultural impact on the ji. They have no funerary practices and do not mourn the dead; they take a more philosophical and nonchalant approach to life shared by long-lived races, though they have the same comparatively short lifespans as humans.", + "The millennia of untapped potential within each ji means that any particular ji is a spellcaster of some regard. Combined with their ethereal ability to come and go and their ability to pacify hostiles (or victims) with a cry, their arcane power makes them a grave threat to other desert peoples.", + "Ji Ancient Ones - When a ji dies, its soul prepares to enter a new body. If no unborn children are available, then a great mass of souls waits in the afterlife for more ji to be born. On occasion, a ji is born that can tap into the skills and experience of this multitude.", + "Ji that can access their peoples' collected experience are known as ancient ones. The weight of untold years ages them into adulthood within a year, which alerts their families to their influential destiny. These premature adults find themselves burdened with the weight of leadership and command as their parents, peers, and elders defer to their decisions and turn to them for guidance and defense.", + "This pressure gives ji ancient ones the opportunity for incredible glory. However, the responsibilities placed upon them mean these ji burn bright and burn out quickly. Few live beyond the age of thirty, and many movers and shakers are assassinated even before then.", + "While many ji ancient ones use their subconscious wisdom to guide their tribes to peace and prosperity, others are less benevolent. These rare ancient ones stoke the fires of war. Fueled by involuntary ambition, instinctive bitterness, and inherent desires from the civilization within their subconscious, these radical firebrands can single-handedly raise imposing stone palaces and mighty empires from the dunes.", + "The few Ji Ancient Ones who survive the demands laid upon them by destiny and their peers become cultural institutions. They become household names, whose exploits spread from ji to ji in their chance meetings as they wander the wilderness." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/JiAncientOne.webp" + } + }, + { + "name": "Ji Wanderer", + "page": 76, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "ji" + ] + }, + "source": "AEONSHaven", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "Unarmored Defense" + ] + } + ], + "hp": { + "average": 50, + "formula": "10d8 + 10" + }, + "speed": { + "walk": 30 + }, + "str": 11, + "dex": 15, + "con": 13, + "int": 17, + "wis": 17, + "cha": 10, + "passive": 10, + "cr": "3", + "senses": [ + "blindsight 60 ft." + ], + "senseTags": [ + "B" + ], + "languages": [ + "Common", + "Ji" + ], + "save": { + "dex": "+4", + "wis": "+5" + }, + "skill": { + "arcana": "+5", + "perception": "+5", + "nature": "+5" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wanderer makes two attacks with its quarterstaff." + ] + }, + { + "name": "Quarterstaff", + "entries": [ + "Melee Weapon Attack: {@hit +2} to hit, reach 5 ft., one target. Hit: 3 ({@dice 1d6}) bludgeoning damage plus 5 ({@dice 1d10}) force damage, or 4 ({@dice 1d8}) bludgeoning damage plus 5 ({1d10}) force damage if wielded with two hands." + ] + }, + { + "name": "Cry of Peace (Recharge 6)", + "entries": [ + "The wanderer sings a single \npiercing note. Each creature within 60 feet that can hear the wanderer must make a DC 14 Wisdom saving throw. A creature that is hostile to the wanderer makes this saving throw at disadvantage. On a failure, it drops everything it is holding and is {@condition charmed} by the wanderer until the end of the wanderer's next turn." + ] + } + ], + "immune": [ + "poison" + ], + "resist": [ + "psychic" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "trait": [ + { + "name": "Inexpressive", + "entries": [ + "The ji wanderer is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the ji wanderer's intentions or sincerity have disadvantage." + ] + }, + { + "name": "Unarmored Defense", + "entries": [ + "While the wanderer is wearing no armor and wielding no shield, its AC includes its Wisdom modifier." + ] + } + ], + "spellcastingTags": [ + "CW" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The ji wanderer is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} with spell attacks). The ji wanderer has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell blade ward}", + "{@spell dancing lights}", + "{@spell mage hand}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell detect magic}", + "{@spell magic missile}", + "{@spell levitate}", + "{@spell sandblast|AEONSHaven}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell levitate}", + "{@spell locate object}", + "{@spell misty step}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell sand torrent|AEONSHaven}", + "{@spell slow}", + "{@spell tongues}" + ] + }, + "4": { + "slots": 2, + "spells": [ + "{@spell dimension door}", + "{@spell sand vortex|AEONSHaven}" + ] + } + }, + "ability": "int" + } + ], + "environment": [ + "desert" + ], + "damageTags": [ + "B", + "O" + ], + "miscTags": [ + "AOE", + "MW", + "MLW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "Nothing is lost in traditional Ji culture. These robed, wanderlust-stricken features plod across the world in search of a personally-chosen mission. Traveling alone or in small tribal groups, the ji scavenge for supplies and trade with other settlements and caravans for treasure they can't craft themselves.", + "Ji do not fear death in the harsh environments in which they live. When a ji dies, its soul is reborn into a new body. Because of this continuity, death has little cultural impact on the ji. They have no funerary practices and do not mourn the dead; they take a more philosophical and nonchalant approach to life shared by long-lived races, though they have the same comparatively short lifespans as humans.", + "The millennia of untapped potential within each ji means that any particular ji is a spellcaster of some regard. Combined with their ethereal ability to come and go and their ability to pacify hostiles (or victims) with a cry, their arcane power makes them a grave threat to other desert peoples.", + "Ji Wanderer - Ji wanderers are trained warriors, ready to defend the rest of their tribe from attack. Wild animals, marauding bandits, and natural disasters all threaten the nomadic family units, and ji wanderers are trained to face them all.", + "Other ji wanderers strike out on their own, and often hire themselves out as mercenaries to desert caravans. In an ideal battle, a ji wanderer closes the distance between themself and their opponent quickly, disables the most powerful foe with their spells, and systematically eliminate each individual foe until none remain. Though the ji do not fear death, they use their magical inflict a temporary sense of tranquility on their enemies, and teleport away." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/JiWanderer.webp" + } + }, + { + "name": "Laikmets", + "page": 77, + "size": [ + "L" + ], + "type": "fey", + "source": "AEONSHaven", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "Shield of Will" + ] + } + ], + "hp": { + "average": 208, + "formula": "26d10 + 78" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 8, + "dex": 11, + "con": 17, + "int": 19, + "wis": 22, + "cha": 20, + "passive": 10, + "cr": "12", + "spellcastingTags": [ + "I" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The laikmets's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell magic missile}", + "{@spell magic mouth}", + "{@spell scrying}" + ], + "daily": { + "3e": [ + "{@spell bestow curse}", + "{@spell scrying}", + "{@spell slow}" + ], + "1e": [ + "{@spell fire storm}" + ] + }, + "ability": "wis" + } + ], + "senseTags": [], + "languages": [ + "Common", + "Dwarvish", + "Elvish", + "Giant", + "Gnomish", + "Goblin", + "Halfling", + "Orc", + "up to 3 exotic languages" + ], + "save": { + "str": "+4", + "con": "+8", + "cha": "+10" + }, + "skill": { + "arcana": "+9", + "history": "+14", + "perception": "+11", + "animal handling": "+11" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The laikmets makes three attacks with its blades. It can replace one of those attacks with its Riot, if it is available." + ] + }, + { + "name": "Blades", + "entries": [ + "Melee Spell Attack: {@hit +9} to hit, reach 10 ft., one target. Hit: 23 ({@damage 3d12 + 4}) slashing damage." + ] + }, + { + "name": "Riot {@recharge 4}", + "entries": [ + "The fear and fury of a civilization nearing its end pours out, in a magical mental cacophony. Each other creature within 15 ft. of the Laikmets must make a DC 18 Wisdom saving throw or expend its reaction to move up to half its speed toward a creature of the Laikmets's choice. The target makes a melee attack with whatever it is holding against that creature." + ] + }, + { + "name": "Plague {@recharge 6}", + "entries": [ + "The laikmets emits a black gas centered on a point within 60 feet of it. Every creature within a 20-foot-radius of that point must make a DC 18 Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, a target's movement speed is halved, and it takes 9 ({@dice 2d8}) poison damage at the start of each of its turns. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Memory", + "entries": [ + "Up to two creatures of the laikmets's choice within 30 feet of must succeed on a DC 18 Wisdom saving throw or be magically {@condition charmed} by the laikmets for 10 minutes. While {@condition charmed} in this way, a target is {@condition incapacitated} and moves its movement to travel in a random direction, lost in the majesty of the laikmets's lost civilization. The target can repeat the saving throw whatever it takes damage or another creature uses its action to attempt to shake it out of its stupor." + ] + } + ], + "immune": [ + "poison" + ], + "resist": [ + "cold", + "lightning", + "necrotic", + "radiant", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "trait": [ + { + "name": "Burdened Flight", + "entries": [ + "While flying, the laikmets has disadvantage on Dexterity saving throws." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The laikmets can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Many Minds", + "entries": [ + "The laikmets has advantage on Intelligence, Wisdom, and Charisma saving throws." + ] + }, + { + "name": "Shield of Will", + "entries": [ + "The laikmets adds its Wisdom modifier to its Armor Class (included in its statistics)." + ] + } + ], + "reaction": [ + { + "name": "Corruption", + "entries": [ + "If a creature within 30 feet of the laikmets casts a spell, the laikmets can deal force damage to the creature equal to the slot level. The target must also succeed on a DC 17 Constitution saving throw or be {@condition blinded} until the end of its next turn." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Incorporeal Movement" + ], + "damageTags": [ + "S", + "O", + "I" + ], + "damageTagsSpell": [ + "O", + "F" + ], + "miscTags": [ + "MW", + "AOE" + ], + "conditionInflict": [ + "poisoned", + "charmed" + ], + "fluff": { + "entries": [ + "A dead civilization leaves its mark on the world–crumbling ruins, fragmented manuscripts, and the scraps of languages. Some civilizations brimming with magical power leave a more substantial mark in the worlds that reflect the Material Plane. In the Feywild and the Shadowfell, the shattered echoes of the dreams and sorrows of a society that met a gruesome fate converge into a laikmets.", + "These rare wandering specters are as varied as the dead peoples that raise them, though almost all are sorrowful or nostalgic. They remember the last days of their people and harbor bitter grudges against those it believes destroyed their people.", + "Though often driven by vengeance, most laikmets are also painfully aware that they are the last remains of their people. They rarely seek conflict, but will go to battle if necessary. Calm laikmets take the form of an influential leader, artist, or philosopher from their civilization. When angered, their forms explode into writhing, incorporeal horrors. Some appear as beasts of war such as dragons or lions. Others disintegrate into a mass of furious limbs and faces as their constituent souls reach out to grasp the target of their ire.", + "A laikmets often hopes to find the literal or symbolic birthplace of the nation that spawned it, and may grow desperate to find and reach this location. Students of history often seek them to exchange knowledge, while anyone invested in a false historical narrative offers great rewards for their capture and destruction.", + "No mortal can suppress the truth, however. If a laikmets is destroyed, roll {@dice 1d10}. On a 1 to 9, the laikmets returns after a year and a day in the form of a sparrow that approaches its killers before returning to its true form.", + "On a 1, the laikmets is destroyed forever." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/Laikmets.webp" + } + }, + { + "name": "Molten Core Golem", + "page": 78, + "size": [ + "M" + ], + "type": "construct", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 36, + "formula": "4d10 + 16" + }, + "speed": { + "walk": 20 + }, + "str": 16, + "dex": 11, + "con": 18, + "int": 3, + "wis": 11, + "cha": 1, + "passive": 10, + "cr": "1", + "senses": [ + "blindsight 60 ft." + ], + "senseTags": [ + "B" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "save": { + "con": "+6" + }, + "action": [ + { + "name": "Slam", + "entries": [ + "Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one target. Hit: 7 ({@dice 1d8 + 3}) bludgeoning damage." + ] + } + ], + "immune": [ + "poison", + "psychic", + "necrotic" + ], + "resist": [ + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "petrified", + "poisoned" + ], + "trait": [ + { + "name": "Molten Core", + "entries": [ + "The golem deactivates and falls {@condition unconscious} if it takes 30 cold damage from a single attack or effect, is submerged in at least 10 feet of water, or if at least 5 gallons of water are poured on it. If the golem takes fire damage, one condition affecting it ends." + ] + }, + { + "name": "Living Steam", + "entries": [ + "If the golem's Molten Core trait causes it to fall {@condition unconscious}, any water it contacts evaporates in a 30-foot-radius sphere around it. 3 ({@dice 1d6}) steam mephits emerge appear within the area." + ] + } + ], + "reaction": [ + { + "name": "Heat Up", + "entries": [ + "If the golem takes fire damage, it can move up to its speed and make one slam attack." + ] + } + ], + "environment": [ + "urban", + "desert", + "mountain", + "underdark" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "Molten core golems are the animated remains of derelict foundries once utilized by the industries of advanced ancient civilizations. Each step taken by these mobile slabs of igneous rock sends ripples of liquid fire through the channels etched in its exterior, which lends its movements an intimidating incandescence.", + "The liquid metal heated by centuries of eternal flames is the golem's greatest strength, but also a critical vulnerability that makes it far weaker than true golems. Cold water quenches the construct's mighty fires, instantly rendering it dormant. Despite this vulnerability, molten core golems weaponize their own defeats; contact with water produces a maelstrom of scalding steam which coalesces into steam mephits. These elementals proceed to defend their progenitor with ferocious zeal.", + "Just as the slightest contact with water quenches molten core golems' flames, heat and fire re-invigorate these unstable constructs and send them charging forward. Swarms of steam mephits from fallen molten core golems often use their superheated breath to energize other molten core golems or reawaken their fallen masters. Some well-trained swarms coordinate to dump on golems' heads to createmore mephits, then immediately spray the unconscious golems with steam. The golems rise again, surrounded by titanic clouds of elementals that overwhelm even the hardiest adventurers with sheer numbers." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/MoltenCoreGolem.webp" + } + }, + { + "name": "Laikmets, Portentous", + "size": [ + "L" + ], + "type": "fey", + "source": "AEONSHaven", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "Shield of Will" + ] + } + ], + "hp": { + "average": 208, + "formula": "26d10 + 78" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 8, + "dex": 11, + "con": 17, + "int": 19, + "wis": 22, + "cha": 20, + "passive": 10, + "cr": "15", + "senseTags": [], + "languages": [ + "Common", + "Dwarvish", + "Elvish", + "Giant", + "Gnomish", + "Goblin", + "Halfling", + "Orc", + "up to 3 exotic languages" + ], + "save": { + "str": "+4", + "con": "+8", + "cha": "+10" + }, + "skill": { + "arcana": "+9", + "history": "+14", + "perception": "+11", + "animal handling": "+11" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The laikmets makes three attacks with its blades. It can replace one of those attacks with its Riot, if it is available." + ] + }, + { + "name": "Blades", + "entries": [ + "Melee Spell Attack: {@hit +9} to hit, reach 10 ft., one target. Hit: 23 ({@damage 3d12 + 4}) slashing damage." + ] + }, + { + "name": "Riot {@recharge 4}", + "entries": [ + "The fear and fury of a civilization nearing its end pours out, in a magical mental cacophony. Each other creature within 15 ft. of the Laikmets must make a DC 17 Wisdom saving throw or expend its reaction to move up to half its speed toward a creature of the Laikmets's choice. The target makes a melee attack with whatever it is holding against that creature." + ] + }, + { + "name": "Plague {@recharge 6}", + "entries": [ + "The laikmets emits a black gas centered on a point within 60 feet of it. Every creature within a 20-foot-radius of that point must make a DC 17 Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, a target's movement speed is halved, and it takes 9 ({@dice 2d8}) poison damage at the start of each of its turns. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Omen", + "entries": [ + "The laikmets casts one spell it knows, then chooses a single creature that was targeted by that spell. Each creature other than the laikmets within a 15-foot radius of the target must make on a DC 17 Wisdom saving throw. On a failed save, a target takes 17 ({@dice 5d6}) psychic damage and is {@condition frightened} of the target until the end of the target's next turn, haunted by images of an awful future. On a success, a target takes half as much damage and is not {@condition frightened}." + ] + } + ], + "immune": [ + "poison" + ], + "resist": [ + "cold", + "lightning", + "necrotic", + "radiant", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "trait": [ + { + "name": "Burdened Flight", + "entries": [ + "While flying, the laikmets has disadvantage on Dexterity saving throws." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "the laikmets can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Many Minds", + "entries": [ + "The laikmets has advantage on Intelligence, Wisdom, and Charisma saving throws." + ] + }, + { + "name": "Shield of Will", + "entries": [ + "The laikmets adds its Wisdom modifier to its Armor Class (included in its statistics)." + ] + } + ], + "spellcastingTags": [ + "I" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The portentous laikmets's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell magic missile}", + "{@spell magic mouth}", + "{@spell scrying}" + ], + "daily": { + "3e": [ + "{@spell bestow curse}", + "{@spell scrying}", + "{@spell slow}" + ], + "1e": [ + "{@spell fire storm}" + ] + }, + "ability": "wis" + } + ], + "reaction": [ + { + "name": "Corruption", + "entries": [ + "If a creature within 30 feet of the laikmets casts a spell, the laikmets can deal force damage to the creature equal to the slot level. The target must also succeed on a DC 17 Constitution saving throw or be {@condition blinded} until the end of its next turn." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Incorporeal Movement" + ], + "damageTags": [ + "S", + "O", + "I", + "Y" + ], + "damageTagsSpell": [ + "O", + "F" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "Some laikmets are not memories of the past, but created by the temporal shockwaves of a calamity yet to come.", + "A dead civilization leaves its mark on the world–crumbling ruins, fragmented manuscripts, and the scraps of languages. Some civilizations brimming with magical power leave a more substantial mark in the worlds that reflect the Material Plane. In the Feywild and the Shadowfell, the shattered echoes of the dreams and sorrows of a society that met a gruesome fate converge into a laikmets.", + "These rare wandering specters are as varied as the dead peoples that raise them, though almost all are sorrowful or nostalgic. They remember the last days of their people and harbor bitter grudges against those it believes destroyed their people.", + "Though often driven by vengeance, most laikmets are also painfully aware that they are the last remains of their people. They rarely seek conflict, but will go to battle if necessary. Calm laikmets take the form of an influential leader, artist, or philosopher from their civilization. When angered, their forms explode into writhing, incorporeal horrors. Some appear as beasts of war such as dragons or lions. Others disintegrate into a mass of furious limbs and faces as their constituent souls reach out to grasp the target of their ire.", + "A laikmets often hopes to find the literal or symbolic birthplace of the nation that spawned it, and may grow desperate to find and reach this location. Students of history often seek them to exchange knowledge, while anyone invested in a false historical narrative offers great rewards for their capture and destruction.", + "No mortal can suppress the truth, however. If a laikmets is destroyed, roll {@dice 1d10}. On a 1 to 9, the laikmets returns after a year and a day in the form of a sparrow that approaches its killers before returning to its true form.", + "On a 1, the laikmets is destroyed forever." + ], + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/Laikmets.webp" + } + } + }, + { + "name": "Mist Mimic", + "page": 79, + "size": [ + "M" + ], + "type": { + "type": "elemental", + "tags": [ + "shapechanger" + ] + }, + "source": "AEONSHaven", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 13 + } + ], + "hp": { + "average": 90, + "formula": "15d8 + 30" + }, + "speed": { + "fly": 60 + }, + "str": 12, + "dex": 19, + "con": 15, + "int": 12, + "wis": 16, + "cha": 14, + "passive": 10, + "cr": "6", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common", + "Auran" + ], + "save": { + "wis": "+6", + "cha": "+5" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mist mimic makes two wind touch attacks." + ] + }, + { + "name": "Wind Touch", + "entries": [ + "Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one target. Hit: 15 ({@dice 2d10 + 4}) bludgeoning damage. On a hit, the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from the mist mimic." + ] + }, + { + "name": "Consume Breath {@recharge 6}", + "entries": [ + "Each creature in the mist mimic's space must make a DC 15 Constitution saving throw. On a failure, the creature's speed is reduced to 0 and begins to suffocate until it leaves the mist mimic's space." + ] + } + ], + "immune": [ + "poison" + ], + "resist": [ + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "trait": [ + { + "name": "Air Form", + "entries": [ + "The mist mimic can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Final Breath", + "entries": [ + "If a creature dies within 5 feet of the mist mimic, it learns the creature's last thoughts." + ] + }, + { + "name": "Shapechanger", + "entries": [ + "The mist mimic can use its action to polymorph into a Small or Medium humanoid or object it has seen, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.", + "If transformed into an object, the mist mimic can use a bonus action to change into a different object. When the mist mimic replicates an object, the object emits translucent clouds of mist." + ] + }, + { + "name": "Whirlwind Mind", + "entries": [ + "The mist mimic has advantage on saving throws against spells and other effects that would read its mind. If the mist mimic succeeds on a saving throw against one of these effects, it can read the caster's surface thoughts, as described in the detect thoughts spell, for 1 minute." + ] + } + ], + "environment": [ + "forest", + "urban", + "underdark" + ], + "traitTags": [ + "Shapechanger" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "A perplexing combination of memory and malice, mist mimics are bizarre creatures that combine tangible essence with airy illusion. Nebulous and indistinguishable from fog in their natural state, mist mimics coalesce into tangible creatures when they encounter a dying humanoid.", + "Like their monstrosity cousins, mist mimics disguise themselves as inanimate objects, waiting months or years for a victim. When a weak or dying humanoid emerges, the mist mimic transforms into tendrils of ghastly fog and spirits away its final breaths. It inhales its prey's dying thoughts and final memories, which bolster its disturbing propensity for mimicry. Its abnormal intelligence and near-perfect replication of the deceased's personality allows it to take their place or exploit their identity for the mimic's own purposes. Experienced mimics accumulate an arsenal of personalities and appearances. This haunting tableau of stolen identities allows them to adapt to social environs far beyond the dungeons where they make their home.", + "Unlike many ambush predators, mist mimics are potent fighters in open combat. Its true nature as an air elemental allows it to conjure hurricane-force winds that hurl close-ranged enemies. When ambushing weaker enemies of inferior constitution, the mist mimic entangles them in a whirlwind, rips the breath from their lungs, and prepares to gather their memories. These cruel creatures often weaponize the faces of fallen loved ones against their foes, which makes any confrontation with a mist mimic a traumatic experience in more ways than one." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/MistMimic.webp" + } + }, + { + "name": "Mummy Priest", + "page": 80, + "size": [ + "M" + ], + "type": "undead", + "source": "AEONSHaven", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 84, + "formula": "12d8 + 36" + }, + "speed": { + "walk": 20 + }, + "str": 17, + "dex": 8, + "con": 16, + "int": 10, + "wis": 20, + "cha": 14, + "passive": 10, + "cr": "5", + "senses": [ + "darkvision 60ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "The languages it knew in life" + ], + "save": { + "con": "+6", + "wis": "+8" + }, + "skill": { + "history": "+3", + "religion": "+3" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mummy priest uses its dreadful glare or casts a spell with a casting time of 1 action, and makes one attack with its rotting fist." + ] + }, + { + "name": "Rotting Fist", + "entries": [ + "Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one target. Hit: 10 ({@dice 2d6 + 3}) bludgeoning damage plus 14 ({@dice 4d6}) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic." + ] + }, + { + "name": "Dreadful Glare", + "entries": [ + "The mummy priest targets one creature it can see within 60 feet of it. If the target can see the mummy priest, it must succeed on a DC 15 Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy priests (but not mummy lords) for the next 24 hours." + ] + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "fire" + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The mummy priest has advantage on saving throws against spells and other magical effects." + ] + } + ], + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The mummy priest is an 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The mummy priest has the following cleric spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell sacred flame}", + "{@spell thaumaturgy}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell command}", + "{@spell guiding bolt}", + "{@spell weight of years|AEONSHaven}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell hold person}", + "{@spell search archive|AEONSHaven}", + "{@spell silence}", + "{@spell spiritual weapon}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell bestow curse}", + "{@spell dispel magic}", + "{@spell protection from energy}" + ] + }, + "4": { + "slots": 1, + "spells": [ + "{@spell banishment}", + "{@spell guardian of faith}" + ] + } + }, + "ability": "wis" + } + ], + "spellcastingTags": [ + "CC" + ], + "environment": [ + "desert", + "underdark" + ], + "traitTags": [ + "Magic Resistance" + ], + "damageTags": [ + "B", + "N" + ], + "damageTagsSpell": [ + "R", + "O" + ], + "miscTags": [ + "CUR", + "MW", + "HPR" + ], + "conditionInflict": [ + "frightened" + ], + "fluff": { + "entries": [ + "The rituals necessary to create a mummy lord require priests of dark gods to use enormous power and skill. The priests' talents, honed over decades, are not to be wasted on a single lifetime.", + "After the priests embalm their dark master, they work as a group to transform one another into mummies themselves. Their ritual sacrifice maintains their relationship with their gods while they linger as shambling, but sapient, corpses on the mortal plane.", + "The members of this retinue of powerful spellcasters decorate themselves with amulets and other symbols of their loyalty. Rarely traveled alone, they patrol tomb chambers surrounded by an escort of lesser mummies, or wait to face intruders in catacombs' innermost chambers. There, they act as powerful reinforcements and force multipliers for the potent, yet delicate, mummy lords that they serve." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://2014.5e.tools/img/bestiary/tokens/MM/Mummy.webp" + } + }, + { + "name": "Overgrown Stone Golem", + "page": 81, + "size": [ + "L" + ], + "type": "plant", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 170, + "formula": "17d10 + 85" + }, + "speed": { + "walk": 30 + }, + "str": 22, + "dex": 9, + "con": 20, + "int": 7, + "wis": 12, + "cha": 9, + "passive": 10, + "cr": "13", + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The golem makes two slam attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape DC 18), and the golem uses its Life Drain on it." + ] + }, + { + "name": "Slam", + "entries": [ + "Melee Weapon Attack: {@hit +11} to hit, reach 5 ft., one target. Hit: 19 ({@dice 3d8 + 6}) bludgeoning damage." + ] + }, + { + "name": "Life Drain", + "entries": [ + "One creature {@condition grappled} by the golem becomes {@condition restrained} until the grapple ends. While {@condition restrained}, it must make a DC 19 Constitution saving throw at the end of each of the golem's turns. On a failure, it takes 32 ({@dice 6d8 + 5}) necrotic damage, or half as much on a success. Whether the target succeeds or fails, the golem regains half as many hit points. If the golem moves, the {@condition restrained} target moves with it, with no impact on the golem's speed. The golem can only have one creature ensnared at a time." + ] + } + ], + "immune": [ + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified" + ], + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The overgrown stone golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The overgrown stone golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The overgrown stone golem's weapon attacks are magical." + ] + } + ], + "reaction": [ + { + "name": "Root", + "entries": [ + "If an effect would move the golem against its will, knock it {@condition prone}, or both, sturdy roots unwrap from around its legs and plant the golem in the ground. It is neither moved nor knocked {@condition prone}, and has advantage on ability checks and saving throws against effects that would move it or knock it {@condition prone} until the start of its next turn." + ] + } + ], + "environment": [ + "forest", + "swamp" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "Golems' astonishing power and durability allow them to persist far longer than their creators. Stone golems left to guard abandoned cities or temples of extinct religions find themselves overgrown with moss and vines as decades pass without maintenance or movement.", + "As invasive roots creep inward, they pierce the golem's core and feed on the energy within. This powerful animating magic imbues the plant with the ability to regrow at impossible speeds and gives it a rudimentary intelligence. In time, the two creatures become intertwined and form a single, symbiotic entity. The plant benefits from the golem's power and mobility, while the golem exchanges its slowing magic for a thick layer of overgrowth that cushions the impact of adamantine attacks.", + "While an overgrown stone golem is as vulnerable to poison as any other living creature (unlike its stony counterparts), it combines crushing blows with a plant's voracious hunger for nutrients.", + "In combat, these golems stun their enemies with mighty hammerblows, then extend their roots from their outstretched limbs to pierce the target. As life drains from its victim, the golem's damaged plant matter regrows at terrifying speeds." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/OvergrownStoneGolem.webp" + } + }, + { + "name": "Prismatic Entangler", + "page": 82, + "size": [ + "M" + ], + "type": "construct", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 10, + "from": [] + } + ], + "hp": { + "average": 8, + "formula": "1d8 + 4" + }, + "speed": { + "walk": 40 + }, + "str": 15, + "dex": 11, + "con": 18, + "int": 9, + "wis": 12, + "cha": 4, + "passive": 10, + "cr": "4", + "senses": [ + "blindsight 60ft." + ], + "senseTags": [ + "B" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "save": { + "con": "+6" + }, + "action": [ + { + "name": "Grasping Whip", + "entries": [ + "Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one target. Hit: 13 ({@dice 3d6 + 3}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape DC 17). Until the grapple ends, the prismatic entangler can use its action to deal 4 ({@dice 1d8}) slashing damage to all creatures {@condition grappled} by it. The entangler has four whips, each of which can grapple only one target." + ] + }, + { + "name": "Bling Reflection {@recharge 5}", + "entries": [ + "The entangler channels light through its reflective glass, creating a multicolored flare in a 10-foot radius centered on it. Each creature in the area must succeed on a DC 15 Constitution saving throw or be {@condition blinded} until the end of its next turn.", + "If the prismatic entangler is in direct sunlight when it uses this feature, this ability recharges on 3-6 instead." + ] + } + ], + "immune": [ + "poison", + "psychic", + "necrotic" + ], + "resist": [ + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "petrified", + "poisoned" + ], + "trait": [ + { + "name": "Enchanted Glass", + "entries": [ + "When the prismatic entangler is in direct sunlight, it has advantage on saving throws against spells of 5th-level or lower and other magical effects." + ] + }, + { + "name": "Lasting Death", + "entries": [ + "When the prismatic entangler dies, a 10-foot square centered on its body fills with glittering glass. The area is difficult terrain, and when a creature moves into the spell's area for the first time on a turn or starts its turn there, it must succeed on a DC 17 Constitution saving throw or be {@condition blinded} until the start of its next turn, or until it leaves the area." + ] + } + ], + "environment": [ + "forest" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [ + "grappled", + "blinded" + ], + "fluff": { + "entries": [ + "Many sacred locations enjoy the protection of spells and enchantments that outlast their creators. Though these spells can outlive the places they were meant to protect, no magic can withstand the passage of time. The ambient energy dissipates into the soil as it fades, enriching the soil and giving supernatural vitality to the plants and animals that take up residence as wilderness reclaims the ruins.", + "When thieves, monsters, or adventurers trespass on the buried grounds in search of treasure, magic remembers its purpose and coalesces to battle the invader. Prismatic entanglers form from this broken magic as it gathers the dilapidated ruins, fragments of glittering glass, and creeping vines together. This anachronistic combination of living and dead has a singular purpose: to destroy.", + "Prismatic entanglers are an enigmatic assemblage of mottled stones, shards of exquisite stained glass, and virile foliage, all bound together by scintillating vines that pulse with magical color. The vines unfurl the entangler's enemies, and flay their targets with shards of glass that glitter disturbingly as they bleed.", + "Ruin-delvers wary of an attack by prismatic entangler must pay close attention to the vegetation nearby. The arcane energies that create prismatic entanglers nourish the landscape around them; a ruin with vibrant plant growth in an otherwise harsh and barren environment indicates a prismatic entangler may soon emerge. In such surroundings, adventurers should avoid cathedrals, palaces, mausoleums, and other locations that contain large quantities of stained glass...though such areas often contain the same treasure that those adventurers come to plunder." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/PrismaticEntangler.webp" + } + }, + { + "name": "Ruin Builder", + "page": 83, + "size": [ + "L" + ], + "type": "aberration", + "source": "AEONSHaven", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "14d10 + 42" + }, + "speed": { + "walk": 35, + "climb": 30, + "burrow": 30 + }, + "str": 18, + "dex": 14, + "con": 16, + "int": 20, + "wis": 16, + "cha": 8, + "passive": 10, + "cr": "8", + "senses": [ + "blindsight 500 ft. (blind beyond this radius)" + ], + "senseTags": [ + "B" + ], + "languages": [ + "Deep Speech but rarely speaks, telepathy 1 mile (only with other ruin builders)" + ], + "save": { + "con": "+7", + "wis": "+7", + "cha": "+3" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ruin builder makes two petrifying claw attacks, or it can cast one spell it knows and make a petrifying claw attack." + ] + }, + { + "name": "Petrifying Claw.", + "entries": [ + "Melee Weapon Attack: {@hit +8} to hit, reach 10 ft., one target. Hit: 17 ({@dice 3d8 + 4}) slashing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or it begins to turn to stone and is {@condition restrained} until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise, the target is petrified." + ] + } + ], + "immune": [ + "poison" + ], + "resist": [ + "psychic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "blinded", + "exhaustion", + "poisoned" + ], + "spellcastingTags": [ + "I" + ], + "trait": [ + { + "name": "Earth Glide", + "entries": [ + "The ruin builder can burrow through nonmagical, unworked earth and stone. While doing so, the ruin builder doesn't disturb the material it moves through." + ] + }, + { + "name": "Labyrinthine Recall", + "entries": [ + "The ruin builder can perfectly recall any path it has traveled." + ] + }, + { + "name": "Unusual Nature", + "entries": [ + "The ruin builder doesn't require air, food, drink, or sleep." + ] + } + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The portentous laikmets's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell stone shape}" + ], + "daily": { + "3e": [ + "{@spell meld into stone}", + "{@spell passwall}", + "{@spell wall of stone}" + ], + "1e": [ + "{@spell move eath}" + ] + }, + "ability": "wis" + } + ], + "environment": [ + "underdark" + ], + "traitTags": [ + "Unusual Nature" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "fluff": { + "entries": [ + "In their travels across the realms, one might find inexplicable ruins in the most unlikely places, where no civilization has ever reigned. These crumbling monuments are the products of the ruin builders, an enigmatic race with no purpose besides the construction of destroyed settlements.", + "Their ruins are extensive and immense, forming subterranean cityscapes that are dust-covered and derelict from the onset. Ruin builders possess powerful innate magics, allowing them to effortlessly reshape the stone and earth of their environment. With these powers, they construct intricate streets covered in rubble and palatial complexes that appear weathered and worn.", + "Their behavior puzzles scholars, and the ruin builders are too absorbed in their labor to answer questions. Some believe they are the creations of a bygone empire–builders and laborers that outlasted their creators and mindlessly replicate all the flaws of a collapsed model city.", + "Others speculate the ruin builders' ruins have some magical significance, perhaps connecting together to form the bedrock of a vast ritual circle.", + "Whatever their motivations, the ruin builders are largely harmless. They only resort to violence when attacked, move slowly to allow others to evade their inexorable construction, and even move immobile animals and humanoids out of their way before they raise stones and seal mortar. However, they have no interest in territorial borders; many underground urbanites have woken to find their basement converted into a pathway leading to a massive subterranean metropolis. Sewer systems have been sealed or rerouted overnight by the ruin builders' tireless labor, and entire subterranean city blocks are molded into a mess of defunct stone overnight." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/RuinBuilder.webp" + } + }, + { + "name": "Ruin Crab", + "page": 84, + "size": [ + "T" + ], + "type": "beast", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 10, + "from": [ + "debris shell" + ] + } + ], + "hp": { + "average": 18, + "formula": "3d8 + 6" + }, + "speed": { + "walk": 20, + "burrow": 10, + "swim": 10 + }, + "str": 14, + "dex": 13, + "con": 15, + "int": 1, + "wis": 9, + "cha": 4, + "passive": 10, + "cr": "0", + "senses": [ + "blindsight 60 ft." + ], + "senseTags": [ + "B" + ], + "skill": { + "stealth": "+3" + }, + "action": [ + { + "name": "Claw", + "entries": [ + "Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one target. Hit: 5 ({@damage 1d6 + 2}) bludgeoning damage." + ] + } + ], + "resist": [ + { + "resist": [ + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the crab remains motionless and inside its shell, it is indistinguishable from debris or rubble." + ] + }, + { + "name": "Debris Shell", + "entries": [ + "While the shell isn't broken, the crab has a +3 bonus to its AC (included in its statistics). If damage would reduce the ruin crab to 0 hit points, its shell breaks, it is reduced to 1 hit point instead, and one object from the ruin crab treasures table drops into the ruin crab's space.", + "The crab can spend 1 hour collecting debris and rubble to rebuild its Debris Shell." + ] + } + ], + "environment": [ + "coastal" + ], + "traitTags": [ + "False Appearance" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "These small creatures, first discovered in coastal ruins, inform archaeologists of the presence of underwater ruins. Similar in nature to hermit crabs, though far larger, these surprisingly-durable creatures gather chunks of rubble to build into tough shells. Older crabs often decorate their shells with precious gems and metals that can be extracted and sold. Some even excavate rare trinkets from otherwise-inaccessible caves; some treasure hunters train ruin crabs to retrieve rarities in ruins picked over by their predecessors.", + "Because they have particular skill in gathering wealth, ruin s are often hunted and bred. Unfortunately, these hardy and temperamental creatures add fresh bones to the dusty piles found in the ruins they call home.", + { + "type": "table", + "caption": "Ruin Crab Treasures", + "colLabels": [ + "d8", + "Ruin Crab Treasures" + ], + "colStyles": [ + "col-2 text-center", + "col-4" + ], + "rows": [ + [ + "1", + "One {@item trinket|PHB}" + ], + [ + "2", + "{@dice 1d10} cp" + ], + [ + "3", + "{@dice 1d6} gp" + ], + [ + "4", + "1 pp" + ], + [ + "5", + "{@dice 1d4} {@table gems|10 gp gemstones} with a value of 10 gp each" + ], + [ + "6", + "{@dice 2d4} {@table gems|10 gp gemstones} with a value of 20 gp each" + ], + [ + "7", + "One {@filter spell scroll|items|type=!treasure (gemstone);!treasure (art object);!renaissance;!treasure (coinage);!modern;scroll;!futuristic|rarity=common} of 1st-level or lower." + ], + [ + "8", + "One Tiny {@filter common magic item|items|source=dmg;xge|rarity=common|miscellaneous=!mundane;!reprinted}" + ] + ] + } + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/RuinCrab.webp" + } + }, + { + "name": "Shade Prince", + "page": 81, + "size": [ + "M" + ], + "type": "aberration", + "source": "AEONSHaven", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "Mage Armor" + ] + } + ], + "hp": { + "average": 144, + "formula": "16d8 + 80" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 16, + "con": 20, + "int": 19, + "wis": 13, + "cha": 19, + "passive": 10, + "cr": "9", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common", + "Netherese" + ], + "save": { + "con": "+10", + "cha": "+9" + }, + "skill": { + "arcana": "+9", + "deception": "+9", + "history": "+9", + "perception": "+6", + "stealth": "+13" + }, + "action": [ + { + "name": "Longsword", + "entries": [ + "Melee Weapon Attack: {@hit +9} to hit, reach 5 ft., one target. Hit: 8 ({@dice 1d8 + 4}) slashing damage, or 9 ({@dice 1d10 + 4}) slashing damage if used with two hands to make a melee attack, plus 4 ({@dice 1d8}) psychic damage if the attack was made in dim light or darkness." + ] + }, + { + "name": "Gloom Chakram", + "entries": [ + "Ranged Weapon Attack: {@hit +9} to hit, reach 5 ft., one target. Hit: 8 ({@dice 1d8 + 4}) slashing damage, or 9 ({@dice 1d10 + 4}) slashing damage if used with two hands to make a melee attack, plus 4 ({@dice 1d8}) psychic damage if the attack was made in dim light or darkness." + ] + } + ], + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "({@spell stoneskin})", + "cond": true + } + ], + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the shade prince's darkvision." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The shade regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in bright light." + ] + }, + { + "name": "Shadow Empowerment", + "entries": [ + "While in dim light or darkness, the shade has advantage on attack rolls and saving throws and deals an additional 4 ({@dice 1d8}) psychic damage on attacks. Attacks made against the shade have disadvantage, and the shade can use a bonus action to magically teleport to any area in dim light or darkness within 30 feet of it." + ] + }, + { + "name": "Spellcasting", + "entries": [ + "The shade prince is a 12th-level spellcaster. The shade prince's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The shade prince has the following wizard spells prepared:\nCantrips (at will): chill touch, gust, mage hand, minor illusion, prestidigitation\n1st level (4 slots): detect magic, false life, mage armor*, silent image\n2nd level (3 slots): blindness/deafness, darkness, phantasmal force\n3rd level (3 slots): bestow curse, dispel magic, fear \n4th level (3 slots): hallucinatory terrain, polymorph, stoneskin* \n5th level (2 slots): cloudkill, creation, legend lore \n6th level (1 slot): programmed illusion \n\n*the shade casts these spells before combat" + ] + }, + { + "name": "Triumphant Cry", + "entries": [ + "If the shade prince lands a critical hit or reduces a creature to 0 hit points, it or one creature of its choice within 30 feet of it can make a weapon attack." + ] + } + ], + "reaction": [ + { + "name": "Shadow Spell", + "entries": [ + "Whenever another creature casts a spell of 6th level or lower, the shade can copy that spell. Until the end of its next turn, the shade can cast that spell once using its spellcasting trait, treating it as if prepared as a wizard spell and expending spell slots as normal." + ] + } + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The shade prince's spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell darkness}", + "{@spell invisibility}" + ], + "daily": { + "1e": [ + "{@spell plane shift}", + "{@spell teleport} (only to a location in dim light or darkness)" + ] + }, + "ability": "cha" + }, + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The shade prince is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The shade prince has the following wizard spells prepared:" + ], + "footerEntries": [ + "*The shade prince casts these spells on itself before combat." + ], + "spells": { + "0": { + "spells": [ + "{@spell chill touch}", + "{@spell gust}", + "{@spell mage hand}", + "{@spell minor illusion}", + "{@spell prestidigitation}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell detect magic}", + "{@spell false life}", + "{@spell mage armor}*", + "{@spell silent image}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell blindness/deafness}", + "{@spell darkness}", + "{@spell phantasmal force}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell bestow curse}", + "{@spell dispel magic}", + "{@spell fear}" + ] + }, + "4": { + "slots": 3, + "spells": [ + "{@spell hallucinatory terrain}", + "{@spell polymorph}", + "{@spell stoneskin}*" + ] + }, + "5": { + "slots": 2, + "spells": [ + "{@spell cloudkill}", + "{@spell creation}", + "{@spell legend lore}" + ] + }, + "6": { + "slots": 1, + "spells": [ + "{@spell programmed illusion}" + ] + } + }, + "ability": "int" + } + ], + "environment": [ + "underdark" + ], + "traitTags": [ + "Devil's Sight", + "Regeneration" + ], + "spellcastingTags": [ + "CW", + "I" + ], + "damageTags": [ + "Y", + "S" + ], + "damageTagsSpell": [ + "I" + ], + "miscTags": [ + "MW", + "MLW", + "RW", + "RNG", + "THW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "The first shade princes were created by Netherese wizards who traveled through the Shadowfell. These wizards discovered that they could remove a part of their soul and replace it with darkness. This complex and painful process transformed them into a shade, a creature with prolonged life and incredible power within darkness. The most powerful shades are the shade princes.", + "Netherese shades are ageless and enduring. While not inherently evil or malicious like many denizens native to the Shadowfell, they often serve malevolent and terrible masters. Regardless, they are a cold and aloof people who inhabit Thultanthar, a flying city located in the Anauroc Desert. Thirteen princes of shade rule the city, an inverted mountain covered in black spires that floats across Faerun and blinks between planes.", + "Most shades of Thultanthar dedicate their lives to the return of Netheril. The floating city hovers above ancient Netherese cities as the tireless shades search for survivors. The shades descend upon the crumbled ruins and those living nearby.", + "Most find nothing of importance, and instead dedicate their lives to destruction. The shades of Thultanthar destroy anything that might hinder their mission: to build a new Netheril in their own image." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/ShadePrince.webp" + } + }, + { + "name": "Silent Banshee", + "page": 86, + "size": [ + "M" + ], + "type": "undead", + "source": "AEONSHaven", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [] + } + ], + "hp": { + "average": 210, + "formula": "35d8 + 70" + }, + "speed": { + "fly": 50 + }, + "str": 16, + "dex": 11, + "con": 14, + "int": 12, + "wis": 18, + "cha": 16, + "passive": 10, + "cr": "12", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "One language it knew in life" + ], + "save": { + "con": "+6", + "wis": "+8" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The banshee makes two claw attacks if it has fewer than half its hit points remaining." + ] + }, + { + "name": "Claw", + "entries": [ + "Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one target. Hit: 25 ({@dice 4d10 + 3}) slashing damage. If the target can't hear the banshee, it takes an additional 11 (2d10) necrotic damage." + ] + }, + { + "name": "Mind Wail", + "entries": [ + "One creature the banshee can see within 60 feet must make a DC 15 Intelligence saving throw. On a failed save, the target takes 13 ({@dice 3d8}) psychic damage and has disadvantage on the first attack roll or saving throw it makes before the end of its next turn. Whether the target succeeds or fails, it is knocked {@condition prone}." + ] + } + ], + "immune": [ + "poison", + "thunder" + ], + "resist": [ + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "trait": [ + { + "name": "Mute Aura", + "entries": [ + "The banshee emits an aura of silence on a 120 feet radius centered on it. This area is under the effects of the silence spell. This effect can be suppressed for 1 minute if the banshee is targeted by a remove curse or dispel magic spell cast at 5th level or higher. No sound the banshee makes, aside from its voice, is suppressed by this aura, and it can hear sounds that originate within it." + ] + }, + { + "name": "Heartbeat Hearing", + "entries": [ + "The banshee knows the exact location of all living creatures with a heart within 500 feet of it." + ] + }, + { + "name": "Violent Screaming", + "entries": [ + "When the banshee has fewer than half its hit points, it can use its Mind Wail as a reaction whenever it takes damage." + ] + } + ], + "environment": [ + "urban", + "forest", + "underdark" + ], + "damageTags": [ + "S", + "N", + "Y" + ], + "miscTags": [ + "MW", + "AOE" + ], + "conditionInflict": [ + "prone" + ], + "fluff": { + "entries": [ + "An irony and an oddity, silent banshees roam dungeons, abandoned temples, empty prisons, and other abandoned places. There, they thrive in the empty silence that replaced their agonized screams.", + "A silent banshee is born when a person dies a particularly brutal death. Even the slightest sound resurrects the horrific trauma of its last moments, which it otherwise cannot remember. The aura of silence protects them from the horror of their last moments, which lends adventures that battle them a powerful advantage: a silent banshee that hears its own voice dies instantly. Scholars of the undead speculate that the banshee's spirit relives its own death when it hears its voice. The power of this traumatic memory overcomes the banshee and either destroys its will to continue, or 'reminds' its restless spirit that it has died and allows it to pass on peacefully. Whatever the reason, dispelling the aura of silence is a surefire way to destroy the banshee." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/SilentBansheet.webp" + } + }, + { + "name": "Swirling Sand", + "page": 89, + "size": [ + "L" + ], + "type": "elemental", + "source": "AEONSHaven", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 10, + "from": [] + } + ], + "hp": { + "average": 8, + "formula": "1d10 + 3" + }, + "speed": { + "walk": 0, + "fly": 60 + }, + "str": 16, + "dex": 19, + "con": 16, + "int": 6, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "6", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Auran", + "Terran" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The swirling sand makes two ablate attacks." + ] + }, + { + "name": "Ablate", + "entries": [ + "Melee Weapon Attack: {@hit +7} to hit, reach 10 ft., one target. Hit: 13 ({@dice 2d8 + 4}) slashing damage. On a critical hit, the target must also succeed on a DC 15 Dexterity saving throw or be {@condition blinded} until the end of its next turn." + ] + } + ], + "immune": [ + "poison" + ], + "resist": [ + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone" + ], + "trait": [ + { + "name": "Siege Monster", + "entries": [ + "the swirling sand deals double damage to objects and structures." + ] + }, + { + "name": "Sandstorm Form", + "entries": [ + "The swirling sand can move through a space as narrow as 1 inch wide without squeezing. In addition, the swirling sand can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, or starts its turn in a creature's space, that creature takes 5 ({@dice 1d10}) slashing damage. A creature within the swirling sand is heavily obscured." + ] + } + ], + "environment": [ + "desert" + ], + "traitTags": [ + "Siege Monster" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + "Air elementals suffused with sand, dust, and ancient detritus, swirling sands roam in ruins half-submerged in desert sands. Locals assert these creatures are the spirits of deceased desert travelers, and the hum of grit grinding against grit that accompanies it are the enraged screams of the deceased.", + "Like a sandstorm, swirling sands' essence penetrates even the slightest crack or seam. Its ablative touch crushes motes of dust into the eyes of intruders, rendering them blind while hurricane winds grind flesh from bone.", + "Latent elemental magics and powerful curses often whip the sands around and within ancient tombs into swirling sands. While mummy lords neither create nor control these elementals, they form a symbiotic relationship. The swirling sands can use their mighty pyramids as an anchor in the vast and barren desert, and mummy lords gain a guard able to resist the terrible fires that burn them to ashes in seconds. `" + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/SwirlingSand.webp" + } + }, + { + "name": "Sruth", + "page": 87, + "size": [ + "L" + ], + "type": "fey", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 96, + "formula": "12d10 + 36" + }, + "speed": { + "walk": 45 + }, + "str": 14, + "dex": 18, + "con": 16, + "int": 10, + "wis": 16, + "cha": 12, + "passive": 10, + "cr": "7", + "senses": [ + "darkvision 120ft, blindsight 30ft" + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands all languages but cannot speak" + ], + "save": { + "con": "+6", + "wis": "+6" + }, + "skill": { + "insight": "+6", + "stealth": "+7", + "survival": "+6" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sruth makes two attacks, one with its claws and another with its flare." + ] + }, + { + "name": "Rend", + "entries": [ + "Melee Weapon Attack: {@hit +7} to hit, reach 10 ft., one target. Hit: 13 ({@dice 2d8 + 4}) slashing damage plus 4 ({@dice 1d8}) psychic damage." + ] + }, + { + "name": "Flare", + "entries": [ + "Ranged Weapon Attack: {@hit +7} to hit, range 80/320 ft., one target. Hit: 17 ({@dice 2d12 + 4}) psychic damage. If the target is within 5 feet of another creature, that creature takes 5 psychic damage." + ] + } + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "blinded", + "charmed", + "exhaustion", + "grappled", + "incapacitated", + "paralyzed", + "restrained" + ], + "trait": [ + { + "name": "Journey In Between", + "entries": [ + "As a bonus action, the sruth can magically shift from the Current Plane to the Ethereal Plane, or vice versa. Creatures on both planes can see the sruth no matter the plane it occupies." + ] + }, + { + "name": "Fey Nature", + "entries": [ + "Magic can't put the sruth to sleep" + ] + }, + { + "name": "Ritual of Entry", + "entries": [ + "The sruth has advantage on attacks against any creature that was not allowed by the sruth to enter its dwelling as long as they are both within said dwelling." + ] + }, + { + "name": "Silent Nooks", + "entries": [ + "The sruth has advantage on Dexterity (Stealth) checks that are made while within a ruin." + ] + }, + { + "name": "Stone's Throw", + "entries": [ + "As long as the sruth is within a mile of its dwelling it can use its action to teleport into it." + ] + } + ], + "environment": [ + "forest" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [], + "fluff": { + "entries": [ + "Sruth are solitary fey creatures with a bestial appearance and a fascination with ancient artifacts both mundane and magical. These ghostly animal spirits can stalk between the ethereal and Material planes at will, ready to pounce upon any creature that attempts to steal the treasures it keeps within its den.", + "Like many fey, a creature that wishes to enter a sruth's dwelling must conduct a ritual request for entry. Some sruth require simple rituals, such as an announcement of presence and intense or a knock. Others demand a gift or tribute, or even a dance or song for their own amusement.", + "If the ritual pleases the sruth, it allows entry to the ruins where it makes its home. These ghostly fey are all too happy to offer tours of the ruins they settle into (whether built by long-gone civilizations or crafted by a group of Ruin Builders), but most demand that their visitors touch only what the sruth allows them to touch.", + "Sruths' origins are shrouded in mystery. Some scholars believe they represent the end of a geocacher's long life cycle. After thousands of years accumulating treasure alone and squatting among forgotten history, a sruth assumes a stingier and more possessive persuasion." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/Sruth.webp" + } + }, + { + "name": "Walking Ruin", + "size": [ + "G" + ], + "type": "construct", + "source": "AEONSHaven", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 10, + "from": [] + } + ], + "hp": { + "average": 17, + "formula": "1d20 + 7" + }, + "speed": { + "walk": 30 + }, + "str": 29, + "dex": 6, + "con": 25, + "int": 12, + "wis": 14, + "cha": 10, + "passive": 10, + "cr": "24", + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "senseTags": [ + "B" + ], + "languages": [ + "Understands the languages of its creator" + ], + "save": { + "str": "+16", + "con": "+14" + }, + "action": [ + { + "name": "Multiattack", + "entries": [ + "The walking ruin makes two attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "Melee Weapon Attack: {@hit +16} to hit, reach 20 ft., one target. Hit: 42 ({@dice 6d10 + 9}) bludgeoning damage. If this attack destroys a Huge or larger structure, the walking ruin regains 50 hit points" + ] + }, + { + "name": "Trebuchet", + "entries": [ + "Ranged Weapon Attack: {@hit +5} to hit, range 300/1200 ft., one target. Hit: 44 ({@dice 8d10}) bludgeoning damage. A trebuchet cannot hit targets within 60 feet of the walking ruin." + ] + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "trait": [ + { + "name": "Constructed Nature", + "entries": [ + "The walking ruin doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Crumbling Colossus", + "entries": [ + "When the walking ruin drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of it must make a DC 22 Dexterity saving throw, taking 22 ({@dice 4d10}) bludgeoning damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Damage Threshold", + "entries": [ + "If the walking ruin would take 15 damage or less, it instead takes 0 damage." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "the walking ruin is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the walking ruin fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The walking ruin has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The walking ruin's weapon attacks are magical." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The walking ruin deals double damage to objects and structures." + ] + }, + { + "name": "Structure form", + "entries": [ + "If an effect would deal additional damage to structures, it deals that additional damage to the walking ruin." + ] + }, + { + "name": "Unflappable Bulk", + "entries": [ + "The walking ruin does not suffer disadvantage on ranged attacks due to being within 5 feet of an {@condition incapacitated} hostile creature. It also is not slowed by water or difficult terrain, although it doesn't have a swim speed." + ] + } + ], + "legendary": [ + { + "name": "Shake the Earth", + "entries": [ + "Each creature on the ground within 20 feet of the walking ruin must succeed on a DC 22 Strength saving throw or take 11 ({@dice 2d10}) bludgeoning damage and fall {@condition prone}. On a success, a creature takes half as much damage." + ] + }, + { + "name": "Trebuchet (Costs 2 actions)", + "entries": [ + "The walking ruin makes a trebuchet attack." + ] + } + ], + "environment": [ + "desert", + "forest", + "grassland", + "hill", + "mountain", + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons", + "Siege Monster" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "prone" + ], + "conditionInflictLegendary": [ + "prone" + ], + "fluff": { + "entries": [ + "Walking ruins are a testament to the hubris of ancient cultures that create unstoppable war machines. Bells toll as a walking ruin heaves itself forward; these death knells mourn the beings that once inhabited this living city and warn any creature foolish enough to stand in its way.", + "Animated by the same magic as the molten core golems that inhabit the grinding, twisting buildings inside it, the siege engines and factories upon the walking ruin's body still function. Most walking ruins prefer to be left alone, but will retaliate with these weapons when disturbed by persistent war-mongers. More than one empire has fallen to an unceasing bombardment of masonry.", + "After a walking ruin devastates a city, it integrates the remains into its body. This constant destruction and replenishment sustains the walking ruin as it wanders. Many courageous archaeologists seek walking ruins and beg to explore the historical wonders absorbed into and preserved within them." + ] + }, + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/WalkingRuin.webp" + } + }, + { + "name": "Photonic Chronodrone", + "source": "AEONSHaven", + "page": 19, + "summonedByClass": "Artificer|TCE", + "size": [ + "T" + ], + "type": "construct", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "special": "2 + your Intelligence modifier + three times your artificer level (the chronodrone has a number of Hit Dice [{@dice d6s}] equal to your artificer level)" + }, + "speed": { + "walk": 0, + "fly": 40 + }, + "str": 8, + "dex": 14, + "con": 12, + "int": 14, + "wis": 10, + "cha": 6, + "save": { + "dex": "+2 plus PB", + "con": "+1 plus PB" + }, + "skill": { + "history": "+2 plus PB", + "perception": "+0 plus PB" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": "10 + (PB)", + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "understands the languages you speak" + ], + "pbNote": "equals your bonus", + "trait": [ + { + "name": "Flyby", + "entries": [ + "The chronodrone doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + } + ], + "action": [ + { + "name": "Phase Shift (3/Day)", + "entries": [ + "The temporal mechanisms within the chronodrone allow it to cast {@spell mirror image} using your spellcasting ability." + ] + } + ], + "reaction": [ + { + "name": "Alter Time", + "entries": [ + "The chronodrone briefly alters one attack roll or ability check made by a non-hostile creature of your choice it can see that is within 10 feet of it. The creature re-rolls the die and must use the new roll." + ] + } + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "hasToken": true, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/PhotonicChronodrone.webp" + } + } + ], + "book": [ + { + "name": "Archive of Entombed Omens and Neglected Secrets", + "id": "AEONSHaven", + "author": "Haven", + "published": "2024-06-03", + "source": "AEONSHaven", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/Archive%20of%20Entombed%20Omens%20and%20Neglected%20Secrets/AEONS%20Cover.webp" + }, + "contents": [ + { + "name": "Preface", + "headers": [ + "Other Media" + ] + }, + { + "name": "Races", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Echoes", + "Ji", + "Prymid" + ] + }, + { + "name": "Subclasses", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Artificer Specialist", + "Primal Path", + "Bard College", + "Divine Domain", + "Druid Circle", + "Martial Archetype", + "Monastic Tradition", + "Sacred Oath", + "Ranger Archetype", + "Roguish Archetype", + "Sorcerous Origins", + "Otherworldly Patron", + "Arcane Tradition", + "Optional Class Features" + ] + }, + { + "name": "Spells", + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Feats", + "ordinal": { + "type": "chapter", + "identifier": 4 + } + }, + { + "name": "Curses", + "ordinal": { + "type": "chapter", + "identifier": 5 + } + }, + { + "name": "Magic Items", + "ordinal": { + "type": "chapter", + "identifier": 6 + } + }, + { + "name": "Bestiary", + "ordinal": { + "type": "chapter", + "identifier": "7" + } + } + ] + } + ], + "bookData": [ + { + "id": "AEONSHaven", + "source": "AEONSHaven", + "data": [ + { + "name": "Preface", + "page": 1, + "type": "section", + "entries": [ + "AEONS is a dust-coated compendium lovingly assembled by the good people of the Haven Discord server. We homebrew for our own enjoyment and to provide enjoyment to our readers.", + "The contents of this compendium are intended to be balanced for play in a regular Dungeons & Dragons Fifth Edition group. It was written prior to the release of the revised Player's Handbook released in Fall 2024.", + { + "name": "Other Media", + "type": "entries", + "entries": [ + "The contents of this book have been adapted for use with the following other services. These resources can also be found online at havenbrews.com. Additional resources will be added at a later date.", + { + "name": "Latest Version of the PDF", + "type": "entries", + "entries": [ + "To stay up to date on any changes or errata we make to AEONS after publishing, you can see the most recent version of the document {@link here|https://drive.google.com/file/d/1s3iaWb3EZuMKlxYzFNVs0Ma2ZSBOu7YL/view} and access a backup file {@link here|https://drive.google.com/file/d/134c_I_NNQpT4vEFuigaoJzaMnl9VR31N/view}." + ] + } + ] + } + ] + }, + { + "name": "Races", + "page": 4, + "type": "section", + "entries": [ + "This chapter presents three new lineages to supplement those in the Player's Handbook: Echoes, Ji, and Prymid. When compared to the races in the Player's Handbook, these races are very rare. They most often appear in remote ruins long-abandoned by civilization of wandering in isolated deserts occupied only by sandblasted rubble.", + { + "name": "Echoes", + "type": "entries", + "entries": [ + "{@race Echo|AEONSHaven|Echoes} are the shades and imitations of other beings created from outpourings of powerful emotion. They wander the world in search of their own truths and to discover their own purpose." + ] + }, + { + "name": "Ji", + "type": "entries", + "entries": [ + "{@race Ji|AEONSHaven|Ji} are a quiet and inscrutable race of nomads who explore for exploration's sake. Their robes and masks lend them a mysteroius air, and their knowledge of reincanation gives them a unique perspective on remembrance of the dead." + ] + }, + { + "name": "Prymids", + "type": "entries", + "entries": [ + "{@race Prymid|AEONSHaven|Prymids} are primates of mysterious origin that replicate the culture of long-dead neighbors. Their rapidly-evolving biology hints at a common ancestor among all humanoids." + ] + } + ] + }, + { + "name": "Subclasses", + "page": 8, + "type": "section", + "entries": [ + "This chapter presents twenty-six new subclasses to supplement those in the Player's Handbook: two for each class. These new options are available when you make a character, provided your DM allows them in your campaign.", + { + "name": "Artificer Specializations", + "type": "entries", + "entries": [ + "At 3rd level, an artificer gains the Artificer Specialist feature. The following additional options are available to an artificer: the {@class Artificer|TCE|Dungeon Keeper|Dungeon Keeper|AEONSHaven} and the {@class Artificer|TCE|Timekeeper|Timekeeper|AEONSHaven}." + ] + }, + { + "name": "Primal Paths", + "type": "entries", + "entries": [ + "At 3rd level, a barbarian gains the Primal Path feature. The following additional options are available to a barbarian: the {@class Barbarian|PHB|Path of the Golem|Golem|AEONSHaven} and the {@class Barbarian|PHB|Path of Savagery|Savagery|AEONSHaven}." + ] + }, + { + "name": "Bard Colleges", + "type": "entries", + "entries": [ + "At 3rd level, a bard gains the Bard College feature. The following additional options are available to a bard: the {@class Bard|PHB|College of Oracles|Oracles|AEONSHaven} and the {@class Bard|PHB|College of Relics|Relics|AEONSHaven}." + ] + }, + { + "name": "Divine Domains", + "type": "entries", + "entries": [ + "At 1st level, a cleric gains the Divine Domain feature. The following additional options are available to a cleric: {@class Cleric|PHB|Despair Domain|Despair|AEONSHaven} and {@class Cleric|PHB|Hope Domain|Hope|AEONSHaven}." + ] + }, + { + "name": "Druid Circles", + "type": "entries", + "entries": [ + "At 2nd level, a druid gains the Druid Circle feature. The following additional options are available to a druid: the {@class Druid|PHB|Circle of Ancients|Ancients|AEONSHaven} and the {@class Druid|PHB|Circle of the Weald|Weald|AEONSHaven}." + ] + }, + { + "name": "Martial Archetypes", + "type": "entries", + "entries": [ + "At 3rd level, a fighter gains the Martial Archetype feature. The following additional options are available to a cleric: the {@class Fighter|PHB|Draugr|Draugr|AEONSHaven} and the {@class Fighter|PHB|Sentry|Sentry|AEONSHaven}." + ] + }, + { + "name": "Monastic Traditions", + "type": "entries", + "entries": [ + "At 3rd level, a monk gains the Monastic Tradition feature. The following additional options are available to a monk: the {@class Monk|PHB|Way of Repose|Repose|AEONSHaven} and the {@class Monk|PHB|Way of the Stopped Clock|Stopped Clock|AEONSHaven}." + ] + }, + { + "name": "Sacred Oaths", + "type": "entries", + "entries": [ + "At 3rd level, a paladin gains the Sacred Oath feature. The following additional options are available to a paladin: the {@class Paladin|PHB|Oath of Progress|Progress|AEONSHaven}, and the {@class Paladin|PHB|Oath of Remembrance|Remembrance|AEONSHaven}." + ] + }, + { + "name": "Ranger Archetypes", + "type": "entries", + "entries": [ + "At 3rd level, a ranger gains the Ranger Archetype feature. The following additional options are available to a ranger: the {@class Ranger|PHB|Lurker|Lurker|AEONSHaven} and the {@class Ranger|PHB|Soul Caller|Soul Caller|AEONSHaven}." + ] + }, + { + "name": "Roguish Archetypes", + "type": "entries", + "entries": [ + "At 3rd level, a rogue gains the Roguish Archetype feature. The following options are available to a rogue: the {@class Rogue|PHB|Mind Cutter|Mind Cutter|AEONSHaven} and the {@class Rogue|PHB|Mirage|Mirage|AEONSHaven}." + ] + }, + { + "name": "Sorcerous Origins", + "type": "entries", + "entries": [ + "At 1st level, a sorcerer gains the Sorcerous Origin feature. The following additional options are available to a sorcerer: the {@class Sorcerer|PHB|Abandoned Throne|Abandoned Throne|AEONSHaven} and {@class Sorcerer|PHB|Crystal Heart|Crystal Heart|AEONSHaven}.", + { + "type": "inset", + "name": "Metamagic", + "page": 33, + "entries": [ + "At 2nd level, a sorcerer gains the Metamagic feature. Here are new options for that feature, in addition to the options in the Player’s Handbook.", + { + "type": "table", + "caption": "Metamagic", + "colLabels": [ + "Metamagic Option" + ], + "colStyles": [ + "col-1" + ], + "rows": [ + [ + "{@optfeature Excavating Spell|AEONSHaven}" + ], + [ + "{@optfeature Patient Spell|AEONSHaven}" + ], + [ + "{@optfeature Spectral Spell|AEONSHaven}" + ] + ] + } + ] + } + ] + }, + { + "name": "Otherworldly Patrons", + "type": "entries", + "entries": [ + "At 1st level, a warlock gains the Otherworldly Patron feature. The following additional options are available to a warlock: the {@class Warlock|PHB|Bygone King|Bygone King|AEONSHaven} and the {@class Warlock|PHB|Slumbering Ancient|Slumbering Ancient|AEONSHaven}.", + { + "type": "inset", + "name": "Eldritch Invocations", + "page": 22, + "entries": [ + "When you choose eldritch invocations, you have access to these additional options.", + { + "type": "table", + "caption": "Eldritch Invocations", + "colLabels": [ + "Eldritch Invocation", + "Prerequisite" + ], + "colStyles": [ + "col-1", + "col-2" + ], + "rows": [ + [ + "{@optfeature Amulet of Resurrection|AEONSHaven}", + "9th level, {@optfeature Pact of the Talisman|TCE}" + ], + [ + "{@optfeature Ancient Secrets|AEONSHaven}", + "{@optfeature Pact of the Tome|AEONSHaven}" + ], + [ + "{@optfeature Crown Prince|AEONSHaven}", + "17th level, {@optfeature Pact of Talisman|AEONSHaven}" + ], + [ + "{@optfeature Dubbing Ceremony|AEONSHaven}", + "17th level, {@optfeature Pact of the Blade|AEONSHaven}" + ], + [ + "{@optfeature Dust to Dust|AEONSHaven}", + "–" + ], + [ + "{@optfeature Groundbreaker|AEONSHaven}", + "7th level, {@optfeature Pact of the Blade|AEONSHaven}" + ], + [ + "{@optfeature Lord's Refreshments|AEONSHaven}", + "{@optfeature Pact of the Chain|AEONSHaven}" + ], + [ + "{@optfeature Sweet Dreams|AEONSHaven}", + "{@optfeature Pact of the Chain|AEONSHaven}" + ], + [ + "{@optfeature Tomb Guardian|AEONSHaven}", + "15th level" + ], + [ + "{@optfeature Written in Stone|AEONSHaven}", + "5th level, {@optfeature Pact of the Tome|AEONSHaven}" + ] + ] + } + ] + } + ] + }, + { + "name": "Arcane Traditions", + "type": "entries", + "entries": [ + "At 2nd level, a wizard gains the Arcane Tradition feature. The following additional options are available to a wizard: the {@class Wizard|PHB|Archivist|Archivist|AEONSHaven} and the {@class Wizard|PHB|Hexarch|Hexarch|AEONSHaven}." + ] + } + ] + }, + { + "name": "Chapter 3: Spells", + "page": 39, + "type": "section", + "entries": [ + "This chapter presents new spells to supplement those in the Player's Handbook. These new spells allow your character to harness a variety of ancient powes, terrible curses, and forgotten technology.", + "Your DM might allow access to these spells at character creation, or they might be discovered in ancient ruins, dusty tomes in magical academies, or the spellbooks of slain liches.", + { + "type": "entries", + "name": "Artificer Spells", + "page": 65, + "entries": [ + { + "type": "list", + "style": "list-hang", + "columns": 3, + "items": [ + { + "type": "list", + "style": "list-hang", + "name": "Cantrips (0 Level)", + "items": [ + "{@spell Chain of Solidarity|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "1st level", + "items": [ + "{@spell Crystallization|AEONSHaven}", + "{@spell Phantom Trap|AEONSHaven}", + "{@spell Read Magic|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "2nd level", + "items": [ + "{@spell Animate Husk|AEONSHaven}", + "{@spell Engrave|AEONSHaven}", + "{@spell Portcullis|AEONSHaven}", + "{@spell Search Archive|AEONSHaven}", + "{@spell Seismic Sense|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "3rd level", + "items": [ + "{@spell Harmonic Obelisk|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "4th level", + "items": [ + "{@spell Buried Blade|AEONSHaven}", + "{@spell Fortify Defenses|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "5th level", + "items": [ + "{@spell Rouse Minefield|AEONSHaven}" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Bard Spells", + "page": 66, + "entries": [ + { + "type": "list", + "style": "list-hang", + "columns": 3, + "items": [ + { + "type": "list", + "style": "list-hang", + "name": "Cantrips (0 Level)", + "items": [ + "{@spell Erase|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "2nd level", + "items": [ + "{@spell Engrave|AEONSHaven}", + "{@spell Overlook|AEONSHaven}", + "{@spell Search Archive|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "4th level", + "items": [ + "{@spell Mass Overlook|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "5th level", + "items": [ + "{@spell Finale|AEONSHaven}", + "{@spell Malicious Misconception|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "8th level", + "items": [ + "{@spell Blaze of Glory|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "8th level", + "items": [ + "{@spell Pass the Torch|AEONSHaven}" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Cleric Spells", + "page": 66, + "entries": [ + { + "type": "list", + "style": "list-hang", + "columns": 3, + "items": [ + { + "type": "list", + "style": "list-hang", + "name": "Cantrips (0 Level)", + "items": [ + "{@spell Chain of Solidarity|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "1st level", + "items": [ + "{@spell Fever|AEONSHaven}", + "{@spell Weight of Years|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "2nd level", + "items": [ + "{@spell Corpse Explosion|AEONSHaven}", + "{@spell Engrave|AEONSHaven}", + "{@spell Search Archive|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "4th level", + "items": [ + "{@spell Analytic Encapsulation|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "5th level", + "items": [ + "{@spell Livia's Spectral Theater|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "6th level", + "items": [ + "{@spell Relinquish to Nature|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "8th level", + "items": [ + "{@spell Blaze of Glory|AEONSHaven}", + "{@spell Place of Honor|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "9th level", + "items": [ + "{@spell Amerac's Hourglass|AEONSHaven}", + "{@spell Immortal's Penance|AEONSHaven}", + "{@spell Judgement|AEONSHaven}", + "{@spell Pass the Torch|AEONSHaven}" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Druid Spells", + "page": 66, + "entries": [ + { + "type": "list", + "style": "list-hang", + "columns": 3, + "items": [ + { + "type": "list", + "style": "list-hang", + "name": "Cantrips (0 Level)", + "items": [ + "{@spell Celestial Ray|AEONSHaven}", + "{@spell Chain of Solidarity|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "1st level", + "items": [ + "{@spell Sandblast|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "2nd level", + "items": [ + "{@spell Seismic Sense|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "3rd level", + "items": [ + "{@spell Harmonic Obelisk|AEONSHaven}", + "{@spell Sand Torrent|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "4th level", + "items": [ + "{@spell Sand Vortex|AEONSHaven}", + "{@spell Stomping Devastation|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "6th level", + "items": [ + "{@spell Relinquish to Nature|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "7th level", + "items": [ + "{@spell Quicksand|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "9th level", + "items": [ + "{@spell Amerac's Hourglass|AEONSHaven}", + "{@spell Lycanthropize|AEONSHaven}", + "{@spell Old Growth|AEONSHaven}" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Paladin Spells", + "page": 66, + "entries": [ + { + "type": "list", + "style": "list-hang", + "columns": 3, + "items": [ + { + "type": "list", + "style": "list-hang", + "name": "1st level", + "items": [ + "{@spell Crystallization|AEONSHaven}", + "{@spell Read Magic|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "2nd level", + "items": [ + "{@spell Corpse Explosion|AEONSHaven}", + "{@spell Portcullis|AEONSHaven}", + "{@spell Search Archive|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "4th level", + "items": [ + "{@spell Fortify Defeses|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "5th level", + "items": [ + "{@spell Livia's Spectral Theater|AEONSHaven}" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Ranger Spells", + "page": 66, + "entries": [ + { + "type": "list", + "style": "list-hang", + "columns": 3, + "items": [ + { + "type": "list", + "style": "list-hang", + "name": "1st level", + "items": [ + "{@spell Phantom Trap|AEONSHaven}", + "{@spell Sandblast|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "2nd level", + "items": [ + "{@spell Engrave|AEONSHaven}", + "{@spell Seismic Sense|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "3rd level", + "items": [ + "{@spell Harmonic Obelisk|AEONSHaven}", + "{@spell Sand Torrent|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "4th level", + "items": [ + "{@spell Analytic Encapsulation|AEONSHaven}", + "{@spell Sand Vortex|AEONSHaven}", + "{@spell Stomping Devastation|AEONSHaven}" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sorcerer Spells", + "page": 66, + "entries": [ + { + "type": "list", + "style": "list-hang", + "columns": 3, + "items": [ + { + "type": "list", + "style": "list-hang", + "name": "1st level", + "items": [ + "{@spell Read Magic|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "2nd level", + "items": [ + "{@spell Wall of Decay|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "3rd level", + "items": [ + "{@spell Sand Torrent|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "4th level", + "items": [ + "{@spell Stomping Devastation|AEONSHaven}", + "{@spell Mass Overlook|AEONSHaven}", + "{@spell Sand Vortex|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "5th level", + "items": [ + "{@spell Livia's Spectral Theater|AEONSHaven}", + "{@spell Malicious Misconception|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "8th level", + "items": [ + "{@spell Blaze of Glory|AEONSHaven}" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Warlock Spells", + "page": 66, + "entries": [ + { + "type": "list", + "style": "list-hang", + "columns": 3, + "items": [ + { + "type": "list", + "style": "list-hang", + "name": "1st level", + "items": [ + "{@spell Read Magic|AEONSHaven}", + "{@spell Weight of Years|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "2nd level", + "items": [ + "{@spell Animate Husk|AEONSHaven}", + "{@spell Corpse Explosion|AEONSHaven}", + "{@spell Search Archive|AEONSHaven}", + "{@spell Wall of Decay|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "4th level", + "items": [ + "{@spell Analytic Encapsulation|AEONSHaven}", + "{@spell Mass Overlook|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "5th level", + "items": [ + "{@spell Malicious Misconception|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "7th level", + "items": [ + "{@spell Time Pierce|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "9th level", + "items": [ + "{@spell Pass the Torch|AEONSHaven}" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Wizard Spells", + "page": 66, + "entries": [ + { + "type": "list", + "style": "list-hang", + "columns": 3, + "items": [ + { + "type": "list", + "style": "list-hang", + "name": "1st level", + "items": [ + "{@spell Erase|AEONSHaven}", + "{@spell Underground Rain|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "1st level", + "items": [ + "{@spell Sandblast|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "2nd level", + "items": [ + "{@spell Animate Husk|AEONSHaven}", + "{@spell Corpse Explosion|AEONSHaven}", + "{@spell Overlook|AEONSHaven}", + "{@spell Search Archive|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "3rd level", + "items": [ + "{@spell Harmonic Obelisk|AEONSHaven}", + "{@spell Sand Torrent|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "4th level", + "items": [ + "{@spell Analytic Encapsulation|AEONSHaven}", + "{@spell Buried Blade|AEONSHaven}", + "{@spell Fortify Defenses|AEONSHaven}", + "{@spell Mass Overlook|AEONSHaven}", + "{@spell Sand Vortex|AEONSHaven}", + "{@spell Stomping Devastation|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "7th level", + "items": [ + "{@spell Quicksand|AEONSHaven}", + "{@spell Time Pierce|AEONSHaven}" + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "9th level", + "items": [ + "{@spell Amerac's Hourglass|AEONSHaven}", + "{@spell Pass the Torch|AEONSHaven}" + ] + } + ] + } + ] + } + ] + }, + { + "name": "Chapter 4: Feats", + "page": 51, + "type": "section", + "entries": [ + "This chapter presents new feats to supplement those in the Player's Handbook. Some DMs allow the use of feats to customize a character, under the optional rule in Chapter 6, Customization Options, of the Player's Handbook.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Ancient Machinist|AEONSHaven}", + "{@feat Mummy's Grasp|AEONSHaven}", + "{@feat Scholarly Intuition|AEONSHaven}", + "{@feat Seismic Sense|AEONSHaven}", + "{@feat Simian Ancestry|AEONSHaven}", + "{@feat Spiritual Bond|AEONSHaven}", + "{@feat Strength of the Defeated|AEONSHaven}" + ] + } + ] + }, + { + "name": "Chapter 5: Curses", + "page": 52, + "type": "section", + "entries": [ + "This chapter presents new curses to supplement those scattered throughout the system. Some curses appear attached to specific items, such as a {@item berserker axe}, with a curse unique to that item. Other spells and effects, such as the {@spell bestow curse} and {@spell hex} spells, are said to inflict curses, but have a generic numerical effect.", + "This section lists new curses that players and Dungeon Masters can use anywhere. Some of these curses might appear attached to magic items to create alternatives to the few cursed magic items in the Dungeon Master’s Guide. They may also appear attached to traps and trick items. With the DM’s permission, a player character can inflict one of these curses with the {@spell bestow curse} spell when cast at an appropriate level.", + "See the Curses by Slot Level table to determine the spell slot level required. When you inflict a curse with the bestow curse spell, its saving throw DC equals your spell save DC. If you concentrate on the spell for its entire duration when applying one of these curses, its duration becomes 'until dispelled.'", + "Whether inflicted by a player character or an effect, curing these curses requires a {@spell remove curse} spell cast at the same level as the target curse's slot on the table below.", + { + "type": "table", + "caption": "Curses by Slot Level Invocations", + "colLabels": [ + "Slot Level", + "Curses" + ], + "colStyles": [ + "col-1", + "col-2" + ], + "rows": [ + [ + "3rd", + "{@optfeature Consuming Love|AEONSHaven},{@optfeature Dream Weaver|AEONSHaven}" + ], + [ + "4th", + "{@optfeature Deafening Silence|AEONSHaven}, {@optfeature Tortured Reflection|AEONSHaven}, {@optfeature Toxic Needs|AEONSHaven}" + ], + [ + "5th", + "{@optfeature Dark Presence|AEONSHaven}, {@optfeature Sleep Like the Dead|AEONSHaven}" + ], + [ + "6th", + "{@optfeature Burden|AEONSHaven}" + ], + [ + "7th", + "{@optfeature Fragile Immortality|AEONSHaven}" + ], + [ + "8th", + "{@optfeature Devouring Hunter|AEONSHaven}" + ], + [ + "9th", + "{@optfeature Wronged Rite|AEONSHaven}" + ] + ] + } + ] + }, + { + "name": "Chapter 6: Magic Items", + "page": 57, + "type": "section", + "entries": [ + "This chapter offers new magic items to supplement those in the Player's Handbook and Dungeon Master's Guide. These new items allow your character to harness the power of curses and civilizations that died out long ago.", + "Your DM determines if and where these items might be discovered, whether that bein the vaults of a dead civilization's palace or provided by students of ancient history to fight modern evils unprepared for the powers of yesteryear.", + "The items are presented in alphabetical order.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Accursed Weapon|AEONSHaven}", + "{@item Aether Touch|AEONSHaven}", + "{@item Cataclysm Core|AEONSHaven|Red Bag of Tricks}", + "{@item Chronolock Bomb|AEONSHaven}", + "{@item Chronolock Pistol|AEONSHaven}", + "{@item Chronolock Rifle|AEONSHaven}", + "{@item Clay Caller|AEONSHaven}", + "{@item Curseborn|AEONSHaven}", + "{@item Dorian's Downfall|AEONSHaven}", + "{@item Draftsman's Lens|AEONSHaven}", + "{@item Dust Mantle|AEONSHaven}", + "{@item Essence Catcher|AEONSHaven}", + "{@item Eternal Companion|AEONSHaven}", + "{@item Final Link|AEONSHaven}", + "{@item First Spears|AEONSHaven}", + "{@item Florch|AEONSHaven}", + "{@item Golem Core|AEONSHaven}", + "{@item Homeward Guide|AEONSHaven}", + "{@item Husk Cracker|AEONSHaven}", + "{@item Inheritance|AEONSHaven}", + "{@item Lamp of the Un-Flame|AEONSHaven}", + "{@item Last Stand|AEONSHaven}", + "{@item Marble Marble|AEONSHaven}", + "{@item Memento|AEONSHaven}", + "{@item Resonator|AEONSHaven}", + "{@item Ring of the Undying|AEONSHaven}", + "{@item Kintsugi's Blood|AEONSHaven}", + "{@item Ruin's Fang|AEONSHaven}", + "{@item Scorching Sun|AEONSHaven}", + "{@item Thurible of Misfortune|AEONSHaven}", + "{@item Timepiercer|AEONSHaven}", + "{@item Thyme Bundle|AEONSHaven}" + ] + } + ] + }, + { + "name": "Chapter 7: Bestiary", + "page": 61, + "type": "section", + "entries": [ + "This chapter presents new monsters to supplement those listed in the Monster Manual. Most of these monsters fit well in campaigns involving tombs or old ruins, though many of them could find their place in a wide variety of environments.", + "As with the monsters in the Monster Manual, we've tried to make each monster presented here general enough to fit into most settings. Though lore is presented, you can do whatever you will with these mostings and change the lore to fit your setting", + "The monsters are presented in alphabetical order.", + { + "type": "list", + "style": "list-hang", + "columns": 3, + "items": [ + "{@creature Amber Syrup|AEONSHaven}", + "{@creature Amber Syrup, Lesser|AEONSHaven}", + "{@creature Brick Golem|AEONSHaven}", + "{@creature Clocktopus|AEONSHaven}", + "{@creature Crawling Apocalypse|AEONSHaven}", + "{@creature Crystal Ruin Crab|AEONSHaven}", + "{@creature Eternal Healer|AEONSHaven}", + "{@creature Gemlin Aggregate|AEONSHaven}", + "{@creature Gemlin Juvenile|AEONSHaven}", + "{@creature Gemlin Progenitor|AEONSHaven}", + "{@creature Geocacher|AEONSHaven}", + "{@creature Giant Ammonite|AEONSHaven}", + "{@creature Giant Sloth|AEONSHaven}", + "{@creature Hell Pig|AEONSHaven}", + "{@creature Hollow|AEONSHaven}", + "{@creature Ji Ancient One|AEONSHaven}", + "{@creature Ji Wanderer|AEONSHaven}", + "{@creature Laikmets|AEONSHaven}", + "{@creature Laikmets, Portentous|AEONSHaven}", + "{@creature Molten Core Golem|AEONSHaven}", + "{@creature Mist Mimic|AEONSHaven}", + "{@creature Mummy Priest|AEONSHaven}", + "{@creature Overgrown Stone Golem|AEONSHaven}", + "{@creature Prismatic Entangler|AEONSHaven}", + "{@creature Ruin Builder|AEONSHaven}", + "{@creature Ruin Crab|AEONSHaven}", + "{@creature Shade Prince|AEONSHaven}", + "{@creature Silent Banshee|AEONSHaven}", + "{@creature Swirling Sand|AEONSHaven}", + "{@creature Sruth|AEONSHaven}", + "{@creature Walking Ruin|AEONSHaven}" + ] + } + ] + } + ] + } + ] +} \ No newline at end of file