Jafner.net/jafner-homebrew/Jafner; JafnerBrew Collection.json

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{
"_meta": {
"sources": [
{
"json": "JB",
"abbreviation": "JBrew",
"full": "JafnerBrew",
"authors": [
"Joey"
],
"convertedBy": "Jafner",
"version": "1.0",
"targetSchema": "1.0.0"
}
]
},
"itemProperty": [
{
"abbreviation": "Ri",
"source": "JB",
"name": "Ritual"
}
],
"class": [
{
"name": "Variant Bard",
"source": "JB",
"hd": {
"number": 1,
"faces": 8
},
"proficiency": [
"dex",
"int"
],
"classTableGroups": [
{
"colLabels": [
"{@filter Cantrips Known|spells|level=0|class=bard}",
"{@filter Spells Known|spells|class=bard}"
],
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{
"title": "Spell Slots per Spell Level",
"colLabels": [
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"{@filter 2nd|spells|level=2|class=bard}",
"{@filter 3rd|spells|level=3|class=bard}",
"{@filter 4th|spells|level=4|class=bard}",
"{@filter 5th|spells|level=5|class=bard}",
"{@filter 6th|spells|level=6|class=bard}",
"{@filter 7th|spells|level=7|class=bard}",
"{@filter 8th|spells|level=8|class=bard}",
"{@filter 9th|spells|level=9|class=bard}"
],
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],
"startingProficiencies": {
"armor": [
"light"
],
"weapons": [
"simple",
"hand crossbows",
"longswords",
"rapiers",
"shortswords"
],
"tools": [
"three musical instruments of your choice"
],
"skills": {
"choose": 3,
"from": [
"Athletics",
"Acrobatics",
"Sleight of Hand",
"Stealth",
"Arcana",
"History",
"Investigation",
"Nature",
"Religion",
"Animal Handling",
"Insight",
"Medicine",
"Perception",
"Survival",
"Deception",
"Intimidation",
"Performance",
"Persuasion"
]
}
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) a {@item rapier|phb}, (b) a {@item longsword|phb}, or (c) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}",
"(a) a {@item diplomat's pack|phb} or (b) an {@item entertainer's pack|phb}",
"(a) a {@item lute|phb} or (b) any other {@filter musical instrument|items|miscellaneous=mundane|type=instrument}",
"{@item Leather armor|phb}, and a {@item dagger|phb}"
],
"goldAlternative": "{@dice 5d4×10|5d4 × 10|Starting Gold}"
},
"multiclassing": {
"requirements": {
"int": 13
},
"proficienciesGained": {
"armor": [
"light"
],
"skills": {
"choose": 1,
"from": [
"Athletics",
"Acrobatics",
"Sleight of Hand",
"Stealth",
"Arcana",
"History",
"Investigation",
"Nature",
"Religion",
"Animal Handling",
"Insight",
"Medicine",
"Perception",
"Survival",
"Deception",
"Intimidation",
"Performance",
"Persuasion"
]
},
"tools": [
"one musical instrument of your choice"
]
}
},
"classFeatures": [
[
{
"name": "Bardic Inspiration",
"entries": [
"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a {@dice d6}.",
"Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the {@dice d20} before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.",
"You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.",
"Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a {@dice d8} at 5th level, a {@dice d10} at 10th level, and a {@dice d12} at 15th level."
]
},
{
"name": "Spellcasting",
"entries": [
"You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See {@book chapter 10|PHB|10} for the general rules of spellcasting and chapter 11 for the {@filter bard spell list|spells|class=bard}.",
{
"type": "entries",
"name": "Cantrips",
"entries": [
"You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level."
]
},
{
"type": "entries",
"name": "Spell Slots",
"entries": [
"The Bard table shows how many spell slots you have to cast your {@filter bard spells|spells|class=bard} of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.",
"For example, if you know the 1st-level spell {@spell cure wounds} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell cure wounds} using either slot."
]
},
{
"type": "entries",
"name": "Spells Known of 1st Level and Higher",
"entries": [
"You know four 1st-level spells of your choice from the bard spell list.",
"You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.",
"Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots."
]
},
{
"type": "entries",
"name": "Spellcasting Ability",
"entries": [
"Intelligence is your spellcasting ability for your bard spells. Your magic comes from your intuition of the structure of the Weave and your ability to speak your wishes into being through it. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.",
{
"type": "abilityDc",
"name": "Spell",
"attributes": [
"int"
]
},
{
"type": "abilityAttackMod",
"name": "Spell",
"attributes": [
"int"
]
}
]
},
{
"type": "entries",
"name": "Ritual Casting",
"entries": [
"You can cast any bard spell you know as a ritual if that spell has the ritual tag."
]
},
{
"type": "entries",
"name": "Spellcasting Focus",
"entries": [
"You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells."
]
}
]
}
],
[
{
"name": "Tactical Wit",
"entries": [
"Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier."
]
},
{
"name": "Epiphany (d6)",
"entries": [
"Beginning at 2nd level, you have a d6 epiphany die. When you make an ability check, attack roll, or saving throw, you can roll the die and add the number rolled to your total. You can wait until after you roll the {@dice d20} before deciding to use the Epiphany die, but you must decide before the DM says whether the roll succeeds or fails. Once you use this feature, you cannot do so again until you finish a short or long rest.",
"The die size increase when you reach certain levels in this class: to {@dice 1d8} at 9th level, to {@dice 1d10} at 13th level, and to {@dice 1d12} at 17th level."
]
}
],
[
{
"name": "Bard College",
"entries": [
"At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level."
],
"gainSubclassFeature": true
},
{
"name": "Expertise",
"entries": [
"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.",
"At 10th level, you can choose another two skill proficiencies to gain this benefit."
]
}
],
[
{
"name": "Ability Score Improvement",
"entries": [
"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
}
],
[
{
"name": "Bardic Inspiration (d8)",
"entries": [
"At 5th level, your Bardic Inspiration die changes to a {@dice d8}."
]
},
{
"name": "Font of Inspiration",
"entries": [
"Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest."
]
}
],
[
{
"name": "Comparative Evaluation",
"entries": [
"At 6th level, you gain the ability to estimate the mental capacity of other people. As an action, you can compare your Intelligence, Wisdom, and Charisma against a creature within 30 feet. You learn whether each of the creature's abilities is better, equal, or worse than yours."
]
},
{
"name": "Bard College feature",
"entries": [
"At 6th level, you gain a feature from your Bard College."
],
"gainSubclassFeature": true
}
],
[],
[
{
"name": "Ability Score Improvement",
"entries": [
"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
}
],
[
{
"name": "Epiphany (d8)",
"entries": [
"At 9th level, the size of your epiphany die increases to {@dice 1d8}."
]
}
],
[
{
"name": "Bardic Inspiration (d10)",
"entries": [
"At 10th level, your Bardic Inspiration die changes to a {@dice d10}."
]
},
{
"name": "Expertise",
"entries": [
"At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies."
]
},
{
"name": "Magical Secrets",
"entries": [
"By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.",
"The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.",
"You learn two additional spells from any classes at 14th level and again at 18th level."
]
}
],
[],
[
{
"name": "Ability Score Improvement",
"entries": [
"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
}
],
[
{
"name": "Epiphany (d10)",
"entries": [
"At 13th level, the size of your epiphany die increases to {@dice 1d10}."
]
}
],
[
{
"name": "Magical Secrets",
"entries": [
"At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.",
"The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table."
]
},
{
"name": "Bard College feature",
"entries": [
"At 14th level, you gain a feature from your Bard College."
],
"gainSubclassFeature": true
}
],
[
{
"name": "Bardic Inspiration (d12)",
"entries": [
"At 15th level, your Bardic Inspiration die changes to a {@dice d12}."
]
}
],
[
{
"name": "Ability Score Improvement",
"entries": [
"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
}
],
[
{
"name": "Epiphany (d12)",
"entries": [
"At 17th level, the size of your epiphany die increases to {@dice 1d12}."
]
}
],
[
{
"name": "Magical Secrets",
"entries": [
"At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.",
"The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table."
]
}
],
[
{
"name": "Ability Score Improvement",
"entries": [
"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
}
],
[
{
"name": "Superior Inspiration",
"entries": [
"At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use."
]
}
]
],
"subclassTitle": "Bard College",
"subclasses": [
{
"name": "College of Lore",
"subclassFeatures": [
[
{
"name": "College of Lore",
"entries": [
"Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.",
"The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.",
"The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.",
{
"type": "entries",
"name": "Bonus Proficiencies",
"entries": [
"When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice."
]
},
{
"type": "entries",
"name": "Cutting Words",
"entries": [
"Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being {@condition charmed}."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Additional Magical Secrets",
"entries": [
"At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Peerless Skill",
"entries": [
"Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail."
]
}
]
}
]
],
"source": "PHB",
"shortName": "Lore"
},
{
"name": "College of Valor",
"subclassFeatures": [
[
{
"name": "College of Valor",
"entries": [
"Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.",
{
"type": "entries",
"name": "Bonus Proficiencies",
"entries": [
"When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons."
]
},
{
"type": "entries",
"name": "Combat Inspiration",
"entries": [
"Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Extra Attack",
"entries": [
"Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Battle Magic",
"entries": [
"At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action."
]
}
]
}
]
],
"source": "PHB",
"shortName": "Valor"
},
{
"name": "College of Glamour (UA)",
"subclassFeatures": [
[
{
"name": "College of Glamour",
"entries": [
"The College of Glamour is open to those bards who mastered their craft in the vibrant, deadly realm of the Feywild. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.",
"The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls.",
{
"type": "entries",
"name": "Mantle of Inspiration",
"entries": [
"When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed.",
"As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains {@dice 2d6} temporary hit points.",
"When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you.",
"The number of temporary hit points increases when you reach certain levels in this class, increasing to {@dice 2d8} at 5th level, {@dice 2d10} at 10th level, and {@dice 2d12} at 15th level."
]
},
{
"type": "entries",
"name": "Enthralling Performance",
"entries": [
"Starting at 3rd level, you can charge your performance with seductive fey magic.",
"If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be {@condition charmed} by you. While {@condition charmed} in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.",
"If a target succeeds on its save against this effect, the target has no hint that you tried to charm it.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Mantle of Majesty",
"entries": [
"At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you take on an appearance of unearthly beauty for 1 minute. During this time, you can cast {@spell command} as a bonus action on each of your turns, without using a spell slot. This effect lasts for 1 minute, and any creature {@condition charmed} by you automatically fails its saving throw against the spell.",
"Once you use this feature, you can't use it again until you finish a long rest."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Mantle of Majesty",
"entries": [
"At 14th level, you gain an otherworldly aspect to your appearance that makes you look more fierce and lovely.",
"In addition, through this feature, you can cast {@spell sanctuary} on yourself. If a creature fails its saving throw against the spell, you also gain advantage on all Charisma checks against the creature for 1 minute, and it has disadvantage on any saving throw it makes against your spells on your next turn.",
"Once you cast {@spell sanctuary} using this feature, you can't do so again until you finish a short or long rest."
]
}
]
}
]
],
"source": "UABardBardColleges",
"shortName": "Glamour (UA)"
},
{
"name": "College of Whispers (UA)",
"subclassFeatures": [
[
{
"name": "College of Whispers",
"entries": [
"Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.",
"Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards' reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.",
{
"type": "entries",
"name": "Venomous Blades",
"entries": [
"When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic for a moment.",
"When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional {@dice 2d6} poison damage to that target. You can do so only once per round on your turn.",
"The additional damage increases when you reach certain levels in this class, increasing to {@dice 2d8} at 5th level, {@dice 2d10} at 10th level, and {@dice 2d12} at 15th level."
]
},
{
"type": "entries",
"name": "Venomous Words",
"entries": [
"At 3rd level, you learn to infuse innocent-seeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia.",
"If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While {@condition frightened} in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and hides there.",
"If the target succeeds on its save, the target has no hint that you tried to frighten it.",
"Once you use this feature, you can't use it again until you finish a short rest or long rest."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Mantle of Whispers",
"entries": [
"At 6th level, you gain the ability to adopt a creature's persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you're Small), and you can have only one shadow captured at a time.",
"After you capture a creature's shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature's appearance for 1 hour or until you end this effect as a bonus action.",
"During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories.",
"Another creature can see through this disguise by making a Wisdom (Insight) check opposed by your Charisma (Deception) check, though you gain a +5 bonus to your check.",
"The disguise and the knowledge it grants disappears when this ability's duration ends."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Shadow Lore",
"entries": [
"At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.",
"As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.",
"If the target fails its saving throw, it is {@condition charmed} by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it.",
"While {@condition charmed} in this way, the creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.",
"When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can't use it again until you finish a long rest."
]
}
]
}
]
],
"source": "UABardBardColleges",
"shortName": "Whispers (UA)"
},
{
"name": "College of Swords (UA)",
"subclassFeatures": [
[
{
"name": "College of Swords",
"entries": [
"Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.",
"Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust them.",
"Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.",
{
"type": "entries",
"name": "Bonus Proficiencies",
"entries": [
"When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars."
]
},
{
"type": "entries",
"name": "Fighting Style",
"entries": [
"The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Two-Weapon Fighting",
"entries": [
"When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack."
]
}
]
}
]
},
{
"type": "entries",
"name": "Blade Flourish",
"entries": [
"At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the {@action Attack} action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Defensive Flourish",
"entries": [
"You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn."
]
}
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Trick Shooter's Flourish",
"entries": [
"This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll."
]
}
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Unnerving Flourish",
"entries": [
"Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point.",
"The creature is {@condition frightened} of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is {@condition frightened} by this effect."
]
}
]
}
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Extra Attack",
"entries": [
"Beginning at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Battle Magic",
"entries": [
"At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action."
]
}
]
}
]
],
"source": "UAKitsOfOld",
"shortName": "Swords (UA)"
},
{
"name": "College of Swords v2 (UA)",
"subclassFeatures": [
[
{
"name": "College of Swords v2",
"entries": [
"Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.",
"Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust them.",
"Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.",
{
"type": "entries",
"name": "Bonus Proficiencies",
"entries": [
"When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars. If you are proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your Bard spells."
]
},
{
"type": "entries",
"name": "Fighting Style",
"entries": [
"The College of Blades emphasizes mastery with weapons, granting you access to either the dueling or two-weapon fighting option for the Fighting Style class feature, which are as follows.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dueling",
"entries": [
"When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon."
]
}
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Two-Weapon Fighting",
"entries": [
"When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack."
]
}
]
}
]
},
{
"type": "entries",
"name": "Blade Flourish",
"entries": [
"At 3rd level, you learn to conduct impressive displays of skill with your weapons. As a standard action, you can make a standard melee attack and increase your walking speed by 10 feet until the end of the current turn. Whenever you use this option, you can also use one of the following Blade Flourish options with it.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Defensive Flourish",
"entries": [
"You spin your weapon around you in swift circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn."
]
}
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Slashing Flourish",
"entries": [
"If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die."
]
}
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mobile Flourish",
"entries": [
"If the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target."
]
}
]
}
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Cunning Flourish",
"entries": [
"Beginning at 6th level, you can attack twice, instead of once, whenever you take the Blade Flourish action on your turn. You can, nevertheless, only use one Blade Flourish option when you take that action."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Master's Flourish",
"entries": [
"Starting at 14th level, whenever you use a Blade Flourish option, you can roll a {@dice d6} and use it instead of expending a Bardic Inspiration die."
]
}
]
}
]
],
"source": "UARevisedSubclasses",
"shortName": "Swords v2 (UA)"
},
{
"name": "College of Satire (UA)",
"subclassFeatures": [
[
{
"name": "College of Satire",
"entries": [
"Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king's royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand's affair with an aged duchess or a mocking satire of a paladin of Helm's cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.",
"While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester's barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth.",
"For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester's satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her.",
"Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist's treachery or exposing a baron's plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.",
"Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies' spirits while casting doubt into foes' minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.",
{
"type": "entries",
"name": "Bonus Proficiencies",
"entries": [
"When you join the College of Satire at 3rd level, you gain proficiency with {@item thieves' tools|phb}. You also gain proficiency in {@skill Sleight of Hand} and one additional skill of your choice. If you are already proficient with {@item thieves' tools|phb} or in {@skill Sleight of Hand}, choose another skill proficiency for each proficiency you already have."
]
},
{
"type": "entries",
"name": "Tumbling Fool",
"entries": [
"At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:",
{
"type": "list",
"items": [
"You gain the benefits of taking the {@action Dash} and {@action Disengage} actions.",
"You gain a climbing speed equal to your current speed.",
"You take half damage from falling."
]
}
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Fool's Insight",
"entries": [
"At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.",
"If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Fool's Luck",
"entries": [
"Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.",
"At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.",
"If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll."
]
}
]
}
]
],
"source": "UAKitsOfOld",
"shortName": "Satire (UA)"
},
{
"name": "College of Glamour",
"subclassFeatures": [
[
{
"name": "College of Glamour",
"entries": [
"The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.",
"The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.",
{
"type": "entries",
"name": "Mantle of Inspiration",
"entries": [
"When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.",
"As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.",
"The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level."
]
},
{
"type": "entries",
"name": "Enthralling Performance",
"entries": [
"Starting at 3rd level, you can charge your performance with seductive, fey magic.",
"If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be {@condition charmed} by you. While {@condition charmed} in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.",
"If a target succeeds on its saving throw, the target has no hint that you tried to charm it.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Mantle of Majesty",
"entries": [
"At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast {@spell command}, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast {@spell command} as a bonus action on each of your turns, without expending a spell slot.",
"Any creature {@condition charmed} by you automatically fails its saving throw against the {@spell command} you cast with this feature.",
"Once you use this feature, you can't use it again until you finish a long rest."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Unbreakable Majesty",
"entries": [
"At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.",
"In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are {@condition incapacitated}. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.",
"Once you assume this majestic presence, you can't do so again until you finish a short or long rest."
]
}
]
}
]
],
"source": "XGE",
"shortName": "Glamour"
},
{
"name": "College of Swords",
"subclassFeatures": [
[
{
"name": "College of Swords",
"entries": [
"Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.",
"Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.",
"Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.",
{
"type": "entries",
"name": "Bonus Proficiencies",
"entries": [
"When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.",
"If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells."
]
},
{
"type": "entries",
"name": "Fighting Style",
"entries": [
"At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.",
{
"type": "options",
"entries": [
{
"type": "entries",
"name": "Dueling",
"entries": [
"When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon."
]
},
{
"type": "entries",
"name": "Two-Weapon Fighting",
"entries": [
"When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack."
]
}
]
}
]
},
{
"type": "entries",
"name": "Blade Flourish",
"entries": [
"At 3rd level, you learn to perform impressive displays of martial prowess and speed.",
"Whenever you take the {@action Attack} action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.",
{
"type": "options",
"entries": [
{
"type": "entries",
"name": "Defensive Flourish",
"entries": [
"You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn."
]
},
{
"type": "entries",
"name": "Slashing Flourish",
"entries": [
"You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die."
]
},
{
"type": "entries",
"name": "Mobile Flourish",
"entries": [
"You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target."
]
}
]
}
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Extra Attack",
"entries": [
"Starting at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Master's Flourish",
"entries": [
"Starting at 14th level, whenever you use a Blade Flourish option, you can roll a {@dice d6} and use it instead of expending a Bardic Inspiration die."
]
}
]
}
]
],
"source": "XGE",
"shortName": "Swords"
},
{
"name": "College of Whispers",
"subclassFeatures": [
[
{
"name": "College of Whispers",
"entries": [
"Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.",
"Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.",
{
"type": "entries",
"name": "Psychic Blades",
"entries": [
"When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.",
"When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra {@dice 2d6} psychic damage to that target. You can do so only once per round on your turn.",
"The psychic damage increases when you reach certain levels in this class, increasing to {@dice 3d6} at 5th level, {@dice 5d6} at 10th level, and {@dice 8d6} at 15th level."
]
},
{
"type": "entries",
"name": "Words of Terror",
"entries": [
"At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.",
"If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} of you or another creature of your choice. The target is {@condition frightened} in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.",
"If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Mantle of Whispers",
"entries": [
"At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.",
"You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.",
"While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.",
"Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.",
"Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Shadow Lore",
"entries": [
"At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.",
"As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.",
"On a failed saving throw, the target is {@condition charmed} by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.",
"The {@condition charmed} creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.",
"When the effect ends, the creature has no understanding of why it held you in such fear.",
"Once you use this feature, you can't use it again until you finish a long rest."
]
}
]
}
]
],
"source": "XGE",
"shortName": "Whispers"
}
]
}
],
"spell": [
{
"name": "Karisar's Arcane Ward",
"level": 2,
"school": "A",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": "an empty glass vial, which the spell consumes"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
}
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"source": "JB",
"entries": [
"An invisible suit of magical armor forms around you. Your base AC becomes 13 + your spellcasting ability modifier. The spell ends if you don armor or if you dismiss the spell as an action."
],
"areaTags": [
"ST"
]
}
],
"item": [
{
"name": "Fiora's Rose",
"type": "M",
"weaponCategory": "Martial",
"baseItem": "rapier|phb",
"rarity": "Very rare",
"source": "JB",
"reqAttune": true,
"entries": [
"You have a +1 bonus to attack and damage rolls made with this rapier.",
"The guard of this magic rapier is made of a ring of roses. While attuned to this weapon, you can speak a command word to cast one of the following spells:",
{
"type": "list",
"items": [
"{@spell shield of faith}",
"{@spell entangle}"
]
},
"Once one of these spells has been cast, this sword cannot be used to cast that spell again until the next dawn."
]
},
{
"name": "Banker's Coinpurse",
"wondrous": true,
"weight": 1,
"tier": "Minor",
"rarity": "Common",
"source": "JB",
"entries": [
"This small leather bag is enchanted with a special extradimensional space. The bag can hold up to 25,000 gp worth of coins and gems. It weighs 1 pound.",
"When a coin or gem is placed into the bag, it is converted to its gold piece value. As an action, you can speak the number and type of coins or gems you would like to withdraw and the bag will convert the requested coins or gems from the value stored within it."
]
},
{
"name": "Thunder Arrow",
"type": "A",
"tier": "Minor",
"rarity": "Uncommon",
"source": "JB",
"entries": [
"The head of this arrow is enchanted with thunder magic. Upon striking an enemy, an ear-shattering boom is emitted from the head.",
"In addition to the normal weapon damage, a creature hit by this arrow takes {@dice 1d4} thunder damage. When the arrow hits any target, any creatures within 10 feet of the target must succeed a DC 15 Constitution saving throw or become deafened."
]
},
{
"name": "Poison Arrow",
"type": "A",
"tier": "Minor",
"rarity": "Rare",
"source": "JB",
"entries": [
"The head of this arrow is coated in a powerful neurotoxin.",
"In addition to the normal weapon damage, a creature hit by this arrow takes {@dice 1d4} poison damage and must succeed a DC 15 Constitution saving throw or become poisoned for 2 ({@dice 1d4}) rounds."
]
},
{
"name": "Lightning Arrow",
"type": "A",
"tier": "Minor",
"rarity": "Rare",
"source": "JB",
"entries": [
"The head of this arrow is enchanted with powerful lightning magic. Upon striking an enemy, electricty discharges into the target and potentially other targets nearby.",
"In addition to the normal weapon damage, a creature hit by this arrow takes {@dice 1d4} lightning damage and any creatures within 5 feet wielding a metal weapon or shield, or wearing metal armor also take {@dice 1d4} damage (rolled separately)."
]
},
{
"name": "Ice Arrow",
"type": "A",
"tier": "Minor",
"rarity": "Rare",
"source": "JB",
"entries": [
"The head of this arrow is enchanted with powerful ice magic. Upon striking an enemy, the ice spreads quickly across the surface of the target's armor or skin and restrains its movement.",
"In addition to the normal weapon damage, a creature hit by this arrow takes {@dice 1d4} cold damage and must succeed a DC 15 Strength saving throw or become restrained for 2 ({@dice 1d4}) rounds. A creature restrained in this manor can use an action to make a DC 15 Strength check to break free of the ice."
]
},
{
"name": "Healing Arrow",
"type": "A",
"tier": "Minor",
"rarity": "Uncommon",
"source": "JB",
"entries": [
"The head of this arrow is a glass flask filled with reddish-brown liquid.",
"Instead of the normal weapon damage, a creature hit by this arrow takes 1 bludgeoning damage , then regains {@dice 1d4+1} hit points. A creature critically hit by this arrow takes 1 damage, then regains {@dice 2d4+2} hit points."
]
},
{
"name": "Fire Arrow",
"type": "A",
"tier": "Minor",
"rarity": "Rare",
"source": "JB",
"entries": [
"The head of this arrow is enchanted with powerful fire magic. Upon striking an enemy, flames burst from the head and engulf the target.",
"In addition to the normal weapon damage, a creature hit by this arrow takes {@dice 1d4} fire damage and must succeed a DC 15 Dexterity saving throw or be set on fire for 2 ({@dice 1d4}) rounds. A creature on fire can drop prone and use its action to put out the fire."
]
},
{
"name": "Acid Arrow",
"type": "A",
"tier": "Minor",
"rarity": "Rare",
"source": "JB",
"entries": [
"The head of this arrow is a glass flask filled with bright-green liquid.",
"Instead of the normal weapon damage, a creature hit by this arrow takes {@dice 1d4} acid damage and becomes coated in acid. A creature coated in acid takes {@dice 1d4} acid damage at the beginning of its turn. A creature coated in acid can use an action to shake off the acid."
]
},
{
"name": "Ring of Prestidigitation",
"type": "RG",
"weight": 1,
"tier": "minor",
"rarity": "Common",
"source": "JB",
"entries": [
"While wearing this ring, you can cast the {@spell prestidigitation} spell at will."
]
},
{
"name": "Orb of Ill Portent",
"wondrous": true,
"tier": "Major",
"rarity": "Very rare",
"reqAttune": "by a wizard",
"source": "JB",
"entries": [
"The swirling purple and green mists within this glass orb reveal hints of future misfortune.",
"When you finish a long rest, roll two {@dice d10}s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.",
"Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling roles."
]
},
{
"name": "Mantle of Galdur the Grey",
"wondrous": true,
"tier": "Major",
"rarity": "Rare",
"reqAttune": true,
"source": "JB",
"entries": [
"This headdress is made of the pelt of Galdur the Grey, the great cave bear of the Spine of the World. The visage of the dead great bear instills fear into the hearts of beasts.",
"While wearing this mantle, you have advantage on Intimidation checks against beasts.",
"Additionally, you have advantage on Animal Handling checks to influence the behavior of beasts you've intimidated."
]
},
{
"name": "Daggers of Shar",
"type": "M",
"weaponCategory": "Simple",
"baseItem": "dagger|phb",
"weight": 1,
"dmg1": "1d4",
"dmgType": "P",
"property": [
"F",
"L",
"T"
],
"range": "20/60",
"rarity": "Uncommon",
"source": "JB",
"reqAttune": true,
"entries": [
"This pair of daggers, when wielded together, carry a fragment of the power of Shar.",
"When you hit a creature with both daggers on your turn, you can choose one of the following effects:",
{
"type": "list",
"items": [
"Gain {@dice 1d4+1} temporary hit points.",
"Deal an extra {@dice 1d4} necrotic damage to the target.",
"Force the target to make a DC 10 constitution saving throw. On a failure, the target's strength score is reduced by {@dice 1d4}."
]
}
]
},
{
"name": "Frostbite",
"type": "M",
"weaponCategory": "Martial",
"baseItem": "longsword|PHB",
"weight": 3,
"dmg1": "1d8",
"dmg2": "1d10",
"dmgType": "S",
"property": [
"V"
],
"rarity": "Very rare",
"reqAttune": true,
"source": "JB",
"entries": [
"When you hit with an attack using this magic longsword, the target takes an extra {@dice 1d6} cold damage. In addition, while you hold the sword, you have resistance to fire damage.",
"In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.",
"When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour."
]
},
{
"name": "Thorn",
"type": "M",
"weaponCategory": "Martial",
"baseItem": "longsword|PHB",
"weight": 3,
"dmg1": "1d8",
"dmg2": "1d10",
"dmgType": "S",
"property": [
"V"
],
"rarity": "Uncommon",
"reqAttune": true,
"source": "JB",
"entries": [
"You have a +1 bonus to attack rolls made with this magic weapon."
]
},
{
"name": "Crimson",
"type": "M",
"weaponCategory": "Martial",
"baseItem": "longsword|PHB",
"weight": 3,
"dmg1": "1d8",
"dmg2": "1d10",
"dmgType": "S",
"property": [
"V"
],
"rarity": "Uncommon",
"reqAttune": true,
"source": "JB",
"entries": [
"You have a +1 bonus to damage rolls made with this magic weapon.",
"In addition, this weapon deals lightning damage instead of its normal type."
]
},
{
"name": "Potion of Undeath",
"type": "P",
"rarity": "Rare",
"source": "JB",
"entries": [
"When you drink this potion, make a DC 15 Constitution saving throw. On a success, you take {@dice 4d8} necrotic damage and gain 1 point of exhaustion. If the damage dealt on a success reduces you to zero hit points, you instead suffer the effects of a failure. On a failure, you fall to zero hit points and cannot receive any magical healing for 8 hours. If you die within 8 hours of drinking this potion, you become a zombie."
]
},
{
"name": "Amulet of Sigvid Karisar",
"wondrous": true,
"weight": 1,
"tier": "Major",
"rarity": "Rare",
"source": "JB",
"reqAttune": "by a wizard",
"entries": [
"This amulet imbues spells cast through it by the attuned wearer into living creatures. While attuned to the amulet, you can cast a spell through the amulet into a willing creature you can touch. The spell has no effect, other than to be imbued into the creature.",
"A creature can cast any spell imbued into it by this amulet. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but it is otherwise treated as if the imbued creature cast the spell. The effect ends if the creature casts the imbued spell or after 24 hours have passed.",
"A creature can be imbued with a number of levels of spells equal to its CR, or its character level (minimum of 1 level of spells)."
]
},
{
"name": "Scepter of Elemental Affinity",
"type": "RD",
"weight": 2,
"tier": "Major",
"rarity": "Uncommon",
"source": "JB",
"reqAttune": true,
"entries": [
"This scepter is enchanted with unstable elemental energy. As an action, you may choose a point or creature within 60 feet of you and speak the activation word. When you activate the rod, make a DC 13 Arcana (Intelligence) ability check. On a success, choose an element and effect from the tables below. On a failure, roll 1d4 and a 1d6 to randomly determine the elemental type and effect.",
{
"type": "table",
"caption": "Element Type",
"colLabels": [
"{@dice d4}",
"Damage Type"
],
"colStyles": [
"col-1",
"col-11"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"Fire"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"Cold"
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"Lightning"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"Thunder"
]
]
},
{
"type": "table",
"caption": "Effect Type",
"colLabels": [
"{@dice d6}",
"Effect"
],
"colStyles": [
"col-1",
"col-11"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"The elemental energy implodes. You take {@dice 1d10} force damage."
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"A bolt of elemental energy flies towards the target. Make a ranged spell attack. If the attack hits, deal {@dice 1d10} elemental damage."
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"Three rays of elemental energy fly toward the target. Make three ranged spell attacks. Each attack that hits deals {@dice 1d4+1} elemental damage."
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"A 30 ft. line of elemental energy flies out from the scepter. Each creature in the area of effect must succeed a DC 13 Dexterity save or take {@dice 1d8} elemental damage."
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"A 15 ft. cone of elemental energy erupts from the scepter. Each creature in the area of effect must succeed a DC 13 Dexterity save or take {@dice 1d8} elemental damage."
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"A burst of elemental energy explodes out from you. Each creature within a 10 ft. radius of you must succeed a DC 13 Dexterity saving throw or take {@dice 1d8} elemental damage."
]
]
}
]
}
],
"feat": [
{
"name": "Overwhelming Presence",
"source": "JB",
"prerequisite": [
{
"ability": [
{
"cha": 20
}
],
"level": {
"level": 12
}
}
],
"entries": [
"You have the presence of the most affluent of leaders, granting the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in Charisma saving throws. If you are already proficient in them, you add double your proficiency bonus to Charisma saving throws you make.",
"While you are conscious, up to five friendly creatures within 30 feet of you who can see or hear you and who can understand you can gain a bonus to one Intelligence, Wisdom, or Charisma saving throw they make equal to your Charisma modifier. Once theyve done so, they cant do so again until they finish a short or long rest.",
"As an action, you can attempt to distract up to five creatures you can see within 30 feet of you. Each creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). Any creature immune to being charmed is unaffected. If you or your companions are fighting a creature, it has advantage on the saving throw. On a failed save, for the next minute, a creature has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the effect ends or until the target can no longer see or hear you. The feature ends early if you are incapacitated."
]
}
]
},
{
"name": "Exalted Awareness",
"source": "JB",
"prerequisite": [
{
"ability": [
{
"wis": 20
}
],
"level": {
"level": 12
}
}
],
"entries": [
"You have the wisdom associated with the most renowned masters of the Force, granting the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in Wisdom saving throws. If you are already proficient in them, you add double your proficiency bonus to Wisdom saving throws you make.",
"Creatures within 60 feet of you have disadvantage on Dexterity (Stealth) checks made to hide from you.",
"As an action, you can sense the presence of illusions and other effects designed to deceive the senses within 30 feet of you, provided that you arent blinded or deafened. You sense that an effect is trying to trick you, but you gain no insight into what is hidden or its true nature. Once youve used this feature, you must complete a short or long rest before you can use it again."
]
}
]
},
{
"name": "Cunning Intellect",
"source": "JB",
"prerequisite": [
{
"ability": [
{
"int": 20
}
],
"level": {
"level": 12
}
}
],
"entries": [
"You have the cunning of the most prolific scholars, granting the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in Intelligence saving throws. If you are already proficient in them, you add double your proficiency bonus to Intelligence saving throws you make.",
"Choose a tool and a skill with which you are proficient. You gain a bonus to ability checks you make with that tool and skill equal to your proficiency bonus. This bonus stacks with any proficiency bonuses you already have for that tool and skill.",
"Whenever you make an ability check that uses your Intelligence, you can add half your proficiency bonus (rounded down) if it doesnt already include your proficiency bonus. Additionally, if you roll lower than half your level (rounded down) on an Intelligence check, you can instead use your level for the d20 roll."
]
}
]
},
{
"name": "Unnatural Resilience",
"source": "JB",
"prerequisite": [
{
"ability": [
{
"con": 20
}
],
"level": {
"level": 12
}
}
],
"entries": [
"You have the fortitude often attributed to gods, granting the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in Constitution saving throws. If you are already proficient in them, you add double your proficiency bonus to saving throws you make.",
"Healing effects that would restore hit points to you cant restore an amount less than half your level + your Constitution modifier. If this amount would exceed that maximum amount of hit points that effect could restore, you instead take that effects maximum.",
"You can add your Constitution modifier to death saving throws you make."
]
}
]
},
{
"name": "Blinding Agility",
"source": "JB",
"prerequisite": [
{
"ability": [
{
"dex": 20
}
],
"level": {
"level": 12
}
}
],
"entries": [
"You have the reflexes one who can see things before they happen, granting the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in Dexterity saving throws. If you are already proficient in them, you add double your proficiency bonus to Dexterity saving throws you make.",
"Weapons that lack the two-handed, heavy, or special properties are considered to have the finesse property for you.",
"Opportunity attacks made against you have disadvantage."
]
}
]
},
{
"name": "Titan's Power",
"source": "JB",
"prerequisite": [
{
"ability": [
{
"str": 20
}
],
"level": {
"level": 12
}
}
],
"entries": [
"You have the strength that legends tell of, granting the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in Strength saving throws. If you are already proficient in them, you add double your proficiency bonus to Strength saving throws you make.",
"You ignore the two-handed property of weapons with which you are proficient.",
"When you miss with a melee weapon attack, the creature takes damage equal to your Strength modifier. This damage is of the same type as the weapons damage."
]
}
]
},
{
"name": "Leadership (WIP)",
"source": "JB",
"prerequisite": [
{
"ability": [
{
"cha": 15
}
],
"level": {
"level": 6
}
}
],
"entries": [
"You've put your heroic gravity to use, attracting followers of varying commitment and ability, but all regarding you as a hero. When you take this feat, you gain a leadership score and recruit a sidekick and a number of followers as described in the leadership score section below.",
{
"type": "entries",
"name": "Leadership Score",
"entries": [
"When you take this feat, you gain a Leadership Score, which is calculated as follows:",
{
"type": "abilityGeneric",
"name": "Leadership Score",
"text": "Your character level + your Charisma modifier",
"attributes": [
"cha"
]
}
]
},
"See the Leadership table for what sort of sidekick and how many followers you can recruit.",
{
"type": "table",
"caption": "Leadership table",
"colLabels": [
"Leadership Score",
"Sidekick Level",
"Common Followers",
"Expert Followers"
],
"colStyles": [
"col-2",
"col-4",
"col-4",
"col-2"
],
"rows": [
[
"8",
"1st",
"8",
"1"
],
[
"9",
"2nd",
"9",
"1"
],
[
"10",
"2nd",
"10",
"2"
],
[
"11",
"3rd",
"11",
"2"
],
[
"12",
"3rd",
"12",
"2"
],
[
"13",
"4th",
"13",
"2"
],
[
"14",
"4th",
"14",
"2"
],
[
"15",
"5th",
"15",
"3"
],
[
"16",
"5th",
"16",
"3"
],
[
"17",
"6th",
"17",
"3"
],
[
"18",
"6th",
"18",
"3"
],
[
"19",
"7th",
"19",
"3"
],
[
"20",
"7th",
"20",
"4"
],
[
"21",
"8th",
"21",
"4"
],
[
"22",
"8th",
"22",
"4"
],
[
"23",
"9th",
"23",
"4"
],
[
"24",
"9th",
"24",
"4"
],
[
"25",
"10th",
"25",
"5"
]
]
},
"Your leadership score applies when you first take this feat to recruit your starting followers and sidekick. For information about recruiting more followers, refer to the recruitment section below.",
{
"type": "entries",
"name": "Sidekick",
"entries": [
"Your sidekick is a loyal ally who joins the party and will fight with you in battle. The DM will either control your sidekick as an NPC or allow you to control your sidekick. Your sidekick acts on their own initiative. The Sidekick Level column of the Leadership table determines the level of the sidekick you recruit when you take this feat. After being recruited, your sidekick gains levels through experience points as normal. The DM will either tell you which type of sidekick you recruit, or let you choose one. Refer to the Sidekicks rules from the Dragon of Icespire Peak adventure in the D&D Essentials Kit."
]
},
{
"type": "entries",
"name": "Common Followers",
"entries": [
"Common followers are villagers, townsfolk, and other citizens who've witnessed your heroism and decided to spread news of your deeds, as well as assist you with things within their purview. Common followers all use the commoner stat block. They will not follow you into battle, but they will regard you as a friend and assist you as they can within town."
]
},
{
"type": "entries",
"name": "Expert Followers",
"entries": [
"Expert followers are special followers who possess particular skills which may be of use to you. They are willing to fight with you, but will not sacrifice their lives for you. Expert followers are chosen by your DM from the following list: Acolyte, Guard, Noble, Scout, or Spy, each detailed in the Monster Manual. The DM can allow you to choose your own expert followers."
]
},
{
"type": "entries",
"name": "Recruitment",
"entries": [
"You can have a maximum number of common and expert followers equal to double your leadership score. To recruit more followers, you must first complete a heroic deed. The details of the heroic deed are determined by your DM, but it should take place as part of an adventure. Upon completion of the heroic deed, you can recruit one expert follower of your choice and a number of common followers equal to your Charisma modifier."
]
}
]
},
{
"name": "Second Wind",
"source": "JB",
"prerequisite": [
{
"ability": [
{
"con": 13
}
]
}
],
"entries": [
"On your turn when you are below half your hit point maximum, you can use an action to expend any number of your hit dice. For each hit die you roll, you regain a number of hit points equal to the roll + your Constitution modifier. You cannot be healed above half your hit point maximum with this feature."
]
}
],
"variantrule": [
{
"name": "Revised Death and Dying",
"source": "JB",
"entries": [
"The following text replaces the text of the {@book \"Dropping to 0 Hit Points\"|PHB|9|Damage and Healing|5} section of the PHB.",
{
"type": "entries",
"name": "Revised Death and Dying",
"entries": [
"When you are reduced to 0 or fewer hit points, you either die outright or fall unconscious, as explained in the following sections.",
{
"type": "entries",
"name": "Instant Death",
"entries": [
"If you are reduced to a number of negative hit points greater than half your hit point maximum, you die.",
"Additionally, massive damage can kill you instantly When you take damage equal to or greater than your hit point maximum, roll a Constitution saving throw with a DC equal to half the damage taken or 20, whichever is lower. On a failed save, you die. On a success, you take the damage as normal.",
"For example, a cleric with a maximum of 12 hit points currently has 4 hit points. If she takes 10 damage, she would fall unconscious at -6 hit points, but she would still be alive. If she instead takes 11 damage, she would immediately die, as her hit points would be reduced to -7, a negative number greater than half her hit point maximum."
]
},
{
"type": "entries",
"name": "Falling Unconscious",
"entries": [
"If damage reduces you to 0 or fewer hit points and fails to kill you, you fall unconscious (see the appendix). This unconsciousness ends if your hit points are restored to 1 or more."
]
},
{
"type": "entries",
"name": "Bleeding Out and Death Saving Throws",
"entries": [
"When you start your turn with 0 or fewer hit points, you must succeed a special DC 10 Constitution saving throw, called a death saving throw, or take 1 damage. If your saving throw result is less than 5, you instead take 2 damage. If your result is greater than 20, you become stabilized and no longer need to make death saving throws."
]
},
{
"type": "entries",
"name": "Stabilizing a Creature",
"entries": [
"The best way to save a creature with 0 or fewer hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by bleeding out.",
"You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.",
"A stable creature doesn't make death saving throws, even though it has 0 or fewer hit points, but it does remain unconscious. If the creature takes any damage it stops being stable and must start making death saving throws again. A stable creature that isn't healed regains 1 hit point per hour until it becomes conscious."
]
},
{
"type": "entries",
"name": "Monsters and Death",
"entries": [
"Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.",
"Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters."
]
}
]
}
]
},
{
"name": "Exhausted Spellcasting",
"source": "JB",
"entries": [
"Sometimes a spellcaster needs desperately to cast a spell to save themselves, their party, or even the world, but they're out of spell slots. In such situations, a character can attempt to cast a spell that they have prepared or memorized without any spell slots.",
"To cast a spell without expending a spell slot, a character's maximum hit points are reduced by a number equal to double the level of the spell until they finish a long rest.",
"Additionally, the character must make a Constitution saving throw. The DC equals 10 + the spell's level. On a failure, the character suffers a number of points of exhaustion equal to the spell's level. On a success, the character suffers half as many levels of exhaustion.",
"The character's hit point maximum is reduced and the points of exhaustion are suffered after the spell is cast."
]
},
{
"name": "Last Stand",
"source": "JB",
"entries": [
"When you are at death's doorstep and the world needs saving, you can sacrifice yourself to make one final action before death.",
"When an attack would reduce you to 0 hit points, you can take a turn. After your turn ends, you suffer 4 points of exhaustion and take the damage from the original attack."
]
}
],
"reward": [
{
"name": "Mark of Dragonhood",
"entries": [
"You can mutate your body to grant you some of the benefits of your patron's draconic form.",
"As an action, you can transform into a demi-dragon for 1 minute. While in demi-dragon form, you gain the following benefits:",
{
"type": "list",
"items": [
"You gain a swim speed and fly speed equal to your walking speed.",
"You can breathe air and water.",
"You gain immunity to acid damage."
]
},
"Once you use this feature, you cannot use it again until you finish a short or long rest."
],
"source": "JB",
"type": "Mark of Nightscale"
},
{
"name": "Mark of Unhealth",
"entries": [
"You can channel your patron's venom into your strikes.",
"When you hit a creature with a melee weapon attack, you can choose to force the target to succeed a Constitution saving throw (using Nightscale's spell save DC) or become {@condition poisoned} for 1 minute.",
"Once you use this feature, you cannot use it again until you finish a short or long rest."
],
"source": "JB",
"type": "Mark of Nightscale"
},
{
"name": "Mark of Terror",
"entries": [
"You can channel a fraction of your patron's frightful presence to imbue others with terror.",
"As an action, choose up to four creatures you can see and that can see you within 30 feet of you. You can force the creatures to make a Wisdom saving throw (using Nightscale's spell save DC) or become frightened for 1 minute. ",
"Once you use this feature, you cannot use it again until you finish a short or long rest."
],
"source": "JB",
"type": "Mark of Nightscale"
},
{
"name": "Mark of Domination",
"entries": [
"You have advantage on Intimidation (Charisma) checks to demand fealty.",
"Additionally, you can channel a fragment of your patron's dominating presence to command others.",
"As an action, you can cast the {@spell command} spell using Nightscale's spell save DC.",
"Once you use this feature, you cannot use it again until you finish a short or long rest."
],
"source": "JB",
"type": "Mark of Nightscale"
},
{
"name": "Mark of Willpower",
"entries": [
"You are able to channel the indomitable willpower of your patron when your own in insufficient.",
"When you fail a Charisma saving throw, you can choose to reroll the saving throw, using Nightscale's Charisma saving throw bonus.",
"Once you use this feature, you cannot use it again until you finish a short or long rest."
],
"source": "JB",
"type": "Mark of Nightscale"
},
{
"name": "Mark of Acidification",
"entries": [
"Your blood becomes acidified. Your breath reeks of sulfur.",
"You can use a bonus action to imbue your weapon strikes with acidic energy. Until the start of your next turn, your weapon attacks deal acid damage instead of their normal damage type.",
"Additionally, when you fail a saving throw to avoid being poisoned by something you ingest, you can choose to succeed instead.",
"Once you use each of these features, you cannot use it again until you finish a short or long rest."
],
"source": "JB",
"type": "Mark of Nightscale"
},
{
"name": "Mark of Acid Breath",
"entries": [
"You are granted a tiny fraction of the powerful breath weapon of your patron.",
"You can use a bonus action to cast {@spell dragon's breath|xge} on yourself using Nightscale's spell save DC. When cast in this way, the damage type is always acid, and the spell's damage becomes {@dice 5d6}.",
"Once you use this feature, you cannot use it again until you finish a short or long rest."
],
"source": "JB",
"type": "Mark of Nightscale"
},
{
"name": "Mark of Detection",
"entries": [
"You can call upon the deific senses of your patron to replace your own.",
"As an action, you can channel Nightscale's abilities of supernatural perception. For 1 minute, you gain blindsight 60 ft. and darkvision 120 ft., and your Perception bonus becomes +16. When the effect ends, you become {@condition blinded} for 1 minute.",
"Once you use this feature, you cannot use it again until you finish a short or long rest."
],
"source": "JB",
"type": "Mark of Nightscale"
},
{
"name": "Mark of Befoulment",
"entries": [
"You can cause food and water to become ridden with rot and disease.",
"As an action, you can choose a 5-foot-radius sphere within 10 feet of you to become foul. Food or drink fouled in this way becomes putrid and any creature that ingests it must succeed a Constitution saving throw (using Nightscale's spell save DC) or become poisoned for 1 hour.",
"Once you use this feature, you cannot use it again until you finish a short or long rest."
],
"source": "JB",
"type": "Mark of Nightscale"
},
{
"name": "Mark of the Undying",
"entries": [
"When you take damage which would kill you, you instead fall to 1 hit point and immediately take a turn. At then end of that turn, you fall to 0 hit points.",
"After you use this feature, a part of your body becomes marked with a sign of undeath, such as decayed flesh, rot, thinned hair, or exposed bone.",
"After you use this feature, you cannot use it again until you finish a long rest."
],
"source": "JB",
"type": "Mark of Orcus"
},
{
"name": "Mark of the Ghoul",
"entries": [
"As an action, you can cast {@spell create undead} without any material components, targeting a single corpse of a Medium or Small humanoid within range.",
"After you use this feature, a part of your body becomes marked with a sign of necrotic magic, such as pale skin, bloodshot eyes, or blackened blood.",
"After you use this feature, you cannot use it again until you finish a long rest."
],
"source": "JB",
"type": "Mark of Orcus"
},
{
"name": "Mark of the Blood Lord",
"entries": [
"As an action, choose up to four undead of CR 1/2 or lower. You assert control over the chosen creatures as with the {@spell animate dead} spell.",
"After you use this feature, a part of your body becomes marked with a sign of necrotic magic, such as pale skin, bloodshot eyes, or blackened blood.",
"After you use this feature, you cannot use it again until you finish a long rest."
],
"source": "JB",
"type": "Mark of Orcus"
},
{
"name": "Mark of Blight",
"entries": [
"When you score a critical hit with a weapon attack against a creature, you can use a bonus action to reduc the target's ability scores by {@dice 1d4} each.",
"After you use this feature, your weapon becomes scarred with necrotic magic, its blade becomes permanently bloodstained or blackened, or in moments of silence, faint screams can be heard emanating from it.",
"After you use this feature, you cannot use it again until you finish a long rest."
],
"source": "JB",
"type": "Mark of Orcus"
},
{
"name": "Mark of True Undeath",
"entries": [
"When you die, your patron binds your sould to your dead body.",
"You are restored to full health an you make the following changes to your statistics:",
{
"type": "list",
"items": [
"You gain the undead subtype and you do not age.",
"You gain the Undead Fortitude trait.",
"You gian immunity to poison damage, and the {@condition exhaustion} and {@condition poisoned} conditions."
]
},
"If you are killed after you have become undead in this manner, you are returned to unlife 7 days afterward."
],
"source": "JB",
"type": "Mark of Orcus"
},
{
"name": "Mark of Madness",
"entries": [
"As an action, you can cast {@spell crown of madness} using your patron's spell save DC.",
"After you use this feature, a part of your body changes to make you appear more demonlike, new horns, deeper-set eyes, or cloven hooves.",
"After you use this feature, you cannot use it again until you finish a long rest."
],
"source": "JB",
"type": "Mark of Orcus"
},
{
"name": "Mark of the Necromancer",
"entries": [
"Your patron grants you an undead servant. Choose either a {@creature minotaur skeleton} or {@creature ogre zombie}.",
"Your patron summons the undead of your choice, placing it under your control indefinitely and you can use a bonus action on your turn to command it, as with the {@spell animate dead} spell. If your undead servant dies, it is returned to unlife under your control 24 hours later."
],
"source": "JB",
"type": "Mark of Orcus"
},
{
"name": "Mark of Speaking",
"entries": [
"You can speak and understand Abyssal.",
"Additionally, you can use an action to cast {@spell speak with dead} without any material components. When cast in this way, the target can be an undead.",
"After you use this feature, you cannot use it again until you finish a long rest."
],
"source": "JB",
"type": "Mark of Orcus"
},
{
"name": "Mark of Necrosis",
"entries": [
"As a bonus action on your turn, you can imbue your weapon strikes with vampiric energy. Until the end of your next turn, whenever you hit a creature with a weapon attack, the damage dealt is necrotic and you regain hit points equal to half the damage dealt.",
"After you use this feature, you cannot use it again until you finish a long rest."
],
"source": "JB",
"type": "Mark of Orcus"
}
]
}