From a94299da611399ab449b49d44416c46aea397faa Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Mon, 22 Apr 2024 19:50:10 +0100 Subject: [PATCH] chore(class): migrate fluff --- ...nearthed Arcana - Artificer Revisited.json | 185 +-- .../Unearthed Arcana - Modifying Classes.json | 941 +++++++-------- class/Unearthed Arcana - Sidekicks.json | 83 +- ...nearthed Arcana - The Ranger, Revised.json | 1033 +++++++++-------- ...ana - Prestige Classes and Rune Magic.json | 31 +- ...nearthed Arcana 2022 - Expert Classes.json | 87 +- ...2022 - The Cleric and Revised Species.json | 29 +- ...earthed Arcana 2023 - Druid & Paladin.json | 64 +- ...a 2023 - Player's Handbook Playtest 5.json | 145 ++- ...a 2023 - Player's Handbook Playtest 6.json | 207 ++-- ...a 2023 - Player's Handbook Playtest 7.json | 145 ++- ...a 2023 - Player's Handbook Playtest 8.json | 93 +- ...d Arcana - Fighter, Rogue, and Wizard.json | 4 +- 13 files changed, 1618 insertions(+), 1429 deletions(-) diff --git a/class/Unearthed Arcana - Artificer Revisited.json b/class/Unearthed Arcana - Artificer Revisited.json index 1abcece..9f561d9 100644 --- a/class/Unearthed Arcana - Artificer Revisited.json +++ b/class/Unearthed Arcana - Artificer Revisited.json @@ -585,95 +585,7 @@ "Soul of Artifice|Artificer (Revisited)|UAArtificerRevisited|20" ], "subclassTitle": "Artificer Specialist", - "fluff": [ - { - "name": "Artificer", - "page": 1, - "source": "UAArtificerRevisited", - "type": "section", - "entries": [ - "Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use {@item alchemist's supplies|PHB} to create a potent elixir, {@item calligrapher's supplies|PHB} to inscribe a sigil of power on an ally's armor, or {@item tinker's tools|PHB} to craft a temporary charm. The magic of artificers is tied to their tools and their talents.", - { - "type": "entries", - "name": "Arcane Science", - "entries": [ - "In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, allows the grand magical projects of Eberron to continue running. During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but also countless lives were lost because of the mass destruction that artificers' creations unleashed." - ] - }, - { - "type": "entries", - "name": "Seekers of New Lore", - "entries": [ - "Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else's work.", - "This drive for novelty pushes artificers to become adventurers. Eberron's main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery in arcane research." - ] - }, - { - "type": "entries", - "name": "Creating an Artificer", - "entries": [ - "When creating an artificer character, think about your character's background and drive for adventure. Does the character have a rival? What is the character's relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.", - { - "type": "entries", - "name": "Quick Build", - "entries": [ - "You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the {@background guild artisan} background." - ] - } - ] - }, - { - "type": "inset", - "name": "Artificers in Other Worlds", - "entries": [ - "Eberron is the world most associated with artificers, yet the class can be found throughout the multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular\u2014the gnome inventor named Vi\u2014runs a multiverse-spanning business from there. In the worldcity Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds, except by the tinker gnomes of Krynn." - ] - }, - { - "type": "inset", - "name": "Optional Rule: Firearm Proficiency", - "entries": [ - "The creation and operation of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide (p. 267) and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them." - ] - }, - { - "type": "inset", - "name": "Optional Rule: Multiclassing", - "entries": [ - "If your group uses the optional rule on multiclassing in the Player's Handbook (p. 163), here's what you need to know if you choose artificer as one of your classes.", - { - "type": "entries", - "name": "Ability Score Minimum", - "entries": [ - "As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class." - ] - }, - { - "type": "entries", - "name": "Proficiencies Gained", - "entries": [ - "If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, {@item thieves' tools|PHB}, {@item tinker's tools|PHB}." - ] - }, - { - "type": "entries", - "name": "Extra Attack", - "entries": [ - "The Arcane Armament feature doesn't give you an additional attack if you also have the Extra Attack feature." - ] - }, - { - "type": "entries", - "name": "Spell Slots", - "entries": [ - "Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots." - ] - } - ] - } - ] - } - ] + "hasFluff": true } ], "subclass": [ @@ -2646,5 +2558,100 @@ "MW" ] } + ], + "classFluff": [ + { + "name": "Artificer (Revisited)", + "source": "UAArtificerRevisited", + "entries": [ + { + "name": "Artificer", + "page": 1, + "source": "UAArtificerRevisited", + "type": "section", + "entries": [ + "Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use {@item alchemist's supplies|PHB} to create a potent elixir, {@item calligrapher's supplies|PHB} to inscribe a sigil of power on an ally's armor, or {@item tinker's tools|PHB} to craft a temporary charm. The magic of artificers is tied to their tools and their talents.", + { + "type": "entries", + "name": "Arcane Science", + "entries": [ + "In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, allows the grand magical projects of Eberron to continue running. During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but also countless lives were lost because of the mass destruction that artificers' creations unleashed." + ] + }, + { + "type": "entries", + "name": "Seekers of New Lore", + "entries": [ + "Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else's work.", + "This drive for novelty pushes artificers to become adventurers. Eberron's main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery in arcane research." + ] + }, + { + "type": "entries", + "name": "Creating an Artificer", + "entries": [ + "When creating an artificer character, think about your character's background and drive for adventure. Does the character have a rival? What is the character's relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.", + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the {@background guild artisan} background." + ] + } + ] + }, + { + "type": "inset", + "name": "Artificers in Other Worlds", + "entries": [ + "Eberron is the world most associated with artificers, yet the class can be found throughout the multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular\u2014the gnome inventor named Vi\u2014runs a multiverse-spanning business from there. In the worldcity Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds, except by the tinker gnomes of Krynn." + ] + }, + { + "type": "inset", + "name": "Optional Rule: Firearm Proficiency", + "entries": [ + "The creation and operation of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide (p. 267) and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them." + ] + }, + { + "type": "inset", + "name": "Optional Rule: Multiclassing", + "entries": [ + "If your group uses the optional rule on multiclassing in the Player's Handbook (p. 163), here's what you need to know if you choose artificer as one of your classes.", + { + "type": "entries", + "name": "Ability Score Minimum", + "entries": [ + "As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class." + ] + }, + { + "type": "entries", + "name": "Proficiencies Gained", + "entries": [ + "If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, {@item thieves' tools|PHB}, {@item tinker's tools|PHB}." + ] + }, + { + "type": "entries", + "name": "Extra Attack", + "entries": [ + "The Arcane Armament feature doesn't give you an additional attack if you also have the Extra Attack feature." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots." + ] + } + ] + } + ] + } + ] + } ] } diff --git a/class/Unearthed Arcana - Modifying Classes.json b/class/Unearthed Arcana - Modifying Classes.json index f04698f..e482492 100644 --- a/class/Unearthed Arcana - Modifying Classes.json +++ b/class/Unearthed Arcana - Modifying Classes.json @@ -242,515 +242,226 @@ "Foe Slayer|Ranger (Spell-less)|UAModifyingClasses|20" ], "subclassTitle": "Ranger Archetype", - "fluff": [ + "hasFluff": true + } + ], + "subclass": [ + { + "name": "Favored Soul (UA)", + "shortName": "Favored Soul (UA)", + "source": "UAModifyingClasses", + "className": "Sorcerer", + "classSource": "PHB", + "page": 8, + "isReprinted": true, + "subclassFeatures": [ + "Favored Soul|Sorcerer||Favored Soul (UA)|UAModifyingClasses|1", + "Extra Attack|Sorcerer||Favored Soul (UA)|UAModifyingClasses|6", + "Divine Wings|Sorcerer||Favored Soul (UA)|UAModifyingClasses|14", + "Power of the Chosen|Sorcerer||Favored Soul (UA)|UAModifyingClasses|18" + ] + } + ], + "classFeature": [ + { + "name": "Favored Enemy", + "source": "UAModifyingClasses", + "page": 5, + "className": "Ranger (Spell-less)", + "classSource": "UAModifyingClasses", + "level": 1, + "entries": [ + "Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.", + "Choose a type of favored enemy: {@filter aberrations|bestiary|type=aberration}, {@filter beasts|bestiary|type=beast}, {@filter celestials|bestiary|type=celestial}, {@filter constructs|bestiary|type=construct}, {@filter dragons|bestiary|type=dragon}, {@filter elementals|bestiary|type=elemental}, {@filter fey|bestiary|type=fey}, {@filter fiends|bestiary|type=fiend}, {@filter giants|bestiary|type=giant}, {@filter monstrosities|bestiary|type=monstrosity}, {@filter oozes|bestiary|type=ooze}, {@filter plants|bestiary|type=plant}, or {@filter undead|bestiary|type=undead}. Alternatively, you can select two races of {@filter humanoid|bestiary|type=humanoid} (such as {@creature gnoll||gnolls} and {@creature orc||orcs}) as favored enemies.", + "You have advantage on Wisdom ({@skill Survival}) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.", + "When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.", + "You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures." + ] + }, + { + "name": "Natural Explorer", + "source": "UAModifyingClasses", + "page": 5, + "className": "Ranger (Spell-less)", + "classSource": "UAModifyingClasses", + "level": 1, + "entries": [ + "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.", + "While traveling for an hour or more in your favored terrain, you gain the following benefits:", { - "name": "Ranger", - "type": "section", + "type": "list", + "items": [ + "Difficult terrain doesn't slow your group's travel.", + "Your group can't become lost except by magical means.", + "Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.", + "If you are traveling alone, you can move stealthily at a normal pace.", + "When you forage, you find twice as much food as you normally would.", + "While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area." + ] + }, + "You choose additional favored terrain types at 6th and 10th level." + ] + }, + { + "name": "Combat Superiority", + "source": "UAModifyingClasses", + "page": 5, + "className": "Ranger (Spell-less)", + "classSource": "UAModifyingClasses", + "level": 2, + "entries": [ + "At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.", + { + "type": "entries", + "name": "Maneuvers", "entries": [ - "Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.", - "After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.", - "Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.", - "Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.", + "You learn two {@filter maneuvers|optionalfeatures|feature type=mv:b} of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.", + "You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one." + ] + }, + { + "type": "entries", + "name": "Superiority Dice", + "entries": [ + "You have four superiority dice, which are {@dice d8}s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.", + "You gain another superiority die at 9th level and one more at 17th level." + ] + }, + { + "type": "entries", + "name": "Saving Throws", + "entries": [ + "Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:", { - "type": "entries", - "name": "Deadly Hunters", - "entries": [ - "Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization\u2014humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.", - "Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands." + "type": "abilityDc", + "name": "Maneuver", + "attributes": [ + "str", + "dex" ] + } + ] + } + ] + }, + { + "name": "Fighting Style", + "source": "UAModifyingClasses", + "page": 5, + "className": "Ranger (Spell-less)", + "classSource": "UAModifyingClasses", + "level": 2, + "entries": [ + "At 2nd level, you adopt a particular 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 you later get to choose again.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Archery" }, { - "type": "entries", - "name": "Independent Adventurers", - "entries": [ - "Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first\u2014and possibly the last\u2014line of defense.", - "This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways." - ] + "type": "refOptionalfeature", + "optionalfeature": "Close Quarters Shooter|UALightDarkUnderdark" }, { - "type": "entries", - "name": "Creating a Ranger", - "entries": [ - "As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain\u2014perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.", - "What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?", - { - "type": "entries", - "name": "Quick Build", - "entries": [ - "You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the {@background outlander} background." - ] - } - ] - } - ], - "source": "PHB", - "page": 89 - }, - { - "type": "section", - "entries": [ + "type": "refOptionalfeature", + "optionalfeature": "Defense" + }, { - "type": "quote", - "entries": [ - "I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his knights put together." - ], - "by": "Soveliss" + "type": "refOptionalfeature", + "optionalfeature": "Dueling" }, - "Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.", - "A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.", - "If you're creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.", { - "type": "entries", - "name": "View of the World", - "entries": [ - "A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protect\u2014though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.", - "If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?", - { - "type": "table", - "caption": "View of the World", - "colLabels": [ - "{@dice d6}", - "View" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "Towns and cities are the best places for those who can't survive on their own." - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "The advancement of civilization is the best way to thwart chaos, but its reach must be monitored." - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more." - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "Walls are for cowards, who huddle behind them while others do the work of making the world safe." - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild." - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "Cities breed weakness by isolating folk from the harsh lessons of the wild." - ] - ] - } - ] + "type": "refOptionalfeature", + "optionalfeature": "Mariner|UAWaterborneAdventures" }, { - "type": "entries", - "name": "Homelands", - "entries": [ - "All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.", - "Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?", - { - "type": "table", - "caption": "Homelands", - "colLabels": [ - "{@dice d6}", - "Homeland" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell." - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "As part of a group of nomads, you acquired the skills for surviving in the desert." - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "Your early life in the Underdark prepared you for the challenges of combating its denizens." - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones." - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "Because you grew up among the peaks, finding the best path through the mountains is second nature to you." - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice." - ] - ] - } - ] + "type": "refOptionalfeature", + "optionalfeature": "Tunnel Fighter|UALightDarkUnderdark" }, { - "type": "entries", - "name": "Sworn Enemy", - "entries": [ - "Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.", - "What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?", - { - "type": "table", - "caption": "Sworn Enemies", - "colLabels": [ - "{@dice d6}", - "Enemy" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "You seek revenge on nature's behalf for the great transgressions your foe has committed." - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "Your forebears or predecessors fought these creatures, and so shall you." - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal." - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "You find your foe fascinating, and you collect books of tales and history concerning it." - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "You collect tokens of your fallen enemies to remind you of each kill." - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "You respect your chosen enemy, and you see your battles as a test of respective skills." - ] - ] - } - ] + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blind Fighting|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Interception|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Thrown Weapon Fighting|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Unarmed Fighting|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Druidic Warrior|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blind Fighting|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Druidic Warrior|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Thrown Weapon Fighting|TCE" } - ], - "page": 40, - "source": "XGE" + ] } ] - } - ], - "subclass": [ + }, { - "name": "Favored Soul (UA)", - "shortName": "Favored Soul (UA)", + "name": "Poultices", "source": "UAModifyingClasses", - "className": "Sorcerer", - "classSource": "PHB", - "page": 8, - "isReprinted": true, - "subclassFeatures": [ - "Favored Soul|Sorcerer||Favored Soul (UA)|UAModifyingClasses|1", - "Extra Attack|Sorcerer||Favored Soul (UA)|UAModifyingClasses|6", - "Divine Wings|Sorcerer||Favored Soul (UA)|UAModifyingClasses|14", - "Power of the Chosen|Sorcerer||Favored Soul (UA)|UAModifyingClasses|18" + "page": 5, + "className": "Ranger (Spell-less)", + "classSource": "UAModifyingClasses", + "level": 3, + "entries": [ + "At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.", + "If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains {@dice 1d6} hit points for every two ranger levels you have (rounded up)." ] - } - ], - "classFeature": [ + }, { - "name": "Favored Enemy", + "name": "Primeval Awareness", "source": "UAModifyingClasses", "page": 5, "className": "Ranger (Spell-less)", "classSource": "UAModifyingClasses", - "level": 1, + "level": 3, "entries": [ - "Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.", - "Choose a type of favored enemy: {@filter aberrations|bestiary|type=aberration}, {@filter beasts|bestiary|type=beast}, {@filter celestials|bestiary|type=celestial}, {@filter constructs|bestiary|type=construct}, {@filter dragons|bestiary|type=dragon}, {@filter elementals|bestiary|type=elemental}, {@filter fey|bestiary|type=fey}, {@filter fiends|bestiary|type=fiend}, {@filter giants|bestiary|type=giant}, {@filter monstrosities|bestiary|type=monstrosity}, {@filter oozes|bestiary|type=ooze}, {@filter plants|bestiary|type=plant}, or {@filter undead|bestiary|type=undead}. Alternatively, you can select two races of {@filter humanoid|bestiary|type=humanoid} (such as {@creature gnoll||gnolls} and {@creature orc||orcs}) as favored enemies.", - "You have advantage on Wisdom ({@skill Survival}) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.", - "When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.", - "You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures." + "Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For the next minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "Once you use this feature, you must finish a short or long rest before you can use it again" ] }, { - "name": "Natural Explorer", + "name": "Ranger Archetype", "source": "UAModifyingClasses", "page": 5, "className": "Ranger (Spell-less)", "classSource": "UAModifyingClasses", - "level": 1, + "level": 3, "entries": [ - "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.", - "While traveling for an hour or more in your favored terrain, you gain the following benefits:", - { - "type": "list", - "items": [ - "Difficult terrain doesn't slow your group's travel.", - "Your group can't become lost except by magical means.", - "Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.", - "If you are traveling alone, you can move stealthily at a normal pace.", - "When you forage, you find twice as much food as you normally would.", - "While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area." - ] - }, - "You choose additional favored terrain types at 6th and 10th level." + "At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level." ] }, { - "name": "Combat Superiority", + "name": "Ability Score Improvement", "source": "UAModifyingClasses", "page": 5, "className": "Ranger (Spell-less)", "classSource": "UAModifyingClasses", - "level": 2, - "entries": [ - "At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.", - { - "type": "entries", - "name": "Maneuvers", - "entries": [ - "You learn two {@filter maneuvers|optionalfeatures|feature type=mv:b} of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.", - "You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one." - ] - }, - { - "type": "entries", - "name": "Superiority Dice", - "entries": [ - "You have four superiority dice, which are {@dice d8}s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.", - "You gain another superiority die at 9th level and one more at 17th level." - ] - }, - { - "type": "entries", - "name": "Saving Throws", - "entries": [ - "Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:", - { - "type": "abilityDc", - "name": "Maneuver", - "attributes": [ - "str", - "dex" - ] - } - ] - } - ] - }, - { - "name": "Fighting Style", - "source": "UAModifyingClasses", - "page": 5, - "className": "Ranger (Spell-less)", - "classSource": "UAModifyingClasses", - "level": 2, - "entries": [ - "At 2nd level, you adopt a particular 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 you later get to choose again.", - { - "type": "options", - "entries": [ - { - "type": "refOptionalfeature", - "optionalfeature": "Archery" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Close Quarters Shooter|UALightDarkUnderdark" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Defense" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Dueling" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Mariner|UAWaterborneAdventures" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Tunnel Fighter|UALightDarkUnderdark" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Two-Weapon Fighting" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Blind Fighting|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Interception|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Thrown Weapon Fighting|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Unarmed Fighting|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Druidic Warrior|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Blind Fighting|TCE" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Druidic Warrior|TCE" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Thrown Weapon Fighting|TCE" - } - ] - } - ] - }, - { - "name": "Poultices", - "source": "UAModifyingClasses", - "page": 5, - "className": "Ranger (Spell-less)", - "classSource": "UAModifyingClasses", - "level": 3, - "entries": [ - "At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.", - "If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains {@dice 1d6} hit points for every two ranger levels you have (rounded up)." - ] - }, - { - "name": "Primeval Awareness", - "source": "UAModifyingClasses", - "page": 5, - "className": "Ranger (Spell-less)", - "classSource": "UAModifyingClasses", - "level": 3, - "entries": [ - "Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For the next minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "Once you use this feature, you must finish a short or long rest before you can use it again" - ] - }, - { - "name": "Ranger Archetype", - "source": "UAModifyingClasses", - "page": 5, - "className": "Ranger (Spell-less)", - "classSource": "UAModifyingClasses", - "level": 3, - "entries": [ - "At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level." - ] - }, - { - "name": "Ability Score Improvement", - "source": "UAModifyingClasses", - "page": 5, - "className": "Ranger (Spell-less)", - "classSource": "UAModifyingClasses", - "level": 4, + "level": 4, "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}." @@ -1121,5 +832,301 @@ "Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum of +1) + the spell's level." ] } + ], + "classFluff": [ + { + "name": "Ranger (Spell-less)", + "source": "UAModifyingClasses", + "entries": [ + { + "name": "Ranger", + "type": "section", + "entries": [ + "Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.", + "After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.", + "Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.", + "Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.", + { + "type": "entries", + "name": "Deadly Hunters", + "entries": [ + "Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization\u2014humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.", + "Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands." + ] + }, + { + "type": "entries", + "name": "Independent Adventurers", + "entries": [ + "Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first\u2014and possibly the last\u2014line of defense.", + "This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways." + ] + }, + { + "type": "entries", + "name": "Creating a Ranger", + "entries": [ + "As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain\u2014perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.", + "What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?", + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the {@background outlander} background." + ] + } + ] + } + ], + "source": "PHB", + "page": 89 + }, + { + "type": "section", + "entries": [ + { + "type": "quote", + "entries": [ + "I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his knights put together." + ], + "by": "Soveliss" + }, + "Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.", + "A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.", + "If you're creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.", + { + "type": "entries", + "name": "View of the World", + "entries": [ + "A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protect\u2014though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.", + "If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?", + { + "type": "table", + "caption": "View of the World", + "colLabels": [ + "{@dice d6}", + "View" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "Towns and cities are the best places for those who can't survive on their own." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "The advancement of civilization is the best way to thwart chaos, but its reach must be monitored." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "Walls are for cowards, who huddle behind them while others do the work of making the world safe." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "Cities breed weakness by isolating folk from the harsh lessons of the wild." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Homelands", + "entries": [ + "All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.", + "Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?", + { + "type": "table", + "caption": "Homelands", + "colLabels": [ + "{@dice d6}", + "Homeland" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "As part of a group of nomads, you acquired the skills for surviving in the desert." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "Your early life in the Underdark prepared you for the challenges of combating its denizens." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "Because you grew up among the peaks, finding the best path through the mountains is second nature to you." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Sworn Enemy", + "entries": [ + "Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.", + "What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?", + { + "type": "table", + "caption": "Sworn Enemies", + "colLabels": [ + "{@dice d6}", + "Enemy" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "You seek revenge on nature's behalf for the great transgressions your foe has committed." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "Your forebears or predecessors fought these creatures, and so shall you." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "You find your foe fascinating, and you collect books of tales and history concerning it." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "You collect tokens of your fallen enemies to remind you of each kill." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "You respect your chosen enemy, and you see your battles as a test of respective skills." + ] + ] + } + ] + } + ], + "page": 40, + "source": "XGE" + } + ] + } ] } diff --git a/class/Unearthed Arcana - Sidekicks.json b/class/Unearthed Arcana - Sidekicks.json index 0e12215..7f13279 100644 --- a/class/Unearthed Arcana - Sidekicks.json +++ b/class/Unearthed Arcana - Sidekicks.json @@ -63,17 +63,7 @@ "Proficiency Versatility|Expert Sidekick|UASidekicks|19|UAClassFeatureVariants", "Stroke of Luck|Expert Sidekick|UASidekicks|20" ], - "fluff": [ - { - "name": "Expert Sidekick", - "type": "section", - "entries": [ - "The expert is a master of certain tasks or knowledge. This sidekick follows a path that favors cunning over brawn or spellcasting. It might be a scout, a musician, a librarian, a clever street kid, a wily merchant, or a burglar." - ], - "source": "UASidekicks", - "page": 3 - } - ] + "hasFluff": true }, { "name": "Spellcaster Sidekick", @@ -516,17 +506,7 @@ "Proficiency Versatility|Spellcaster Sidekick|UASidekicks|18|UAClassFeatureVariants", "Signature Spells|Spellcaster Sidekick|UASidekicks|20" ], - "fluff": [ - { - "name": "Spellcaster Sidekick", - "type": "section", - "entries": [ - "A sidekick who becomes a spellcaster walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a spell-wielding performer, or a person with magic in their veins." - ], - "source": "UASidekicks", - "page": 4 - } - ] + "hasFluff": true }, { "name": "Warrior Sidekick", @@ -564,17 +544,7 @@ "Proficiency Versatility|Warrior Sidekick|UASidekicks|19|UAClassFeatureVariants", "Extra Attack (3 extra)|Warrior Sidekick|UASidekicks|20" ], - "fluff": [ - { - "name": "Warrior Sidekick", - "type": "section", - "entries": [ - "A warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat." - ], - "source": "UASidekicks", - "page": 2 - } - ] + "hasFluff": true } ], "classFeature": [ @@ -1409,5 +1379,52 @@ } ] } + ], + "classFluff": [ + { + "name": "Expert Sidekick", + "source": "UASidekicks", + "entries": [ + { + "name": "Expert Sidekick", + "type": "section", + "entries": [ + "The expert is a master of certain tasks or knowledge. This sidekick follows a path that favors cunning over brawn or spellcasting. It might be a scout, a musician, a librarian, a clever street kid, a wily merchant, or a burglar." + ], + "source": "UASidekicks", + "page": 3 + } + ] + }, + { + "name": "Spellcaster Sidekick", + "source": "UASidekicks", + "entries": [ + { + "name": "Spellcaster Sidekick", + "type": "section", + "entries": [ + "A sidekick who becomes a spellcaster walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a spell-wielding performer, or a person with magic in their veins." + ], + "source": "UASidekicks", + "page": 4 + } + ] + }, + { + "name": "Warrior Sidekick", + "source": "UASidekicks", + "entries": [ + { + "name": "Warrior Sidekick", + "type": "section", + "entries": [ + "A warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat." + ], + "source": "UASidekicks", + "page": 2 + } + ] + } ] } diff --git a/class/Unearthed Arcana - The Ranger, Revised.json b/class/Unearthed Arcana - The Ranger, Revised.json index 52fa01e..a9eb072 100644 --- a/class/Unearthed Arcana - The Ranger, Revised.json +++ b/class/Unearthed Arcana - The Ranger, Revised.json @@ -411,541 +411,252 @@ "Foe Slayer|Ranger (Revised)|UATheRangerRevised|20" ], "subclassTitle": "Ranger Conclave", - "fluff": [ + "hasFluff": true + } + ], + "subclass": [ + { + "name": "Beast Conclave", + "shortName": "Beast Conclave", + "source": "UATheRangerRevised", + "className": "Ranger (Revised)", + "classSource": "UATheRangerRevised", + "page": 5, + "subclassFeatures": [ + "Beast Conclave (UA)|Ranger (Revised)|UATheRangerRevised|Beast Conclave|UATheRangerRevised|3", + "Coordinated Attack|Ranger (Revised)|UATheRangerRevised|Beast Conclave|UATheRangerRevised|5", + "Beast's Defense|Ranger (Revised)|UATheRangerRevised|Beast Conclave|UATheRangerRevised|7", + "Storm of Claw and Fangs|Ranger (Revised)|UATheRangerRevised|Beast Conclave|UATheRangerRevised|11", + "Superior Beast's Defense|Ranger (Revised)|UATheRangerRevised|Beast Conclave|UATheRangerRevised|15" + ] + }, + { + "name": "Deep Stalker Conclave", + "shortName": "Deep Stalker Conclave", + "source": "UATheRangerRevised", + "className": "Ranger (Revised)", + "classSource": "UATheRangerRevised", + "page": 7, + "additionalSpells": [ { - "name": "Ranger", - "type": "section", + "known": { + "3": [ + "disguise self" + ], + "5": [ + "rope trick" + ], + "9": [ + "glyph of warding" + ], + "13": [ + "greater invisibility" + ], + "17": [ + "seeming" + ] + } + } + ], + "subclassFeatures": [ + "Deep Stalker Conclave (UA)|Ranger (Revised)|UATheRangerRevised|Deep Stalker Conclave|UATheRangerRevised|3", + "Extra Attack|Ranger (Revised)|UATheRangerRevised|Deep Stalker Conclave|UATheRangerRevised|5", + "Iron Mind|Ranger (Revised)|UATheRangerRevised|Deep Stalker Conclave|UATheRangerRevised|7", + "Stalker's Flurry|Ranger (Revised)|UATheRangerRevised|Deep Stalker Conclave|UATheRangerRevised|11", + "Stalker's Dodge|Ranger (Revised)|UATheRangerRevised|Deep Stalker Conclave|UATheRangerRevised|15" + ] + }, + { + "name": "Hunter Conclave", + "shortName": "Hunter Conclave", + "source": "UATheRangerRevised", + "className": "Ranger (Revised)", + "classSource": "UATheRangerRevised", + "page": 7, + "subclassFeatures": [ + "Hunter Conclave (UA)|Ranger (Revised)|UATheRangerRevised|Hunter Conclave|UATheRangerRevised|3", + "Extra Attack|Ranger (Revised)|UATheRangerRevised|Hunter Conclave|UATheRangerRevised|5", + "Defensive Tactics|Ranger (Revised)|UATheRangerRevised|Hunter Conclave|UATheRangerRevised|7", + "Multiattack|Ranger (Revised)|UATheRangerRevised|Hunter Conclave|UATheRangerRevised|11", + "Superior Hunter's Defense|Ranger (Revised)|UATheRangerRevised|Hunter Conclave|UATheRangerRevised|15" + ] + } + ], + "classFeature": [ + { + "name": "Favored Enemy", + "source": "UATheRangerRevised", + "page": 1, + "className": "Ranger (Revised)", + "classSource": "UATheRangerRevised", + "level": 1, + "entries": [ + "Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.", + "Choose a type of favored enemy: {@filter beasts|bestiary|type=beast}, {@filter fey|bestiary|type=fey}, {@filter humanoids|bestiary|type=humanoid}, {@filter monstrosities|bestiary|type=monstrosity}, or {@filter undead|bestiary|type=undead}. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom ({@skill Survival}) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.", + "When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn." + ] + }, + { + "name": "Natural Explorer", + "source": "UATheRangerRevised", + "page": 1, + "className": "Ranger (Revised)", + "classSource": "UATheRangerRevised", + "level": 1, + "entries": [ + "You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:", + { + "type": "list", + "items": [ + "You ignore {@quickref difficult terrain||3}.", + "You have advantage on initiative rolls.", + "On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted." + ] + }, + "In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:", + { + "type": "list", + "items": [ + "Difficult terrain doesn't slow your group's travel.", + "Your group can't become lost except by magical means.", + "Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.", + "If you are traveling alone, you can move stealthily at a normal pace.", + "When you forage, you find twice as much food as you normally would.", + "While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area." + ] + } + ] + }, + { + "name": "Fighting Style", + "source": "UATheRangerRevised", + "page": 1, + "className": "Ranger (Revised)", + "classSource": "UATheRangerRevised", + "level": 2, + "entries": [ + "At 2nd level, you adopt a particular 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 you later get to choose again.", + { + "type": "options", + "count": 1, "entries": [ - "Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.", - "After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.", - "Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.", - "Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.", { - "type": "entries", - "name": "Deadly Hunters", - "entries": [ - "Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization\u2014humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.", - "Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands." - ] + "type": "refOptionalfeature", + "optionalfeature": "Archery" }, { - "type": "entries", - "name": "Independent Adventurers", - "entries": [ - "Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first\u2014and possibly the last\u2014line of defense.", - "This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways." - ] + "type": "refOptionalfeature", + "optionalfeature": "Close Quarters Shooter|UALightDarkUnderdark" }, { - "type": "entries", - "name": "Creating a Ranger", - "entries": [ - "As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain\u2014perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.", - "What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?", - { - "type": "entries", - "name": "Quick Build", - "entries": [ - "You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the {@background outlander} background." - ] - } - ] + "type": "refOptionalfeature", + "optionalfeature": "Defense" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mariner|UAWaterborneAdventures" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Tunnel Fighter|UALightDarkUnderdark" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blind Fighting|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Interception|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Thrown Weapon Fighting|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Unarmed Fighting|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Druidic Warrior|UAClassFeatureVariants" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blind Fighting|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Druidic Warrior|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Thrown Weapon Fighting|TCE" } - ], - "source": "PHB", - "page": 89 + ] + } + ] + }, + { + "name": "Spellcasting", + "source": "UATheRangerRevised", + "page": 1, + "className": "Ranger (Revised)", + "classSource": "UATheRangerRevised", + "level": 2, + "entries": [ + "By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter ranger spell list|spells|class=ranger}.", + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Ranger table shows how many spell slots you have to cast your {@filter ranger spells|spells|class=ranger} 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 animal friendship} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell animal friendship} using either slot." + ] }, { - "type": "section", + "type": "entries", + "name": "Spells Known of 1st Level and Higher", + "entries": [ + "You know two 1st-level spells of your choice from the ranger spell list.", + "The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", "entries": [ + "Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.", { - "type": "quote", - "entries": [ - "I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his knights put together." - ], - "by": "Soveliss" - }, - "Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.", - "A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.", - "If you're creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.", - { - "type": "entries", - "name": "View of the World", - "entries": [ - "A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protect\u2014though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.", - "If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?", - { - "type": "table", - "caption": "View of the World", - "colLabels": [ - "{@dice d6}", - "View" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "Towns and cities are the best places for those who can't survive on their own." - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "The advancement of civilization is the best way to thwart chaos, but its reach must be monitored." - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more." - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "Walls are for cowards, who huddle behind them while others do the work of making the world safe." - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild." - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "Cities breed weakness by isolating folk from the harsh lessons of the wild." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Homelands", - "entries": [ - "All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.", - "Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?", - { - "type": "table", - "caption": "Homelands", - "colLabels": [ - "{@dice d6}", - "Homeland" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell." - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "As part of a group of nomads, you acquired the skills for surviving in the desert." - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "Your early life in the Underdark prepared you for the challenges of combating its denizens." - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones." - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "Because you grew up among the peaks, finding the best path through the mountains is second nature to you." - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice." - ] - ] - } + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" ] }, { - "type": "entries", - "name": "Sworn Enemy", - "entries": [ - "Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.", - "What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?", - { - "type": "table", - "caption": "Sworn Enemies", - "colLabels": [ - "{@dice d6}", - "Enemy" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "You seek revenge on nature's behalf for the great transgressions your foe has committed." - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "Your forebears or predecessors fought these creatures, and so shall you." - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal." - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "You find your foe fascinating, and you collect books of tales and history concerning it." - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "You collect tokens of your fallen enemies to remind you of each kill." - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "You respect your chosen enemy, and you see your battles as a test of respective skills." - ] - ] - } + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" ] } - ], - "page": 40, - "source": "XGE" + ] } ] - } - ], - "subclass": [ - { - "name": "Beast Conclave", - "shortName": "Beast Conclave", - "source": "UATheRangerRevised", - "className": "Ranger (Revised)", - "classSource": "UATheRangerRevised", - "page": 5, - "subclassFeatures": [ - "Beast Conclave (UA)|Ranger (Revised)|UATheRangerRevised|Beast Conclave|UATheRangerRevised|3", - "Coordinated Attack|Ranger (Revised)|UATheRangerRevised|Beast Conclave|UATheRangerRevised|5", - "Beast's Defense|Ranger (Revised)|UATheRangerRevised|Beast Conclave|UATheRangerRevised|7", - "Storm of Claw and Fangs|Ranger (Revised)|UATheRangerRevised|Beast Conclave|UATheRangerRevised|11", - "Superior Beast's Defense|Ranger (Revised)|UATheRangerRevised|Beast Conclave|UATheRangerRevised|15" - ] }, { - "name": "Deep Stalker Conclave", - "shortName": "Deep Stalker Conclave", + "name": "Primeval Awareness", "source": "UATheRangerRevised", - "className": "Ranger (Revised)", - "classSource": "UATheRangerRevised", - "page": 7, - "additionalSpells": [ - { - "known": { - "3": [ - "disguise self" - ], - "5": [ - "rope trick" - ], - "9": [ - "glyph of warding" - ], - "13": [ - "greater invisibility" - ], - "17": [ - "seeming" - ] - } - } - ], - "subclassFeatures": [ - "Deep Stalker Conclave (UA)|Ranger (Revised)|UATheRangerRevised|Deep Stalker Conclave|UATheRangerRevised|3", - "Extra Attack|Ranger (Revised)|UATheRangerRevised|Deep Stalker Conclave|UATheRangerRevised|5", - "Iron Mind|Ranger (Revised)|UATheRangerRevised|Deep Stalker Conclave|UATheRangerRevised|7", - "Stalker's Flurry|Ranger (Revised)|UATheRangerRevised|Deep Stalker Conclave|UATheRangerRevised|11", - "Stalker's Dodge|Ranger (Revised)|UATheRangerRevised|Deep Stalker Conclave|UATheRangerRevised|15" - ] - }, - { - "name": "Hunter Conclave", - "shortName": "Hunter Conclave", - "source": "UATheRangerRevised", - "className": "Ranger (Revised)", - "classSource": "UATheRangerRevised", - "page": 7, - "subclassFeatures": [ - "Hunter Conclave (UA)|Ranger (Revised)|UATheRangerRevised|Hunter Conclave|UATheRangerRevised|3", - "Extra Attack|Ranger (Revised)|UATheRangerRevised|Hunter Conclave|UATheRangerRevised|5", - "Defensive Tactics|Ranger (Revised)|UATheRangerRevised|Hunter Conclave|UATheRangerRevised|7", - "Multiattack|Ranger (Revised)|UATheRangerRevised|Hunter Conclave|UATheRangerRevised|11", - "Superior Hunter's Defense|Ranger (Revised)|UATheRangerRevised|Hunter Conclave|UATheRangerRevised|15" - ] - } - ], - "classFeature": [ - { - "name": "Favored Enemy", - "source": "UATheRangerRevised", - "page": 1, - "className": "Ranger (Revised)", - "classSource": "UATheRangerRevised", - "level": 1, - "entries": [ - "Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.", - "Choose a type of favored enemy: {@filter beasts|bestiary|type=beast}, {@filter fey|bestiary|type=fey}, {@filter humanoids|bestiary|type=humanoid}, {@filter monstrosities|bestiary|type=monstrosity}, or {@filter undead|bestiary|type=undead}. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom ({@skill Survival}) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.", - "When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn." - ] - }, - { - "name": "Natural Explorer", - "source": "UATheRangerRevised", - "page": 1, - "className": "Ranger (Revised)", - "classSource": "UATheRangerRevised", - "level": 1, - "entries": [ - "You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:", - { - "type": "list", - "items": [ - "You ignore {@quickref difficult terrain||3}.", - "You have advantage on initiative rolls.", - "On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted." - ] - }, - "In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:", - { - "type": "list", - "items": [ - "Difficult terrain doesn't slow your group's travel.", - "Your group can't become lost except by magical means.", - "Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.", - "If you are traveling alone, you can move stealthily at a normal pace.", - "When you forage, you find twice as much food as you normally would.", - "While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area." - ] - } - ] - }, - { - "name": "Fighting Style", - "source": "UATheRangerRevised", - "page": 1, - "className": "Ranger (Revised)", - "classSource": "UATheRangerRevised", - "level": 2, - "entries": [ - "At 2nd level, you adopt a particular 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 you later get to choose again.", - { - "type": "options", - "count": 1, - "entries": [ - { - "type": "refOptionalfeature", - "optionalfeature": "Archery" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Close Quarters Shooter|UALightDarkUnderdark" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Defense" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Dueling" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Mariner|UAWaterborneAdventures" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Tunnel Fighter|UALightDarkUnderdark" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Two-Weapon Fighting" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Blind Fighting|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Interception|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Thrown Weapon Fighting|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Unarmed Fighting|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Druidic Warrior|UAClassFeatureVariants" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Blind Fighting|TCE" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Druidic Warrior|TCE" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Thrown Weapon Fighting|TCE" - } - ] - } - ] - }, - { - "name": "Spellcasting", - "source": "UATheRangerRevised", - "page": 1, - "className": "Ranger (Revised)", - "classSource": "UATheRangerRevised", - "level": 2, - "entries": [ - "By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter ranger spell list|spells|class=ranger}.", - { - "type": "entries", - "name": "Spell Slots", - "entries": [ - "The Ranger table shows how many spell slots you have to cast your {@filter ranger spells|spells|class=ranger} 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 animal friendship} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell animal friendship} using either slot." - ] - }, - { - "type": "entries", - "name": "Spells Known of 1st Level and Higher", - "entries": [ - "You know two 1st-level spells of your choice from the ranger spell list.", - "The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots." - ] - }, - { - "type": "entries", - "name": "Spellcasting Ability", - "entries": [ - "Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.", - { - "type": "abilityDc", - "name": "Spell", - "attributes": [ - "wis" - ] - }, - { - "type": "abilityAttackMod", - "name": "Spell", - "attributes": [ - "wis" - ] - } - ] - } - ] - }, - { - "name": "Primeval Awareness", - "source": "UATheRangerRevised", - "page": 1, + "page": 1, "className": "Ranger (Revised)", "classSource": "UATheRangerRevised", "level": 3, @@ -1785,5 +1496,301 @@ "When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." ] } + ], + "classFluff": [ + { + "name": "Ranger (Revised)", + "source": "UATheRangerRevised", + "entries": [ + { + "name": "Ranger", + "type": "section", + "entries": [ + "Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.", + "After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.", + "Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.", + "Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.", + { + "type": "entries", + "name": "Deadly Hunters", + "entries": [ + "Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization\u2014humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.", + "Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands." + ] + }, + { + "type": "entries", + "name": "Independent Adventurers", + "entries": [ + "Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first\u2014and possibly the last\u2014line of defense.", + "This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways." + ] + }, + { + "type": "entries", + "name": "Creating a Ranger", + "entries": [ + "As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain\u2014perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.", + "What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?", + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the {@background outlander} background." + ] + } + ] + } + ], + "source": "PHB", + "page": 89 + }, + { + "type": "section", + "entries": [ + { + "type": "quote", + "entries": [ + "I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his knights put together." + ], + "by": "Soveliss" + }, + "Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.", + "A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.", + "If you're creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.", + { + "type": "entries", + "name": "View of the World", + "entries": [ + "A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protect\u2014though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.", + "If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?", + { + "type": "table", + "caption": "View of the World", + "colLabels": [ + "{@dice d6}", + "View" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "Towns and cities are the best places for those who can't survive on their own." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "The advancement of civilization is the best way to thwart chaos, but its reach must be monitored." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "Walls are for cowards, who huddle behind them while others do the work of making the world safe." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "Cities breed weakness by isolating folk from the harsh lessons of the wild." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Homelands", + "entries": [ + "All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.", + "Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?", + { + "type": "table", + "caption": "Homelands", + "colLabels": [ + "{@dice d6}", + "Homeland" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "As part of a group of nomads, you acquired the skills for surviving in the desert." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "Your early life in the Underdark prepared you for the challenges of combating its denizens." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "Because you grew up among the peaks, finding the best path through the mountains is second nature to you." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Sworn Enemy", + "entries": [ + "Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.", + "What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?", + { + "type": "table", + "caption": "Sworn Enemies", + "colLabels": [ + "{@dice d6}", + "Enemy" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "You seek revenge on nature's behalf for the great transgressions your foe has committed." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "Your forebears or predecessors fought these creatures, and so shall you." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "You find your foe fascinating, and you collect books of tales and history concerning it." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "You collect tokens of your fallen enemies to remind you of each kill." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "You respect your chosen enemy, and you see your battles as a test of respective skills." + ] + ] + } + ] + } + ], + "page": 40, + "source": "XGE" + } + ] + } ] } diff --git a/collection/Unearthed Arcana - Prestige Classes and Rune Magic.json b/collection/Unearthed Arcana - Prestige Classes and Rune Magic.json index 1bc4a35..e0ed8ae 100644 --- a/collection/Unearthed Arcana - Prestige Classes and Rune Magic.json +++ b/collection/Unearthed Arcana - Prestige Classes and Rune Magic.json @@ -99,18 +99,7 @@ "Rune Mastery|Prestige Class: Rune Scribe|UAPrestigeClassesRunMagic|5", "Runic Discovery|Prestige Class: Rune Scribe|UAPrestigeClassesRunMagic|5" ], - "fluff": [ - { - "name": "Rune Scribe", - "type": "section", - "entries": [ - "A rune scribe masters the secrets of the runes of power\u2014ancient sigils that embody the fundamental magic of creation. The giants were the first to master rune magic, though many other races eventually stole away or traded for that power.", - "Rune magic is exceedingly rare. Some of its secrets have been lost, and what lore remains is jealously guarded. Few rune scribes share their lore with others. Indeed, most rune scribes take on new students only if doing so allows them to gain access to a forgotten or missing rune. The rune scribe prestige class uses the rules for rune magic presented at the end of this article." - ], - "source": "UAPrestigeClassesRunMagic", - "page": 2 - } - ] + "hasFluff": true } ], "classFeature": [ @@ -562,5 +551,23 @@ } ] } + ], + "classFluff": [ + { + "name": "Prestige Class: Rune Scribe", + "source": "UAPrestigeClassesRunMagic", + "entries": [ + { + "name": "Rune Scribe", + "type": "section", + "entries": [ + "A rune scribe masters the secrets of the runes of power\u2014ancient sigils that embody the fundamental magic of creation. The giants were the first to master rune magic, though many other races eventually stole away or traded for that power.", + "Rune magic is exceedingly rare. Some of its secrets have been lost, and what lore remains is jealously guarded. Few rune scribes share their lore with others. Indeed, most rune scribes take on new students only if doing so allows them to gain access to a forgotten or missing rune. The rune scribe prestige class uses the rules for rune magic presented at the end of this article." + ], + "source": "UAPrestigeClassesRunMagic", + "page": 2 + } + ] + } ] } diff --git a/collection/Unearthed Arcana 2022 - Expert Classes.json b/collection/Unearthed Arcana 2022 - Expert Classes.json index 68023d6..ddb46ec 100644 --- a/collection/Unearthed Arcana 2022 - Expert Classes.json +++ b/collection/Unearthed Arcana 2022 - Expert Classes.json @@ -693,18 +693,7 @@ "Epic Boon|Bard|XUA2022ExpertClasses|20" ], "subclassTitle": "Bard Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2022ExpertClasses", - "entries": [ - "Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions.", - "Bards believe that the creators of the multiverse spoke and signed it into existence and that remnants of those Words of Creation still resound and glimmer on every plane of existence. The magic of Bards is an attempt to harness those words\u2014which transcend any language\u2014and direct them to create new wonders.", - "Almost anything can inspire a new song or tale, so Bards are fascinated by almost everything. They have a wide-ranging knowledge of many subjects and develop an aptitude to do almost anything well. Bards become masters of many things, including musical performance, the workings of magic, and the formation of jests.", - "Not every singer or poet in a tavern or jester in a royal court is a Bard. Harnessing the Words of Creation requires hard work and some measure of natural talent that most troubadours and jongleurs lack. It can sometimes be hard to spot the difference between these performers and Bards, though. A Bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards' depth of knowledge, level of musical skill, and mastery of magic sets them apart." - ] - } - ] + "hasFluff": true }, { "name": "Ranger", @@ -1102,17 +1091,7 @@ "Epic Boon|Ranger|XUA2022ExpertClasses|20" ], "subclassTitle": "Ranger Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2022ExpertClasses", - "entries": [ - "Far from the bustle of cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch.", - "Wanderers of the wilderness, Rangers specialize in facing monsters that threaten the world. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.", - "Thanks to their connection with nature, Rangers can also cast Spells that harness the primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus on the task of protecting the world from the ravages of monsters and tyrants." - ] - } - ] + "hasFluff": true }, { "name": "Rogue", @@ -1509,18 +1488,7 @@ "Epic Boon|Rogue|XUA2022ExpertClasses|20" ], "subclassTitle": "Rogue Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2022ExpertClasses", - "entries": [ - "Rogues rely on cunning, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a versatility that is the cornerstone of any successful adventuring party.", - "Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them broad capabilities that few other characters can match. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.", - "When it comes to combat, Rogues prioritize subtle strikes over brute strength. A Rogue would rather make one precise strike than wear an opponent down with a barrage of blows. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.", - "Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues." - ] - } - ] + "hasFluff": true } ], "subclass": [ @@ -9090,5 +9058,54 @@ } ] } + ], + "classFluff": [ + { + "name": "Bard", + "source": "XUA2022ExpertClasses", + "entries": [ + { + "type": "section", + "source": "XUA2022ExpertClasses", + "entries": [ + "Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions.", + "Bards believe that the creators of the multiverse spoke and signed it into existence and that remnants of those Words of Creation still resound and glimmer on every plane of existence. The magic of Bards is an attempt to harness those words\u2014which transcend any language\u2014and direct them to create new wonders.", + "Almost anything can inspire a new song or tale, so Bards are fascinated by almost everything. They have a wide-ranging knowledge of many subjects and develop an aptitude to do almost anything well. Bards become masters of many things, including musical performance, the workings of magic, and the formation of jests.", + "Not every singer or poet in a tavern or jester in a royal court is a Bard. Harnessing the Words of Creation requires hard work and some measure of natural talent that most troubadours and jongleurs lack. It can sometimes be hard to spot the difference between these performers and Bards, though. A Bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards' depth of knowledge, level of musical skill, and mastery of magic sets them apart." + ] + } + ] + }, + { + "name": "Ranger", + "source": "XUA2022ExpertClasses", + "entries": [ + { + "type": "section", + "source": "XUA2022ExpertClasses", + "entries": [ + "Far from the bustle of cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch.", + "Wanderers of the wilderness, Rangers specialize in facing monsters that threaten the world. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.", + "Thanks to their connection with nature, Rangers can also cast Spells that harness the primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus on the task of protecting the world from the ravages of monsters and tyrants." + ] + } + ] + }, + { + "name": "Rogue", + "source": "XUA2022ExpertClasses", + "entries": [ + { + "type": "section", + "source": "XUA2022ExpertClasses", + "entries": [ + "Rogues rely on cunning, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a versatility that is the cornerstone of any successful adventuring party.", + "Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them broad capabilities that few other characters can match. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.", + "When it comes to combat, Rogues prioritize subtle strikes over brute strength. A Rogue would rather make one precise strike than wear an opponent down with a barrage of blows. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.", + "Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues." + ] + } + ] + } ] } diff --git a/collection/Unearthed Arcana 2022 - The Cleric and Revised Species.json b/collection/Unearthed Arcana 2022 - The Cleric and Revised Species.json index 75f47c0..ec28912 100644 --- a/collection/Unearthed Arcana 2022 - The Cleric and Revised Species.json +++ b/collection/Unearthed Arcana 2022 - The Cleric and Revised Species.json @@ -457,17 +457,7 @@ "Epic Boon|Cleric|XUA2022ClericAndRevisedSpecies|20" ], "subclassTitle": "Cleric Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2022ClericAndRevisedSpecies", - "entries": [ - "Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes\u2014where gods dwell\u2014and channel that energy to bolster people and to battle foes.", - "Because their power is a divine gift, Clerics typically associate themselves with temples or shrines dedicated to whatever deity or other immortal force unlocked their magical ability. Harnessing divine magic doesn't rely on study or training, yet a Cleric might learn formulaic prayers and ancient rites that help them focus their minds and spirits on drawing power from the Outer Planes. Even a Cleric who declines to worship their divine benefactor might perform their benefactor's rites if doing so helps the Cleric feel connected to the immortal realms.", - "Not every acolyte or officiant at a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Some of the most influential high priests are incapable of harnessing divine magic, and a few of them feel threatened when a Cleric appears. Many can pray, and some mortals claim to speak for the gods. But few can marshal the power of those gods the way a Cleric can." - ] - } - ] + "hasFluff": true } ], "subclass": [ @@ -6698,5 +6688,22 @@ } ] } + ], + "classFluff": [ + { + "name": "Cleric", + "source": "XUA2022ClericAndRevisedSpecies", + "entries": [ + { + "type": "section", + "source": "XUA2022ClericAndRevisedSpecies", + "entries": [ + "Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes\u2014where gods dwell\u2014and channel that energy to bolster people and to battle foes.", + "Because their power is a divine gift, Clerics typically associate themselves with temples or shrines dedicated to whatever deity or other immortal force unlocked their magical ability. Harnessing divine magic doesn't rely on study or training, yet a Cleric might learn formulaic prayers and ancient rites that help them focus their minds and spirits on drawing power from the Outer Planes. Even a Cleric who declines to worship their divine benefactor might perform their benefactor's rites if doing so helps the Cleric feel connected to the immortal realms.", + "Not every acolyte or officiant at a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Some of the most influential high priests are incapable of harnessing divine magic, and a few of them feel threatened when a Cleric appears. Many can pray, and some mortals claim to speak for the gods. But few can marshal the power of those gods the way a Cleric can." + ] + } + ] + } ] } diff --git a/collection/Unearthed Arcana 2023 - Druid & Paladin.json b/collection/Unearthed Arcana 2023 - Druid & Paladin.json index 37530be..a47ef3a 100644 --- a/collection/Unearthed Arcana 2023 - Druid & Paladin.json +++ b/collection/Unearthed Arcana 2023 - Druid & Paladin.json @@ -539,19 +539,7 @@ "Epic Boon|Druid|XUA2023DruidAndPaladin|20" ], "subclassTitle": "Druid Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023DruidAndPaladin", - "entries": [ - "Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, weather, and the four elements, Druids can heal, transform themselves, and wield elemental destruction.", - "Revering nature above all, individual Druids gain their magic from a nature deity, from nature itself, or both, and they typically unite with other Druids in performing rites to mark the passage of the seasons and other natural cycles. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.", - "Druids master Primal magic, which is oriented toward nature and animals\u2014the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some Druids focus on this practice, even to the point where they feel more natural in an animal form.", - "For Druids, nature exists in a precarious balance. The four elements that make up a world\u2014air, earth, fire, and water\u2014must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, Druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.", - "Druids are also concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature, not in opposition to it. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, Druids take a more active role as adventurers who combat the threat." - ] - } - ] + "hasFluff": true }, { "name": "Paladin", @@ -936,19 +924,7 @@ "Epic Boon|Paladin|XUA2023DruidAndPaladin|20" ], "subclassTitle": "Paladin Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023DruidAndPaladin", - "entries": [ - "Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.", - "A Paladin swears to stand against corrupting influences and to hunt the forces of ruin wherever they lurk. Different Paladins focus on various aspects of these causes, but all are bound by the oaths that grant them power to do their sacred work.", - "Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield\u2014power to heal the sick and injured, to smite their foes, and to protect the helpless and those who fight at their side.", - "Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then, their loyalty is first to their sacred oaths, not to crown and country.", - "Adventuring Paladins take their work seriously. A delve into an ancient ruin or a dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Malign forces lurk in dungeons, and even the smallest victory against them can tilt the cosmic balance away from oblivion." - ] - } - ] + "hasFluff": true } ], "subclass": [ @@ -5978,5 +5954,41 @@ } ] } + ], + "classFluff": [ + { + "name": "Druid", + "source": "XUA2023DruidAndPaladin", + "entries": [ + { + "type": "section", + "source": "XUA2023DruidAndPaladin", + "entries": [ + "Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, weather, and the four elements, Druids can heal, transform themselves, and wield elemental destruction.", + "Revering nature above all, individual Druids gain their magic from a nature deity, from nature itself, or both, and they typically unite with other Druids in performing rites to mark the passage of the seasons and other natural cycles. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.", + "Druids master Primal magic, which is oriented toward nature and animals\u2014the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some Druids focus on this practice, even to the point where they feel more natural in an animal form.", + "For Druids, nature exists in a precarious balance. The four elements that make up a world\u2014air, earth, fire, and water\u2014must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, Druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.", + "Druids are also concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature, not in opposition to it. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, Druids take a more active role as adventurers who combat the threat." + ] + } + ] + }, + { + "name": "Paladin", + "source": "XUA2023DruidAndPaladin", + "entries": [ + { + "type": "section", + "source": "XUA2023DruidAndPaladin", + "entries": [ + "Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.", + "A Paladin swears to stand against corrupting influences and to hunt the forces of ruin wherever they lurk. Different Paladins focus on various aspects of these causes, but all are bound by the oaths that grant them power to do their sacred work.", + "Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield\u2014power to heal the sick and injured, to smite their foes, and to protect the helpless and those who fight at their side.", + "Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then, their loyalty is first to their sacred oaths, not to crown and country.", + "Adventuring Paladins take their work seriously. A delve into an ancient ruin or a dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Malign forces lurk in dungeons, and even the smallest victory against them can tilt the cosmic balance away from oblivion." + ] + } + ] + } ] } diff --git a/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 5.json b/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 5.json index aad6910..a3272e1 100644 --- a/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 5.json +++ b/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 5.json @@ -295,19 +295,7 @@ "Epic Boon|Barbarian|XUA2023PlayersHandbookP5|20" ], "subclassTitle": "Barbarian Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP5", - "entries": [ - "Barbarians are Warriors defined by their connection to the primal forces of the multiverse, which manifests as a Rage. Far more than a mere emotion, and not limited to anger or fury, a Barbarian's Rage is an incarnation of a predator's ferocity, a storm's unrelenting assault, and the churning turmoil of the sea.", - "Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess but also uncanny reflexes and heightened senses.", - "Some Barbarians are uncomfortable when hedged in by walls and crowds, preferring to live in regions of unspoiled natural vitality. Others cherish the primal forces at work in farmlands and recognize the vitality of cities. Barbarians of all sorts embrace their own place in the multiverse, valuing keen instincts and raw physicality.", - "Even without the power of their Rage, Barbarians are skilled in combat and the use of weapons. When they do call on their Rage, it gives them superhuman strength and resilience. It also heightens their senses, making the Rage useful beyond combat.", - "Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those who are under their protection don't have to. Their courage in the face of danger makes Barbarians perfectly suited for adventuring." - ] - } - ] + "hasFluff": true }, { "name": "Fighter", @@ -512,17 +500,7 @@ "Epic Boon|Fighter|XUA2023PlayersHandbookP5|20" ], "subclassTitle": "Fighter Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP5", - "entries": [ - "Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries\u2014as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and staring it defiantly in the face.", - "Fighters learn the basics of all combat styles. Every Fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, and use a bow. Fighters master various weapon techniques, allowing them to get the best use from a wide variety of weapons, and a wellequipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes Fighters superior combatants everywhere.", - "The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a Fighter. There are great risks but also great rewards: gold, magic weaponry, and glory." - ] - } - ] + "hasFluff": true }, { "name": "Sorcerer", @@ -1065,17 +1043,7 @@ "Epic Boon|Sorcerer|XUA2023PlayersHandbookP5|20" ], "subclassTitle": "Sorcerer Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP5", - "entries": [ - "Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can't name the origin of their power, while others trace it to strange events in their personal or family history. The touch of a dragon, the blessing of a dryad at a baby's birth, or the strike of lightning from a clear sky might spark a Sorcerer's gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the mortal Sorcerer, a churning magic that can even be passed down through generations.", - "Sorcerers don't learn magic; the raw, roiling chaos of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect the source of that magic.", - "Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that the power doesn't like to stay quiet. A Sorcerer's magic wants to be wielded, and it tends to spill out in unpredictable ways if it isn't." - ] - } - ] + "hasFluff": true }, { "name": "Warlock", @@ -1529,18 +1497,7 @@ "Epic Boon|Warlock|XUA2023PlayersHandbookP5|20" ], "subclassTitle": "Warlock Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP5", - "entries": [ - "Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They make pacts with mysterious beings of supernatural power, unlocking magical effects as they pry into the secrets and mysteries of reality. Drawing on the ancient knowledge of beings such as archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.", - "Warlocks are defined by pacts with otherworldly beings. Most Warlocks begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking out places of power where the influence of these beings can be felt. They typically learn their initial spells and boons through bargains with lesser entities or contacting distant planes. Soon enough, though, they are drawn into a binding pact with a more powerful patron. (Some Warlocks discover, sooner or later, that this patron was pulling strings all along, using lesser beings as pawns in their schemes.)", - "In contrast to Clerics, who are devout servants of the gods they serve, Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.", - "Once a pact is made, a Warlock's thirst for knowledge and power can't be slaked with mere study. No one makes a pact with extraplanar patrons without intending to use the power thus gained. Rather, most Warlocks spend their days in active pursuit of greater power and deeper knowledge, which typically means some kind of adventure." - ] - } - ] + "hasFluff": true }, { "name": "Wizard", @@ -2025,18 +1982,7 @@ "Epic Boon|Wizard|XUA2023PlayersHandbookP5|20" ], "subclassTitle": "Wizard Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP5", - "entries": [ - "Wizards are supreme magic-users, defined by their careful and exhaustive study of magic's inner workings. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.", - "Beyond the sheer power of the spells they cast, though, Wizards share an approach to magic that is scholarly and exacting. Wizards understand magic at a fundamental level, giving them a precise mastery of their spells. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic, and use those foundations to alter their spells and even craft entirely new spells. Renowned Wizards such as Bigby, Tasha, Mordenkainen, Yolande, and many more invented iconic spells now used across the multiverse.", - "Wizards' lives are seldom mundane. The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other Wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.", - "But the lure of knowledge and power calls even the most unadventurous Wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age." - ] - } - ] + "hasFluff": true } ], "subclass": [ @@ -10395,5 +10341,86 @@ } ] } + ], + "classFluff": [ + { + "name": "Barbarian", + "source": "XUA2023PlayersHandbookP5", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP5", + "entries": [ + "Barbarians are Warriors defined by their connection to the primal forces of the multiverse, which manifests as a Rage. Far more than a mere emotion, and not limited to anger or fury, a Barbarian's Rage is an incarnation of a predator's ferocity, a storm's unrelenting assault, and the churning turmoil of the sea.", + "Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess but also uncanny reflexes and heightened senses.", + "Some Barbarians are uncomfortable when hedged in by walls and crowds, preferring to live in regions of unspoiled natural vitality. Others cherish the primal forces at work in farmlands and recognize the vitality of cities. Barbarians of all sorts embrace their own place in the multiverse, valuing keen instincts and raw physicality.", + "Even without the power of their Rage, Barbarians are skilled in combat and the use of weapons. When they do call on their Rage, it gives them superhuman strength and resilience. It also heightens their senses, making the Rage useful beyond combat.", + "Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those who are under their protection don't have to. Their courage in the face of danger makes Barbarians perfectly suited for adventuring." + ] + } + ] + }, + { + "name": "Fighter", + "source": "XUA2023PlayersHandbookP5", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP5", + "entries": [ + "Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries\u2014as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and staring it defiantly in the face.", + "Fighters learn the basics of all combat styles. Every Fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, and use a bow. Fighters master various weapon techniques, allowing them to get the best use from a wide variety of weapons, and a wellequipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes Fighters superior combatants everywhere.", + "The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a Fighter. There are great risks but also great rewards: gold, magic weaponry, and glory." + ] + } + ] + }, + { + "name": "Sorcerer", + "source": "XUA2023PlayersHandbookP5", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP5", + "entries": [ + "Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can't name the origin of their power, while others trace it to strange events in their personal or family history. The touch of a dragon, the blessing of a dryad at a baby's birth, or the strike of lightning from a clear sky might spark a Sorcerer's gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the mortal Sorcerer, a churning magic that can even be passed down through generations.", + "Sorcerers don't learn magic; the raw, roiling chaos of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect the source of that magic.", + "Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that the power doesn't like to stay quiet. A Sorcerer's magic wants to be wielded, and it tends to spill out in unpredictable ways if it isn't." + ] + } + ] + }, + { + "name": "Warlock", + "source": "XUA2023PlayersHandbookP5", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP5", + "entries": [ + "Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They make pacts with mysterious beings of supernatural power, unlocking magical effects as they pry into the secrets and mysteries of reality. Drawing on the ancient knowledge of beings such as archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.", + "Warlocks are defined by pacts with otherworldly beings. Most Warlocks begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking out places of power where the influence of these beings can be felt. They typically learn their initial spells and boons through bargains with lesser entities or contacting distant planes. Soon enough, though, they are drawn into a binding pact with a more powerful patron. (Some Warlocks discover, sooner or later, that this patron was pulling strings all along, using lesser beings as pawns in their schemes.)", + "In contrast to Clerics, who are devout servants of the gods they serve, Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.", + "Once a pact is made, a Warlock's thirst for knowledge and power can't be slaked with mere study. No one makes a pact with extraplanar patrons without intending to use the power thus gained. Rather, most Warlocks spend their days in active pursuit of greater power and deeper knowledge, which typically means some kind of adventure." + ] + } + ] + }, + { + "name": "Wizard", + "source": "XUA2023PlayersHandbookP5", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP5", + "entries": [ + "Wizards are supreme magic-users, defined by their careful and exhaustive study of magic's inner workings. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.", + "Beyond the sheer power of the spells they cast, though, Wizards share an approach to magic that is scholarly and exacting. Wizards understand magic at a fundamental level, giving them a precise mastery of their spells. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic, and use those foundations to alter their spells and even craft entirely new spells. Renowned Wizards such as Bigby, Tasha, Mordenkainen, Yolande, and many more invented iconic spells now used across the multiverse.", + "Wizards' lives are seldom mundane. The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other Wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.", + "But the lure of knowledge and power calls even the most unadventurous Wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age." + ] + } + ] + } ] } diff --git a/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 6.json b/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 6.json index 8cda5ce..d9c2d6b 100644 --- a/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 6.json +++ b/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 6.json @@ -729,19 +729,7 @@ "Words of Creation|Bard|XUA2023PlayersHandbookP6|20" ], "subclassTitle": "Bard Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP6", - "entries": [ - "Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions.", - "Bards believe that the creators of the multiverse spoke and signed it into existence and that remnants of those Words of Creation still resound and glimmer on every plane of existence. The magic of Bards is an attempt to harness those words\u2014which transcend any language\u2014and direct them to create new wonders.", - "Because the Words of Creation resonate throughout the cosmos, different Bards choose different approaches to their magic. Some Bards practice their arts in temples or monasteries, drawing on the power of the Outer Planes to channel divine magic. Others listen to bird song and the music of the wind, associate with Druid circles, and wield primal magic. Still others immerse themselves in the study of magical lore, collecting scraps of mystic knowledge wherever their journeys take them as they master the secrets of arcane magic. Ultimately, though, these various paths converge as the most accomplished Bards learn to access almost the entire breadth of magical potential.", - "Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They have a wide-ranging knowledge of many subjects and develop an aptitude to do almost anything well. Bards become masters of many things, including performing music, working magic, and making jests.", - "Not every singer or poet in a tavern or jester in a royal court is a Bard. Harnessing the Words of Creation requires hard work and some measure of natural talent that most troubadours and jongleurs lack. A Bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards' depth of knowledge and mastery of magic sets them apart." - ] - } - ] + "hasFluff": true }, { "name": "Cleric", @@ -1212,17 +1200,7 @@ "Greater Divine Intervention|Cleric|XUA2023PlayersHandbookP6|20" ], "subclassTitle": "Cleric Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP6", - "entries": [ - "Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes\u2014where gods dwell\u2014and channel that energy to bolster people and to battle foes.", - "Because their power is a divine gift, Clerics typically associate themselves with temples or shrines dedicated to whatever deity or other immortal force unlocked their magical ability. Harnessing divine magic doesn't rely on study or training, yet a Cleric might learn formulaic prayers and ancient rites that help them focus their minds and spirits on drawing power from the Outer Planes. Even a Cleric who declines to worship their divine benefactor might perform their benefactor's rites if doing so helps the Cleric feel connected to the immortal realms.", - "Not every acolyte or officiant at a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Some of the most influential high priests are incapable of harnessing divine magic, and a few of them feel threatened when a Cleric appears. Many can pray, and some mortals claim to speak for the gods. But few can marshal the power of those gods the way a Cleric can." - ] - } - ] + "hasFluff": true }, { "name": "Druid", @@ -1710,19 +1688,7 @@ "Archdruid|Druid|XUA2023PlayersHandbookP6|20" ], "subclassTitle": "Druid Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP6", - "entries": [ - "Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, weather, and the four elements, Druids can heal, transform themselves, and wield elemental destruction.", - "Revering nature above all, individual Druids gain their magic from a nature deity, from nature itself, or both, and they typically unite with other Druids in performing rites to mark the passage of the seasons and other natural cycles. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.", - "Druids master Primal magic, which is oriented toward nature and animals\u2014the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some Druids focus on this practice, even to the point where they feel more natural in an animal form.", - "For Druids, nature exists in a precarious balance. The four elements that make up a world\u2014air, earth, fire, and water\u2014must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, Druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.", - "Druids are also concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature, not in opposition to it. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, Druids take a more active role as adventurers who combat the threat." - ] - } - ] + "hasFluff": true }, { "name": "Monk", @@ -2185,18 +2151,7 @@ "Defy Death|Monk|XUA2023PlayersHandbookP6|20" ], "subclassTitle": "Monk Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP6", - "entries": [ - "Monks use rigorous combat training and mental discipline to align themselves with the multiverse and tap into internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler focus of defense and speed, this power infuses all that a Monk does.", - "Monks harness and focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In their hands and guided by their power, even the most basic weapons can become sophisticated implements of combat mastery. And their mightiest attacks can stun their opponents.", - "Many Monks find that a structured life of ascetic withdrawal from the mundane world helps them cultivate the physical and mental discipline they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.", - "Monks generally view their adventures as personal tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to hone themselves into living weapons." - ] - } - ] + "hasFluff": true }, { "name": "Paladin", @@ -2559,19 +2514,7 @@ } ], "subclassTitle": "Paladin Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP6", - "entries": [ - "Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.", - "A Paladin swears to stand against corrupting influences and to hunt the forces of ruin wherever they lurk. Different Paladins focus on various aspects of these causes, but all are bound by the oaths that grant them power to do their sacred work.", - "Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield\u2014power to heal the sick and injured, to smite their foes, and to protect the helpless and those who fight at their side.", - "Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then, their loyalty is first to their sacred oaths, not to crown and country.", - "Adventuring Paladins take their work seriously. A delve into an ancient ruin or a dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Malign forces lurk in dungeons, and even the smallest victory against them can tilt the cosmic balance away from oblivion." - ] - } - ] + "hasFluff": true }, { "name": "Ranger", @@ -2950,17 +2893,7 @@ "Foe Slayer|Ranger|XUA2023PlayersHandbookP6|20" ], "subclassTitle": "Ranger Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP6", - "entries": [ - "Far from the bustle of cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch.", - "Wanderers of the wilderness, Rangers specialize in facing monsters that threaten the world. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.", - "Thanks to their connection with nature, Rangers can also cast Spells that harness the primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus on the task of protecting the world from the ravages of monsters and tyrants." - ] - } - ] + "hasFluff": true }, { "name": "Rogue", @@ -3360,18 +3293,7 @@ "Stroke of Luck|Rogue|XUA2023PlayersHandbookP6|20" ], "subclassTitle": "Rogue Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP6", - "entries": [ - "Rogues rely on cunning, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a versatility that is the cornerstone of any successful adventuring party.", - "Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them broad capabilities that few other characters can match. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.", - "When it comes to combat, Rogues prioritize subtle strikes over brute strength. A Rogue would rather make one precise strike than wear an opponent down with a barrage of blows. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.", - "Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues." - ] - } - ] + "hasFluff": true } ], "subclass": [ @@ -17364,5 +17286,120 @@ } ] } + ], + "classFluff": [ + { + "name": "Bard", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + "Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions.", + "Bards believe that the creators of the multiverse spoke and signed it into existence and that remnants of those Words of Creation still resound and glimmer on every plane of existence. The magic of Bards is an attempt to harness those words\u2014which transcend any language\u2014and direct them to create new wonders.", + "Because the Words of Creation resonate throughout the cosmos, different Bards choose different approaches to their magic. Some Bards practice their arts in temples or monasteries, drawing on the power of the Outer Planes to channel divine magic. Others listen to bird song and the music of the wind, associate with Druid circles, and wield primal magic. Still others immerse themselves in the study of magical lore, collecting scraps of mystic knowledge wherever their journeys take them as they master the secrets of arcane magic. Ultimately, though, these various paths converge as the most accomplished Bards learn to access almost the entire breadth of magical potential.", + "Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They have a wide-ranging knowledge of many subjects and develop an aptitude to do almost anything well. Bards become masters of many things, including performing music, working magic, and making jests.", + "Not every singer or poet in a tavern or jester in a royal court is a Bard. Harnessing the Words of Creation requires hard work and some measure of natural talent that most troubadours and jongleurs lack. A Bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards' depth of knowledge and mastery of magic sets them apart." + ] + } + ] + }, + { + "name": "Cleric", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + "Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes\u2014where gods dwell\u2014and channel that energy to bolster people and to battle foes.", + "Because their power is a divine gift, Clerics typically associate themselves with temples or shrines dedicated to whatever deity or other immortal force unlocked their magical ability. Harnessing divine magic doesn't rely on study or training, yet a Cleric might learn formulaic prayers and ancient rites that help them focus their minds and spirits on drawing power from the Outer Planes. Even a Cleric who declines to worship their divine benefactor might perform their benefactor's rites if doing so helps the Cleric feel connected to the immortal realms.", + "Not every acolyte or officiant at a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Some of the most influential high priests are incapable of harnessing divine magic, and a few of them feel threatened when a Cleric appears. Many can pray, and some mortals claim to speak for the gods. But few can marshal the power of those gods the way a Cleric can." + ] + } + ] + }, + { + "name": "Druid", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + "Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, weather, and the four elements, Druids can heal, transform themselves, and wield elemental destruction.", + "Revering nature above all, individual Druids gain their magic from a nature deity, from nature itself, or both, and they typically unite with other Druids in performing rites to mark the passage of the seasons and other natural cycles. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.", + "Druids master Primal magic, which is oriented toward nature and animals\u2014the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some Druids focus on this practice, even to the point where they feel more natural in an animal form.", + "For Druids, nature exists in a precarious balance. The four elements that make up a world\u2014air, earth, fire, and water\u2014must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, Druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.", + "Druids are also concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature, not in opposition to it. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, Druids take a more active role as adventurers who combat the threat." + ] + } + ] + }, + { + "name": "Monk", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + "Monks use rigorous combat training and mental discipline to align themselves with the multiverse and tap into internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler focus of defense and speed, this power infuses all that a Monk does.", + "Monks harness and focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In their hands and guided by their power, even the most basic weapons can become sophisticated implements of combat mastery. And their mightiest attacks can stun their opponents.", + "Many Monks find that a structured life of ascetic withdrawal from the mundane world helps them cultivate the physical and mental discipline they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.", + "Monks generally view their adventures as personal tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to hone themselves into living weapons." + ] + } + ] + }, + { + "name": "Paladin", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + "Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.", + "A Paladin swears to stand against corrupting influences and to hunt the forces of ruin wherever they lurk. Different Paladins focus on various aspects of these causes, but all are bound by the oaths that grant them power to do their sacred work.", + "Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield\u2014power to heal the sick and injured, to smite their foes, and to protect the helpless and those who fight at their side.", + "Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then, their loyalty is first to their sacred oaths, not to crown and country.", + "Adventuring Paladins take their work seriously. A delve into an ancient ruin or a dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Malign forces lurk in dungeons, and even the smallest victory against them can tilt the cosmic balance away from oblivion." + ] + } + ] + }, + { + "name": "Ranger", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + "Far from the bustle of cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch.", + "Wanderers of the wilderness, Rangers specialize in facing monsters that threaten the world. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.", + "Thanks to their connection with nature, Rangers can also cast Spells that harness the primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus on the task of protecting the world from the ravages of monsters and tyrants." + ] + } + ] + }, + { + "name": "Rogue", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP6", + "entries": [ + "Rogues rely on cunning, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a versatility that is the cornerstone of any successful adventuring party.", + "Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them broad capabilities that few other characters can match. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.", + "When it comes to combat, Rogues prioritize subtle strikes over brute strength. A Rogue would rather make one precise strike than wear an opponent down with a barrage of blows. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.", + "Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues." + ] + } + ] + } ] } diff --git a/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 7.json b/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 7.json index 7a860f9..20a9895 100644 --- a/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 7.json +++ b/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 7.json @@ -301,19 +301,7 @@ "Ability Score Improvement|Barbarian|XUA2023PlayersHandbookP7|19" ], "subclassTitle": "Barbarian Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP7", - "entries": [ - "Barbarians are Warriors defined by their connection to the primal forces of the multiverse, which manifests as a Rage. Far more than a mere emotion, and not limited to anger or fury, a Barbarian's Rage is an incarnation of a predator's ferocity, a storm's unrelenting assault, and the churning turmoil of the sea.", - "Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess but also uncanny reflexes and heightened senses.", - "Some Barbarians are uncomfortable when hedged in by walls and crowds, preferring to live in regions of unspoiled natural vitality. Others cherish the primal forces at work in farmlands and recognize the vitality of cities. Barbarians of all sorts embrace their own place in the multiverse, valuing keen instincts and raw physicality.", - "Even without the power of their Rage, Barbarians are skilled in combat and the use of weapons. When they do call on their Rage, it gives them superhuman strength and resilience. It also heightens their senses, making the Rage useful beyond combat.", - "Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those who are under their protection don't have to. Their courage in the face of danger makes Barbarians perfectly suited for adventuring." - ] - } - ] + "hasFluff": true }, { "name": "Fighter", @@ -533,17 +521,7 @@ "Three Extra Attacks|Fighter|XUA2023PlayersHandbookP7|20" ], "subclassTitle": "Fighter Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP7", - "entries": [ - "Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries\u2014as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and staring it defiantly in the face.", - "Fighters learn the basics of all combat styles. Every Fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, and use a bow. Fighters master various weapon techniques, allowing them to get the best use from a wide variety of weapons, and a wellequipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes Fighters superior combatants everywhere.", - "The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a Fighter. There are great risks but also great rewards: gold, magic weaponry, and glory." - ] - } - ] + "hasFluff": true }, { "name": "Sorcerer", @@ -1084,17 +1062,7 @@ "Arcane Apotheosis|Sorcerer|XUA2023PlayersHandbookP7|20" ], "subclassTitle": "Sorcerer Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP7", - "entries": [ - "Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can't name the origin of their power, while others trace it to strange events in their personal or family history. The touch of a dragon, the blessing of a dryad at a baby's birth, or the strike of lightning from a clear sky might spark a Sorcerer's gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the mortal Sorcerer, a churning magic that can even be passed down through generations.", - "Sorcerers don't learn magic; the raw, roiling chaos of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect the source of that magic.", - "Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that the power doesn't like to stay quiet. A Sorcerer's magic wants to be wielded, and it tends to spill out in unpredictable ways if it isn't." - ] - } - ] + "hasFluff": true }, { "name": "Warlock", @@ -1430,18 +1398,7 @@ "Eldritch Master|Warlock|XUA2023PlayersHandbookP7|20" ], "subclassTitle": "Warlock Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP7", - "entries": [ - "Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They make pacts with mysterious beings of supernatural power, unlocking magical effects as they pry into the secrets and mysteries of reality. Drawing on the ancient knowledge of beings such as archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.", - "Warlocks are defined by pacts with otherworldly beings. Most Warlocks begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking out places of power where the influence of these beings can be felt. They typically learn their initial spells and boons through bargains with lesser entities or contacting distant planes. Soon enough, though, they are drawn into a binding pact with a more powerful patron. (Some Warlocks discover, sooner or later, that this patron was pulling strings all along, using lesser beings as pawns in their schemes.)", - "In contrast to Clerics, who are devout servants of the gods they serve, Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.", - "Once a pact is made, a Warlock's thirst for knowledge and power can't be slaked with mere study. No one makes a pact with extraplanar patrons without intending to use the power thus gained. Rather, most Warlocks spend their days in active pursuit of greater power and deeper knowledge, which typically means some kind of adventure." - ] - } - ] + "hasFluff": true }, { "name": "Wizard", @@ -1922,18 +1879,7 @@ "Signature Spells|Wizard|XUA2023PlayersHandbookP7|20" ], "subclassTitle": "Wizard Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP7", - "entries": [ - "Wizards are supreme magic-users, defined by their careful and exhaustive study of magic's inner workings. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.", - "Beyond the sheer power of the spells they cast, though, Wizards share an approach to magic that is scholarly and exacting. Wizards understand magic at a fundamental level, giving them a precise mastery of their spells. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic, and use those foundations to alter their spells and even craft entirely new spells. Renowned Wizards such as Bigby, Tasha, Mordenkainen, Yolande, and many more invented iconic spells now used across the multiverse.", - "Wizards' lives are seldom mundane. The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other Wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.", - "But the lure of knowledge and power calls even the most unadventurous Wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age." - ] - } - ] + "hasFluff": true } ], "subclass": [ @@ -13572,5 +13518,86 @@ } ] } + ], + "classFluff": [ + { + "name": "Barbarian", + "source": "XUA2023PlayersHandbookP7", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP7", + "entries": [ + "Barbarians are Warriors defined by their connection to the primal forces of the multiverse, which manifests as a Rage. Far more than a mere emotion, and not limited to anger or fury, a Barbarian's Rage is an incarnation of a predator's ferocity, a storm's unrelenting assault, and the churning turmoil of the sea.", + "Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess but also uncanny reflexes and heightened senses.", + "Some Barbarians are uncomfortable when hedged in by walls and crowds, preferring to live in regions of unspoiled natural vitality. Others cherish the primal forces at work in farmlands and recognize the vitality of cities. Barbarians of all sorts embrace their own place in the multiverse, valuing keen instincts and raw physicality.", + "Even without the power of their Rage, Barbarians are skilled in combat and the use of weapons. When they do call on their Rage, it gives them superhuman strength and resilience. It also heightens their senses, making the Rage useful beyond combat.", + "Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those who are under their protection don't have to. Their courage in the face of danger makes Barbarians perfectly suited for adventuring." + ] + } + ] + }, + { + "name": "Fighter", + "source": "XUA2023PlayersHandbookP7", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP7", + "entries": [ + "Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries\u2014as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and staring it defiantly in the face.", + "Fighters learn the basics of all combat styles. Every Fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, and use a bow. Fighters master various weapon techniques, allowing them to get the best use from a wide variety of weapons, and a wellequipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes Fighters superior combatants everywhere.", + "The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a Fighter. There are great risks but also great rewards: gold, magic weaponry, and glory." + ] + } + ] + }, + { + "name": "Sorcerer", + "source": "XUA2023PlayersHandbookP7", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP7", + "entries": [ + "Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can't name the origin of their power, while others trace it to strange events in their personal or family history. The touch of a dragon, the blessing of a dryad at a baby's birth, or the strike of lightning from a clear sky might spark a Sorcerer's gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the mortal Sorcerer, a churning magic that can even be passed down through generations.", + "Sorcerers don't learn magic; the raw, roiling chaos of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect the source of that magic.", + "Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that the power doesn't like to stay quiet. A Sorcerer's magic wants to be wielded, and it tends to spill out in unpredictable ways if it isn't." + ] + } + ] + }, + { + "name": "Warlock", + "source": "XUA2023PlayersHandbookP7", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP7", + "entries": [ + "Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They make pacts with mysterious beings of supernatural power, unlocking magical effects as they pry into the secrets and mysteries of reality. Drawing on the ancient knowledge of beings such as archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.", + "Warlocks are defined by pacts with otherworldly beings. Most Warlocks begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking out places of power where the influence of these beings can be felt. They typically learn their initial spells and boons through bargains with lesser entities or contacting distant planes. Soon enough, though, they are drawn into a binding pact with a more powerful patron. (Some Warlocks discover, sooner or later, that this patron was pulling strings all along, using lesser beings as pawns in their schemes.)", + "In contrast to Clerics, who are devout servants of the gods they serve, Warlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.", + "Once a pact is made, a Warlock's thirst for knowledge and power can't be slaked with mere study. No one makes a pact with extraplanar patrons without intending to use the power thus gained. Rather, most Warlocks spend their days in active pursuit of greater power and deeper knowledge, which typically means some kind of adventure." + ] + } + ] + }, + { + "name": "Wizard", + "source": "XUA2023PlayersHandbookP7", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP7", + "entries": [ + "Wizards are supreme magic-users, defined by their careful and exhaustive study of magic's inner workings. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.", + "Beyond the sheer power of the spells they cast, though, Wizards share an approach to magic that is scholarly and exacting. Wizards understand magic at a fundamental level, giving them a precise mastery of their spells. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic, and use those foundations to alter their spells and even craft entirely new spells. Renowned Wizards such as Bigby, Tasha, Mordenkainen, Yolande, and many more invented iconic spells now used across the multiverse.", + "Wizards' lives are seldom mundane. The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other Wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.", + "But the lure of knowledge and power calls even the most unadventurous Wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age." + ] + } + ] + } ] } diff --git a/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 8.json b/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 8.json index a9a4d5f..f156f5c 100644 --- a/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 8.json +++ b/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 8.json @@ -303,19 +303,7 @@ "Primal Champion|Barbarian|XUA2023PlayersHandbookP8|20" ], "subclassTitle": "Barbarian Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP8", - "entries": [ - "Barbarians are warriors defined by their connection to the primal forces of the multiverse, which manifests as a Rage. Far more than a mere emotion, and not limited to anger or fury, a Barbarian's Rage is an incarnation of a predator's ferocity, a storm's unrelenting assault, and the churning turmoil of the sea.", - "Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess but also uncanny reflexes and heightened senses.", - "Some Barbarians are uncomfortable when hedged in by walls and crowds, preferring to live in regions of unspoiled natural vitality. Others cherish the primal forces at work in farmlands and recognize the vitality of cities. Barbarians of all sorts embrace their place in the multiverse, valuing keen instincts and raw physicality.", - "Even without the power of their Rage, Barbarians are skilled in combat and the use of weapons. When they do call on their Rage, it gives them superhuman strength and resilience. It also heightens their senses and reflexes, making the Rage useful beyond combat.", - "Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those who are under their protection don't have to. Their courage in the face of danger makes Barbarians perfectly suited for adventuring." - ] - } - ] + "hasFluff": true }, { "name": "Druid", @@ -822,19 +810,7 @@ "Archdruid|Druid|XUA2023PlayersHandbookP8|20" ], "subclassTitle": "Druid Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP8", - "entries": [ - "Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, weather, and the four elements, Druids can heal, transform themselves, and wield elemental destruction.", - "Revering nature above all, individual Druids gain their magic from a nature deity, from nature itself, or both, and they typically unite with other Druids in performing rites to mark the passage of the seasons and other natural cycles. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.", - "Druids master Primal magic, which is oriented toward nature and animals\u2014the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some Druids focus on this practice, even to the point where they feel more natural in an animal form.", - "For Druids, nature exists in a precarious balance. The four elements that make up a world\u2014air, earth, fire, and water\u2014must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, Druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.", - "Druids are also concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature, not in opposition to it. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, Druids take a more active role as adventurers who combat the threat." - ] - } - ] + "hasFluff": true }, { "name": "Monk", @@ -1297,18 +1273,7 @@ "Body and Mind|Monk|XUA2023PlayersHandbookP8|20" ], "subclassTitle": "Monk Subclass", - "fluff": [ - { - "type": "section", - "source": "XUA2023PlayersHandbookP8", - "entries": [ - "Monks use rigorous combat training and mental discipline to align themselves with the multiverse and tap into internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler focus of defense and speed, this power infuses all that a Monk does.", - "Monks harness and focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In their hands and guided by their power, even the most basic weapons can become sophisticated implements of combat mastery. And their mightiest attacks can stun their opponents.", - "Many Monks find that a structured life of ascetic withdrawal from the mundane world helps them cultivate the physical and mental discipline they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.", - "Monks generally view their adventures as personal tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to hone themselves into living weapons." - ] - } - ] + "hasFluff": true } ], "subclass": [ @@ -7787,5 +7752,57 @@ } ] } + ], + "classFluff": [ + { + "name": "Barbarian", + "source": "XUA2023PlayersHandbookP8", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP8", + "entries": [ + "Barbarians are warriors defined by their connection to the primal forces of the multiverse, which manifests as a Rage. Far more than a mere emotion, and not limited to anger or fury, a Barbarian's Rage is an incarnation of a predator's ferocity, a storm's unrelenting assault, and the churning turmoil of the sea.", + "Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess but also uncanny reflexes and heightened senses.", + "Some Barbarians are uncomfortable when hedged in by walls and crowds, preferring to live in regions of unspoiled natural vitality. Others cherish the primal forces at work in farmlands and recognize the vitality of cities. Barbarians of all sorts embrace their place in the multiverse, valuing keen instincts and raw physicality.", + "Even without the power of their Rage, Barbarians are skilled in combat and the use of weapons. When they do call on their Rage, it gives them superhuman strength and resilience. It also heightens their senses and reflexes, making the Rage useful beyond combat.", + "Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those who are under their protection don't have to. Their courage in the face of danger makes Barbarians perfectly suited for adventuring." + ] + } + ] + }, + { + "name": "Druid", + "source": "XUA2023PlayersHandbookP8", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP8", + "entries": [ + "Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, weather, and the four elements, Druids can heal, transform themselves, and wield elemental destruction.", + "Revering nature above all, individual Druids gain their magic from a nature deity, from nature itself, or both, and they typically unite with other Druids in performing rites to mark the passage of the seasons and other natural cycles. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.", + "Druids master Primal magic, which is oriented toward nature and animals\u2014the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some Druids focus on this practice, even to the point where they feel more natural in an animal form.", + "For Druids, nature exists in a precarious balance. The four elements that make up a world\u2014air, earth, fire, and water\u2014must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, Druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.", + "Druids are also concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature, not in opposition to it. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, Druids take a more active role as adventurers who combat the threat." + ] + } + ] + }, + { + "name": "Monk", + "source": "XUA2023PlayersHandbookP8", + "entries": [ + { + "type": "section", + "source": "XUA2023PlayersHandbookP8", + "entries": [ + "Monks use rigorous combat training and mental discipline to align themselves with the multiverse and tap into internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler focus of defense and speed, this power infuses all that a Monk does.", + "Monks harness and focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In their hands and guided by their power, even the most basic weapons can become sophisticated implements of combat mastery. And their mightiest attacks can stun their opponents.", + "Many Monks find that a structured life of ascetic withdrawal from the mundane world helps them cultivate the physical and mental discipline they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.", + "Monks generally view their adventures as personal tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to hone themselves into living weapons." + ] + } + ] + } ] } diff --git a/subclass/Unearthed Arcana - Fighter, Rogue, and Wizard.json b/subclass/Unearthed Arcana - Fighter, Rogue, and Wizard.json index 096d7ba..f38a1a0 100644 --- a/subclass/Unearthed Arcana - Fighter, Rogue, and Wizard.json +++ b/subclass/Unearthed Arcana - Fighter, Rogue, and Wizard.json @@ -1062,8 +1062,8 @@ "SGT" ], "areaTags": [ - "ST", - "MT" + "MT", + "ST" ] }, {