diff --git a/collection/Unearthed Arcana - Downtime.json b/collection/Unearthed Arcana - Downtime.json index c132dd6..96b4c1f 100644 --- a/collection/Unearthed Arcana - Downtime.json +++ b/collection/Unearthed Arcana - Downtime.json @@ -1763,7 +1763,8 @@ "The downtime system presented here is built on two basic elements.", "First, it offers short-term activities, ones that can usually be completed in a workweek (5 days) or longer. These activities cover what characters at levels 1\u201310 might do between adventures. It includes buying or creating magic items, pulling off heists, and working a job. Higher level characters can also use these activities, but they have the resources and power to take on greater ambitions beyond the scope of these rules.", "Second, this downtime system introduces the concept of foils. Foils are NPCs who oppose the characters or whose goals put them against the party. A foil might be a villain who wishes to destroy the characters, or a good-aligned cleric who sees the characters as meddlers and troublemakers. Foils work their plots while the characters engage in downtime activities, introducing interesting complications to the campaign." - ] + ], + "id": "001" }, { "type": "entries", @@ -1778,7 +1779,8 @@ "entries": [ "As DM, you should present the players with a list of activities they can pursue. These activities work for characters of any level.", "The activities you allow depend on your campaign and the nature of the area where the characters are. For example, you might disallow the creation of magic items, or decide that the characters are in a town that is too isolated from major markets for them to buy such items. You decide which a ctivities are available, not the players. Consider handling downtime away from the game table. For example, you could have the players pick their activities at the end of a session, by email or text, or when you next see them in person." - ] + ], + "id": "003" }, { "type": "entries", @@ -1789,7 +1791,8 @@ "Most activities require a workweek (5 days) or more to complete. Some activities require days, weeks (7 days apiece), or months (30 days apiece). A character must spend 8 hours of each day engaged in the downtime activity for that day to count toward the activity's completion. The days don't need to be consecutive.", "If you want multiple weeks to pass in the campaign world between sessions, report back the results of any downtime activities and ask for each character's next moves. Otherwise, you can send out the results to each player by text or email, or catch the players up at the start of the next session.", "If an activity requires some decisions, you can have the players decide either before the next session or at the start of it. Some DMs like to focus on the activity, but for some groups it's a good idea to let the players talk things out, so long as it doesn't drag out and eat up too much time at the game table." - ] + ], + "id": "004" }, { "type": "entries", @@ -1799,9 +1802,11 @@ "Each activity includes complications you can throw at the characters. Complications are meant to add flavor, depth, and drama to the campaign. They might spawn entire adventures, introduce NPCs who vex the party, and give the characters headaches as they try to navigate the politics and social network of the community they're in.", "In general, there is a {@chance 10|10 percent} chance that a given activity has a complication. You can use them more or less often, depending on what you feel is best for your campaign.", "Complications can also come from the party's foils, as described below. In the complication table for an activity, the options that are most likely to involve a foil are marked." - ] + ], + "id": "005" } - ] + ], + "id": "002" }, { "type": "entries", @@ -1913,7 +1918,8 @@ ] ] } - ] + ], + "id": "007" }, { "type": "entries", @@ -1922,7 +1928,8 @@ "entries": [ "An effective foil has a clear reason for interfering with the characters' plans. Think about what the foil wants, how and why the characters stand in the way, and how the conflict could be resolved.", "Motivation is the why behind a foil's actions. It's the foundation for the NPC's role in the campaign. The Example Foils table offers some examples you can build from." - ] + ], + "id": "008" }, { "type": "entries", @@ -1930,7 +1937,8 @@ "page": 3, "entries": [ "Once you know a foil's motivation, consider possible goals. What outcome is the foil trying to create? Ideally, this outcome involves the characters or something they care about. The foil might want to take over the town, slay one or all of the characters, or help a certain temple become the center of the most powerful religion in the region." - ] + ], + "id": "009" }, { "type": "entries", @@ -1939,7 +1947,8 @@ "entries": [ "Think about the resources that the foil can call upon. Is there money for bribes? Is there a small army of obedient fanatics? Does the foil hold sway over any guilds, temples, or groups?", "Make a list of the foil's assets, and consider how they can be used." - ] + ], + "id": "00a" }, { "type": "entries", @@ -1951,7 +1960,8 @@ "Actions should build a path toward achieving the NPC's goals. For each action, make note of NPCs who might change in response to it, what it might change in the town's politics, and so on. Of course, if the characters get involved, those outcomes might change.", "The concept behind actions is simple. They show the characters that the campaign is a living world by making the foils participants in the campaign's action.", "The examples of complications given for downtime activities are ideal plans for a foil to make against the characters. Use them as inspiration for plans of your own creation, or throw them, as written, at the characters when it seems appropriate. You can use a complication in place of a foil's actions, or in addition to one. Not every bad thing that happens to the characters is caused by a foil. Some events might just be due to bad luck." - ] + ], + "id": "00b" }, { "type": "entries", @@ -1960,7 +1970,8 @@ "entries": [ "In addition to actions, consider how the campaign setting might shift due to the foil's influence. What are the background events, changes in attitudes, and anything else that might occur to illustrate a foil's influence?", "Imagine if the characters do nothing to oppose a foil. What happens next? How does the world change? Introduce such events along with the foil's actions to make your campaign feel alive. You can use an event in place of an action, especially if a session isn't going to involve a foil. Events are also a good way to show the influence of multiple foils, without having all of them take action against the characters at once. Events let foils have their time in the spotlight without causing the other ones to fade away completely." - ] + ], + "id": "00c" }, { "type": "entries", @@ -1968,7 +1979,8 @@ "page": 3, "entries": [ "Remember that foils are characters who can change over time. If the characters thwart one plan, a foil might pursue another. A foil might also become an ally, or achieve all goals and thus become inactive. Between sessions, revise your foils as needed to account for how things have progressed in the campaign." - ] + ], + "id": "00d" }, { "type": "entries", @@ -1983,7 +1995,8 @@ "page": 4, "entries": [ "Myron wants to become the most respected, most important merchant in town, someone to whom even the prince must yield." - ] + ], + "id": "00f" }, { "type": "entries", @@ -1991,7 +2004,8 @@ "page": 4, "entries": [ "He has a small fortune in gold; his own skills as a wererat, alchemist, and necromancer; a group of wererats that is dedicated to him; the service of twin dwarf sisters who are superb assassins; a shield guardian that protects him; and an alliance with a hobgoblin lord, who lives in the mountains outside of the city." - ] + ], + "id": "010" }, { "type": "entries", @@ -2038,7 +2052,8 @@ ] ] } - ] + ], + "id": "011" }, { "type": "entries", @@ -2046,7 +2061,8 @@ "page": 4, "entries": [ "The temple of Pholtus, inflexible god of the sun, seeks to impose its strict rules. The high priest, Cheldar, wishes to bring as many folk as possible under the temple's sway. Though only in town for two years, the temple is already a powerful force due to Cheldar's brilliant oration." - ] + ], + "id": "012" }, { "type": "entries", @@ -2054,7 +2070,8 @@ "page": 4, "entries": [ "Cheldar wants to make the temple of Pholtus the most influential religion in town by bringing about peace and stability for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan." - ] + ], + "id": "013" }, { "type": "entries", @@ -2062,7 +2079,8 @@ "page": 4, "entries": [ "The high priest Cheldar has his charismatic oration, divine spellcasting ability, and a few hundred common folk recently converted to the temple's cause." - ] + ], + "id": "014" }, { "type": "entries", @@ -2104,11 +2122,14 @@ ] ] } - ] + ], + "id": "015" } - ] + ], + "id": "00e" } - ] + ], + "id": "006" }, { "type": "section", @@ -2135,9 +2156,11 @@ "{@variantrule Work|UADowntime}" ] } - ] + ], + "id": "016" } - ] + ], + "id": "000" } ] } diff --git a/collection/Unearthed Arcana - Dragonmarks.json b/collection/Unearthed Arcana - Dragonmarks.json index 3b43746..4059e93 100644 --- a/collection/Unearthed Arcana - Dragonmarks.json +++ b/collection/Unearthed Arcana - Dragonmarks.json @@ -1670,7 +1670,8 @@ "entries": [ "The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren't officially part of the game and aren't permitted in D&D Adventurers League events.", "If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book." - ] + ], + "id": "001" }, "A dragonmark is a mystic sigil that appears on the skin. The mark is a source of mystical power and enhances the bearer's ability to perform certain tasks. In Eberron, each mark is tied to specific bloodlines. The families that carry these marks joined together to form the Dragonmarked Houses, powerful forces that dominate different industries. Not every member of a given family possesses a dragonmark; conversely, merely possessing a dragonmark does not grant special status within the house. In creating a dragonmarked character, your background can help to establish your relationship to the house. A dragonmarked {@background noble} may be part of the ruling family. A {@background guild artisan} or {@background entertainer} can work in one of the house guilds. A {@background criminal} may have been exiled from their house, while an {@background urchin} could be an orphan who never knew they had a tie to one of the dragonmarked families.", { @@ -1697,9 +1698,11 @@ "Each dragonmark has a trait that allows you to roll an {@b Intuition die}, a {@dice d4}, when you perform an ability check with a particular skill or tool. You add the number rolled to the ability check. You don't have to be proficient with the skill or tool to gain this benefit.", "Feats, magic items, and other features may improve your Intuition die. This increases the type of die you roll by one size ({@dice d6}, {@dice d8}, {@dice d10}) to a maximum of a {@dice d10}. You can only roll one Intuition die for a check; if you receive Intuition dice from multiple sources, increase one die by one type and roll that one.", "For example, if a dragonmarked trait and feat both grant intuition with Dexterity ({@skill Stealth}) checks, you roll a {@dice d6}, instead of a {@dice d4}. Three instances would increase your Intuition Die to a {@dice d8}, and so on." - ] + ], + "id": "003" } - ] + ], + "id": "002" }, { "type": "section", @@ -1715,7 +1718,8 @@ "name": "Dragonmark Quirks", "page": 2 } - ] + ], + "id": "004" }, { "type": "section", @@ -1731,7 +1735,8 @@ "name": "Half-Elf (Variant; Mark of Detection)", "page": 2 } - ] + ], + "id": "005" }, { "type": "section", @@ -1747,7 +1752,8 @@ "name": "Half-Orc (Variant; Mark of Finding)", "page": 2 } - ] + ], + "id": "006" }, { "type": "section", @@ -1763,7 +1769,8 @@ "name": "Human (Mark of Handling)", "page": 3 } - ] + ], + "id": "007" }, { "type": "section", @@ -1779,7 +1786,8 @@ "name": "Halfling (Mark of Healing)", "page": 3 } - ] + ], + "id": "008" }, { "type": "section", @@ -1795,7 +1803,8 @@ "name": "Halfling (Mark of Hospitality)", "page": 4 } - ] + ], + "id": "009" }, { "type": "section", @@ -1811,7 +1820,8 @@ "name": "Human (Mark of Making)", "page": 4 } - ] + ], + "id": "00a" }, { "type": "section", @@ -1827,7 +1837,8 @@ "name": "Human (Mark of Passage)", "page": 4 } - ] + ], + "id": "00b" }, { "type": "section", @@ -1843,7 +1854,8 @@ "name": "Gnome (Mark of Scribing)", "page": 5 } - ] + ], + "id": "00c" }, { "type": "section", @@ -1859,7 +1871,8 @@ "name": "Human (Mark of Sentinel)", "page": 5 } - ] + ], + "id": "00d" }, { "type": "section", @@ -1875,7 +1888,8 @@ "name": "Elf (Mark of Shadow)", "page": 6 } - ] + ], + "id": "00e" }, { "type": "section", @@ -1898,7 +1912,8 @@ "name": "Gust", "page": 6 } - ] + ], + "id": "00f" }, { "type": "section", @@ -1914,7 +1929,8 @@ "name": "Dwarf (Mark of Warding)", "page": 7 } - ] + ], + "id": "010" }, { "type": "section", @@ -1937,7 +1953,8 @@ "name": "Control Winds", "page": 8 } - ] + ], + "id": "011" }, { "type": "section", @@ -1961,9 +1978,11 @@ "name": "Aberrant Dragonmark", "page": 9 } - ] + ], + "id": "012" } - ] + ], + "id": "000" } ] } diff --git a/collection/Unearthed Arcana - Encounter Building.json b/collection/Unearthed Arcana - Encounter Building.json index ccd6a34..7613422 100644 --- a/collection/Unearthed Arcana - Encounter Building.json +++ b/collection/Unearthed Arcana - Encounter Building.json @@ -66,7 +66,8 @@ "page": 1, "entries": [ "To build an encounter using this system, first take stock of the player characters. This system uses the characters' levels to determine the number and challenge rating of creatures you can pit them against without making a fight too hard or too easy. But though character level is important, you should also take note of each characters' hit point maximum and saving throw modifiers, as well as how much damage the strongest combatants or spellcasters can inflict with a single attack. Even though character level and challenge rating are useful tools for defining the difficulty of an encounter, they don't tell the whole story, and you'll make use of these additional character statistics when you select monsters for an encounter in step 4." - ] + ], + "id": "001" }, { "type": "entries", @@ -74,7 +75,8 @@ "page": 1, "entries": [ "Determine if you want to create a battle that pits one legendary creature against the characters, or if you want to use multiple monsters. If you want to use a single monster, you're typically best off using a legendary monster, all of which are specifically designed to make life interesting for a group." - ] + ], + "id": "002" }, { "type": "entries", @@ -738,11 +740,14 @@ "page": 3, "entries": [ "To save space on the tables and keep them simple, some of the lower challenge ratings are missing from the higher-level tables. For low challenge ratings not appearing on the table, assume a 1:12 ratio, indicating that twelve creatures of those challenge ratings are worth one character of a specific level." - ] + ], + "id": "005" } - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "entries", @@ -752,7 +757,8 @@ "Having used the tables above to determine the challenge ratings of the monsters in your encounter, you're ready to pick individual monsters. However, this process is more of an art than a science.", "In addition to assessing monsters by challenge rating, it's important to look at how specific monsters might stack up against your group. Hit points, attacks, and saving throws are all useful indicators. Compare the damage a monster can deal to the hit point maximum of each character. Be wary of any monster capable of dropping a character with a single att ack, unless you intend the fight to be deadly. In the same way, consider the monsters' hit points as compared to the damage output of the party's strongest combatants and spellcasters. Having a significant number of foes drop in the first rounds of combat can make an encounter too easy. Likewise, look at whether a monster's best attacks are made against saving throws that most of the party members are weak with, and compare the characters' attacks to the monsters' saving throws in the same way.", "If the only creatures you can choose from at the desired challenge rating aren't a good match for the characters' statistics, don't be afraid to go back to step 3. By altering your challenge rating targets and adjusting the number of creatures in the encounter, you can come up with different options for building the encounter." - ] + ], + "id": "006" }, { "type": "entries", @@ -812,7 +818,8 @@ ] ] } - ] + ], + "id": "008" }, { "type": "entries", @@ -858,7 +865,8 @@ ] ] } - ] + ], + "id": "009" }, { "type": "entries", @@ -867,7 +875,8 @@ "entries": [ "A few elements that make the battlefield interesting can go a long way toward making an encounter more memorable. As a good rule of thumb, try to set up the area of the battle so that it would be challenging even without a fight taking place there. What things might draw the characters' attention? Why are monsters lurking here? Interesting area features can help prompt improvisation and keep things fresh.", "To add details to an encounter area at random, look to the tables in appendix A, \"Random Dungeons,\" of the Dungeon Master's Guide to determine room and area features, potential hazards, obstacles, traps, and more." - ] + ], + "id": "00a" }, { "type": "entries", @@ -876,11 +885,14 @@ "entries": [ "Consider what might happen in an encounter area if the characters were to never enter it. Do the guards rotate in shifts? What other characters or monsters might visit? Do creatures gather there to eat or gossip? Are there any natural phenomena such as strong winds, earth tremors, or rain squalls that sometimes take place in the area? Random events are fun because they add an element of the unexpected to an encounter. Just when you think a fight's outcome is clear, an unexpected event can make things more interesting.", "A number of the tables in the Dungeon Master's Guide can suggest random events to be added to a location, depending on the nature of the encounter setup. The tables used for encounter location, weird locales, and wilderness weather in chapter 5, \"Adventure Environments,\" of the Dungeon Master's Guide are a good starting point for outdoor encounters. The tables in appendix A, \"Random Dungeons,\" can be useful for indoor and outdoor encounters\u2014especially the tables for obstacles, traps, and tricks." - ] + ], + "id": "00b" } - ] + ], + "id": "007" } - ] + ], + "id": "000" } ] } diff --git a/collection/Unearthed Arcana - Into the Wild.json b/collection/Unearthed Arcana - Into the Wild.json index 3181e52..eee6285 100644 --- a/collection/Unearthed Arcana - Into the Wild.json +++ b/collection/Unearthed Arcana - Into the Wild.json @@ -89,7 +89,8 @@ "page": 2, "entries": [ "These rules introduce a new concept called the navigation DC. Some destinations can be found automatically, but others have a DC that measures the difficulty of finding a path to reach them. The Navigation DC table provides some examples." - ] + ], + "id": "003" }, "Some locations might be difficult or even impossible to find without the characters first meeting a specific prerequisite. Reaching an {@condition invisible} tower floating in the air might require a special magic item that leads the characters to it. Or if a mundane location is hidden within a thick mist that fills a valley, characters who find a way to disperse the mist can lower the navigation DC for that location significantly.", { @@ -130,7 +131,8 @@ ] ] } - ] + ], + "id": "002" }, { "type": "entries", @@ -138,7 +140,8 @@ "page": 2, "entries": [ "Each player undertakes an activity while traveling, choosing from among the options offered in chapter 8 of the Player's Handbook\u2014but with one modification. In any case where the destination has a navigation DC, at least one character must choose to navigate in order to give the party a chance to reach its destination." - ] + ], + "id": "004" }, { "type": "entries", @@ -152,7 +155,8 @@ "page": 2, "entries": [ "If the party's destination has a navigation DC, one character must make a Wisdom ({@skill Survival}) check against that DC, applying normal modifiers for the party's travel pace and other factors. With a successful check, the characters make progress toward their destination, perhaps even reaching it if they move quickly enough. If the check fails, or if no character makes a check when the destination has a navigation DC, the party becomes lost." - ] + ], + "id": "006" }, { "type": "entries", @@ -182,7 +186,8 @@ ] ] } - ] + ], + "id": "007" }, { "type": "entries", @@ -190,7 +195,8 @@ "page": 2, "entries": [ "While traveling using these rules, use the normal guidelines for random encounters found in the Dungeon Master's Guide. As an optional rule for when the characters are lost, roll twice for each random encounter check to reflect that the characters might blunder into a monster lair or other unusual threat." - ] + ], + "id": "008" }, { "type": "entries", @@ -198,11 +204,14 @@ "page": 2, "entries": [ "After determining if a group becomes lost or has a random encounter, check your map to determine the characters' route during the day. From their starting location, track how far they travel toward their destination. Narrate any changes in terrain or any special locations the characters find along the way, resolving encounters as needed." - ] + ], + "id": "009" } - ] + ], + "id": "005" } - ] + ], + "id": "001" }, { "type": "section", @@ -225,7 +234,8 @@ "page": 3, "entries": [ "Consider each of the potential adventure locations on your map, and assign navigation DCs to them as appropriate. Take into account the creatures that dwell nearby, a site's notoriety, the presence of any paths or roads leading there, and so forth." - ] + ], + "id": "00c" }, { "type": "entries", @@ -233,7 +243,8 @@ "page": 3, "entries": [ "Review the monsters that lair in your wilderness, and determine if any exert regional effects that you need to account for. Regional effects (described in the Monster Manual) are a great tool for showing the players how the presence of a powerful creature can alter the environment. They also add an element of magic and strangeness to areas that might otherwise seem mundane." - ] + ], + "id": "00d" }, { "type": "entries", @@ -247,7 +258,8 @@ "page": 3, "entries": [ "You might require characters to attempt Strength ({@skill Athletics}) checks to navigate {@quickref difficult terrain||3} such as broken ground or mountain peaks, with failure slowing the party and causing injury." - ] + ], + "id": "00f" }, { "type": "entries", @@ -255,7 +267,8 @@ "page": 3, "entries": [ "A successful Intelligence ({@skill History}) check might allow a character to locate a forgotten road, identify the origin of ruins, or find a site mentioned in myth or legend." - ] + ], + "id": "010" }, { "type": "entries", @@ -263,7 +276,8 @@ "page": 3, "entries": [ "By attempting Intelligence ({@skill Nature}) checks, characters might identify what sorts of creatures dwell in an area based on subtle clues, or spot the effect of magic on a natural ecosystem." - ] + ], + "id": "011" }, { "type": "entries", @@ -271,7 +285,8 @@ "page": 3, "entries": [ "It's good to call for Dexterity ({@skill Stealth}) checks in areas that are heavily patrolled or under the watch of a specific creature. Failing the check or moving too quickly to be stealthy brings the characters under scrutiny." - ] + ], + "id": "012" }, { "type": "entries", @@ -279,11 +294,14 @@ "page": 3, "entries": [ "In an area infested with deadly plants or other natural hazards, successful Wisdom ({@skill Survival}) checks can allow the characters to avoid gathering and eating poisonous plants, to spot quicksand and other hazards, and to avoid paths or areas where dangerous creatures prowl." - ] + ], + "id": "013" } - ] + ], + "id": "00e" } - ] + ], + "id": "00b" }, { "type": "entries", @@ -293,9 +311,11 @@ "As a final useful tool, consider creating a quick table to help you generate terrain for random encounters, or for other events that require a more detailed view as the characters explore. A random table filled with iconic terrain for an area can help inspire you in the moment, and ensures that the interesting key elements of a region remain part of the action.", "Start off with at least one or two noteworthy features that are always present. Then think of a few simple but distinctive features that you'd expect to find in specific areas. If flat grasslands are a dominant feature, you might also have low hills, ruins, watering holes, thorny bushes, and other less common features to break things up.", "Once you are done, create a list of all your terrain features and assign each one a percentage chance to be present in an area (including 100 percent for dominant features). Then when you need to create an encounter area quickly, you can roll for each feature to see if it is present\u2014thinking of these key features as tactical features that can have an impact on the encounter." - ] + ], + "id": "014" } - ] + ], + "id": "00a" }, { "type": "section", @@ -321,7 +341,8 @@ "The variety of terrain and features makes travel in the Moon Hills challenging. Any experienced traveler can attempt to navigate this place, but the lack of clear sight lines and the difficulty of long-distance navigation can make things daunting for the inexperienced." ] } - ] + ], + "id": "016" }, { "type": "entries", @@ -329,7 +350,8 @@ "page": 4, "entries": [ "An attack on any of the farms or manors in the Moon Hills draws the notice of travelers or locals within a day or two. While the area has its secrets, the countryside is civilized overall." - ] + ], + "id": "017" }, { "type": "entries", @@ -347,7 +369,8 @@ "An earth cult might establish a hidden base in the area." ] } - ] + ], + "id": "018" }, { "type": "entries", @@ -365,23 +388,27 @@ "name": "Navigation", "entries": [ "The steep hills and the winding paths between them can be confusing, but the sparse vegetation of the hills allows clear views of the sky. If the characters are off the roads or paths that wind through this area, they must always navigate to avoid becoming lost\u2014even if their destination does not normally require a check. In that case, the check DC is 10." - ] + ], + "id": "01b" }, { "type": "entries", "name": "Foraging", "entries": [ "{@dc 10}; water and light game are plentiful." - ] + ], + "id": "01c" }, { "type": "entries", "name": "Special Rules", "entries": [ "If the characters take a long rest here, roll on the planar confluence table." - ] + ], + "id": "01d" } - ] + ], + "id": "01a" }, { "type": "entries", @@ -435,7 +462,8 @@ ] ] } - ] + ], + "id": "01e" }, { "type": "entries", @@ -473,7 +501,8 @@ ] ] } - ] + ], + "id": "01f" }, { "type": "entries", @@ -519,13 +548,17 @@ ] ] } - ] + ], + "id": "020" } - ] + ], + "id": "019" } - ] + ], + "id": "015" } - ] + ], + "id": "000" } ] } diff --git a/collection/Unearthed Arcana - Quick Characters.json b/collection/Unearthed Arcana - Quick Characters.json index b8fb0dc..d61e270 100644 --- a/collection/Unearthed Arcana - Quick Characters.json +++ b/collection/Unearthed Arcana - Quick Characters.json @@ -102,7 +102,8 @@ ] ] } - ] + ], + "id": "001" }, { "type": "entries", @@ -307,7 +308,8 @@ ] }, "In place of a background feature, once during any game session, you can pick a nonplayer character you meet and declare that your character knows that NPC. The relationship is respectful but not necessarily friendly. The DM determines the exact nature of your relationship." - ] + ], + "id": "002" }, { "type": "entries", @@ -397,7 +399,8 @@ "page": 2, "entries": [ "Wisdom, Strength, Constitution, Charisma, Dexterity, Intelligence." - ] + ], + "id": "005" }, { "type": "entries", @@ -405,7 +408,8 @@ "page": 2, "entries": [ "Strength, Constitution, Dexterity, Wisdom, Intelligence, Charisma." - ] + ], + "id": "006" }, { "type": "entries", @@ -413,7 +417,8 @@ "page": 2, "entries": [ "Dexterity, Charisma, Intelligence, Constitution, Strength, Wisdom." - ] + ], + "id": "007" }, { "type": "entries", @@ -423,11 +428,14 @@ "Intelligence, Dexterity, Wisdom, Charisma, Constitution, Strength.", "For example, a player creating a cleric rolls a 4 for the character's ability score array\u201416, 12, 12, 12, 10, and 8. Those numbers are assigned in that order to the ability scores listed for clerics, yielding a character with Strength 12, Dexterity 10, Constitution 12, Intelligence 8, Wisdom 16, and Charisma 12.", "After you assign your character's ability scores, but before applying any modifiers for your race (see below), you can swap any two scores." - ] + ], + "id": "008" } - ] + ], + "id": "004" } - ] + ], + "id": "003" }, { "type": "entries", @@ -519,7 +527,8 @@ ] ] } - ] + ], + "id": "00b" }, { "type": "entries", @@ -576,9 +585,11 @@ ] ] } - ] + ], + "id": "00c" } - ] + ], + "id": "00a" }, { "type": "entries", @@ -623,7 +634,8 @@ ] ] } - ] + ], + "id": "00d" }, { "type": "entries", @@ -688,7 +700,8 @@ ] ] } - ] + ], + "id": "00e" }, { "type": "entries", @@ -755,7 +768,8 @@ ] ] } - ] + ], + "id": "010" }, { "type": "entries", @@ -824,11 +838,14 @@ ] ] } - ] + ], + "id": "011" } - ] + ], + "id": "00f" } - ] + ], + "id": "009" }, { "type": "entries", @@ -877,9 +894,11 @@ ] ] } - ] + ], + "id": "012" } - ] + ], + "id": "000" } ] } diff --git a/collection/Unearthed Arcana - Traps Revisited.json b/collection/Unearthed Arcana - Traps Revisited.json index 0626385..a525714 100644 --- a/collection/Unearthed Arcana - Traps Revisited.json +++ b/collection/Unearthed Arcana - Traps Revisited.json @@ -603,7 +603,8 @@ "page": 1, "entries": [ "A trap's level is expressed as a range of levels to give you an idea of its relative strength (levels 1\u20134, 5\u201310, 11\u201316, and 17\u201320). It is then labeled as a moderate, dangerous, or deadly threat. The trap's label tells you how powerful the trap is compared to others of its level range." - ] + ], + "id": "003" }, { "type": "entries", @@ -611,7 +612,8 @@ "page": 1, "entries": [ "A simple trap has a trigger that describes what causes the trap to activate. The trigger's description includes its location and the action that causes it to activate." - ] + ], + "id": "004" }, { "type": "entries", @@ -619,7 +621,8 @@ "page": 1, "entries": [ "A trap's effect describes what happens when its trigger activates. The trap might fire a dart, unleash a cloud of poison gas, cause a hidden point to open, and so on. The effect specifies who the trap targets, its attack bonus or saving throw DC, and what happens on a hit or failed saving throw." - ] + ], + "id": "005" }, { "type": "entries", @@ -627,9 +630,11 @@ "page": 1, "entries": [ "A trap can be defeated in a variety of ways. This section of a trap's description details the checks or spells that can detect and disable it. It also specifies what happens, if anything, on a failed attempt to disable it." - ] + ], + "id": "006" } - ] + ], + "id": "002" }, { "type": "entries", @@ -640,9 +645,11 @@ "When a trap triggers, apply its effects as specified in its description. Be sure of the players' intended actions before a trap activates so that it springs into action based on what the players want to do, rather than a course of action they're arguing about or merely considering. If the players discover a trap, be open to adjudicating their ideas for defeating it. The trap's description is a starting point for countermeasures, rather than a complete definition.", "The players should be specific in how they want to defeat the trap. Simply stating the desire to make a check isn't enough. Ask the players where their characters are positioned and what they intend to do to defeat the trap. A player can't just say, \"I use thieves' tools to disable it.\" That's too murky. The player instead should describe something like, \"I use my thieves' tools to examine the lock and attempt to disable the poison needle inside it.\" The last thing you want is confusion over where the characters are located if a trap activates.", "As a default, overcoming a simple trap offers no experience point reward. If the characters uncover the trap and avoid or disable it, their reward is dodging a threatening element of the dungeon. If they stumble into it, they must cope with the consequences of a more dangerous situation." - ] + ], + "id": "007" } - ] + ], + "id": "001" }, { "type": "entries", @@ -665,7 +672,8 @@ "{@trap Sleep of Ages|UATrapsRevisited}" ] } - ] + ], + "id": "008" }, { "type": "entries", @@ -684,7 +692,8 @@ "page": 4, "entries": [ "An alarm trap is designed to alert an area's occupants of intruders. It might cause a bell or gong to sound. This type of trap rarely involves a saving throw." - ] + ], + "id": "00b" }, { "type": "entries", @@ -692,7 +701,8 @@ "page": 4, "entries": [ "These traps serve to slow down intruders, giving a dungeon's inhabitants time to mount a defense or flee. A hidden pit is the classic example of this trap. A 10-foot-deep pit usually deals little damage and is easy to escape, but it slows down intruders. Other examples include collapsing walls, a portcullis that drops from the ceiling, and a locking mechanism that shuts and bars a door. These traps, when they directly threaten characters, usually require a Dexterity saving throw to avoid." - ] + ], + "id": "00c" }, { "type": "entries", @@ -700,7 +710,8 @@ "page": 4, "entries": [ "A restraining trap tries to keep its victims in place, leaving them unable to move. These traps are most useful when combined with a regular guard patrol, but in ancient dungeons the guards might be long gone. These traps usually require a Strength saving throw to avoid, but some don't allow saves. In addition to dealing damage, they also render a creature unable to move. A subsequent, successful Strength check (use the saving throw DC) or damage against the trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, or a device that flings a net." - ] + ], + "id": "00d" }, { "type": "entries", @@ -708,9 +719,11 @@ "page": 4, "entries": [ "These traps are designed to eliminate intruders. They include {@condition poisoned} needles that spring out when a lock is tampered with, blasts of fire that fill a room, poison gas, and so on. Saving throws\u2014usually Dexterity or Constitution\u2014allow creatures to avoid or mitigate the trap's effects." - ] + ], + "id": "00e" } - ] + ], + "id": "00a" }, { "type": "entries", @@ -838,7 +851,8 @@ ] ] } - ] + ], + "id": "00f" }, { "type": "entries", @@ -868,9 +882,11 @@ "entries": [ "A Wisdom ({@skill Perception}) check that reveals a tripwire doesn't tell the players what happens if they break the tripwire. They spot it before blundering into it, but must still decide what to do next. The nature of the item is not in question, but you might not spot it. A successful check reveals it.", "An Intelligence ({@skill Investigation}) check reveals that the scuff marks and wear pattern show that a doorknob can turn both ways, but is most often turned clockwise. The players must still decide how to open the door. The item is obvious, but its true nature is obscured. A successful check reveals the clues that point to the item's purpose." - ] + ], + "id": "011" } - ] + ], + "id": "010" }, { "type": "entries", @@ -880,7 +896,8 @@ "Designing a trap's effects is a straightforward process. The tables for save DCs, attack bonuses, damage, and the like give you a starting point for most simple traps that deal damage.", "For traps with more complex effects, your best starting point is to use the Spell Equivalent by Level table to find the best match for your trap's intended effect. Spells are a good starting point because they are compact pieces of game design that deliver specific effects.", "Once you have chosen the effect the trap delivers, choose its damage, attack bonus, and save DC. If you are using a spell as a starting point, check to see if you need to tweak its effects to fit the trap's nature. For instance, you can easily change the damage type a spell delivers or the saving throw it requires." - ] + ], + "id": "012" }, { "type": "entries", @@ -893,7 +910,8 @@ "Strength checks are useful for traps that can be destroyed or held back through brute force. A scything blade can be broken, a collapsing roof held in place, a net torn apart.", "Magical traps can be disabled by someone who can undermine the magic used to power them. An Intelligence ({@skill Arcana}) check allows a character to figure out how the trap functions and how to disable its magic. A statue that belches a jet of magical flame might be disabled when one of its glass eyes is shattered, disrupting the magic that powers it.", "Finally, decide if there are any drawbacks to a failed attempt to disable the trap. If so, pick a threshold for the check result or decide that any failure activates the trap. If the result hits that threshold or lower, the trap activates. This option is a useful tool to make a trap feel dangerous even if the characters have discovered it. A trap that can be disabled without any danger is like a monster that can't fight back. Of course, use logic to guide your decisions. This element makes a trap interesting, but it shouldn't come at the cost of making your game feel illogical or arbitrary. For instance, let's say your trap is a section of floor that opens to send characters tumbling into a pit. If the rogue attempting to disarm the pit stands next to the trap, it makes no sense for the rogue to fall in if the trap activates. Of course, you can remedy this by specifying that the character must lean over the trap or have one foot on it to reach and disable the mechanism." - ] + ], + "id": "013" }, { "type": "entries", @@ -906,9 +924,11 @@ "Alarm traps, since they pose no direct physical threat, are ideal for areas that are used by a dungeon's denizens. If a stumbling goblin activates an alarm trap, there's no real harm done. The alarm sounds, the guards arrive, they berate the clumsy goblin, and then they reset the trap. Of course, an alarm trap that is triggered on accident too often might fail to generate a quick response from defenders.", "Above all else, place traps logically and with consideration to the time and effort needed to make them. If your adventures are sown with too many traps, the game grinds to a halt as the players search every square inch of a dungeon for tripwires and pressure plates.", "It's all right if the players correctly deduce a trap's presence. That means your trap was placed logically and the players are engaged with the game." - ] + ], + "id": "014" } - ] + ], + "id": "009" }, { "type": "entries", @@ -929,7 +949,8 @@ "page": 7, "entries": [ "A complex trap uses the same level bands and ratings for its lethality as a simple trap does." - ] + ], + "id": "017" }, { "type": "entries", @@ -937,7 +958,8 @@ "page": 7, "entries": [ "Just like a simple trap, a complex one has a trigger. Some complex traps have multiple triggers." - ] + ], + "id": "018" }, { "type": "entries", @@ -945,7 +967,8 @@ "page": 7, "entries": [ "A complex trap takes turns like a creature does. Complex traps are slow (initiative 10), fast (initiative 20), or very fast (initiative 20 and 10)." - ] + ], + "id": "019" }, { "type": "entries", @@ -953,7 +976,8 @@ "page": 7, "entries": [ "On a trap's turn, it activates specific effects that are detailed in its description. The trap might have multiple active elements, a table you roll on to determine its effect at random, or options for you to choose from." - ] + ], + "id": "01a" }, { "type": "entries", @@ -961,7 +985,8 @@ "page": 7, "entries": [ "Many complex traps feature a changing threat. The trap's description tells you how the trap changes over time. Usually, these changes take effect at the end of each of its turns or in response to the characters' actions." - ] + ], + "id": "01b" }, { "type": "entries", @@ -969,7 +994,8 @@ "page": 7, "entries": [ "A complex trap poses a threat even when it is not its turn. The constant elements describe how these parts of the trap function. Most make an attack or force a saving throw against creatures that end their turns within certain areas." - ] + ], + "id": "01c" }, { "type": "entries", @@ -978,9 +1004,11 @@ "entries": [ "A trap can be defeated in a variety of ways. A trap's description details the checks or spells that can detect and disable it. It also specifies what happens, if anything, on a failed attempt to disable it.", "Disabling a complex trap is like disarming a simple trap, except that a complex trap requires more checks. It typically takes three successful checks to disable one of a complex trap's elements. Many of these traps have multiple elements, requiring a lot of work to shut down every part of the trap. Usually, a successful check reduces a trap element's effectiveness if it doesn't disable it." - ] + ], + "id": "01d" } - ] + ], + "id": "016" }, { "type": "entries", @@ -990,9 +1018,11 @@ "A complex trap functions in play like a legendary monster. When activated, the trap's active elements act on either initiative 20 or 10 (or both, for very fast traps). On that initiative count, after all creatures with that same initiative have acted, the trap's features activate. Apply the effects detailed in the trap's description.", "After resolving the effects of the trap's active elements, check its dynamic elements to see if anything changes about the trap. Many complex traps have effects that vary over the course of an encounter. A magical aura might do more damage the longer it is active, or a swinging blade might shift which area of a chamber it attacks.", "The trap's constant elements allow it to have effects when it isn't the trap's turn. At the end of each creature's turn, look at the trap's constant elements to see if any of its effects trigger." - ] + ], + "id": "01e" } - ] + ], + "id": "015" }, { "type": "entries", @@ -1009,7 +1039,8 @@ "{@trap Poisoned Tempest|UATrapsRevisited}" ] } - ] + ], + "id": "01f" }, { "type": "entries", @@ -1024,7 +1055,8 @@ "page": 10, "entries": [ "Complex traps are typically designed to protect an area by killing or disabling intruders. It is worth your time to consider who made the trap, the trap's purpose, and its desired result. Does the trap protect a treasure? Does it target only certain intruders? Use the advice given for simple traps as a starting point." - ] + ], + "id": "021" }, { "type": "entries", @@ -1032,7 +1064,8 @@ "page": 10, "entries": [ "Complex traps use the same level bands and lethality ratings as simple traps. Refer back to that section for a discussion of how level and lethality help determine save and check DCs, attacks bonuses, and other numerical elements of a complex trap." - ] + ], + "id": "022" }, { "type": "entries", @@ -1043,7 +1076,8 @@ "Don't limit yourself to one room. Look at the passages and rooms around the area of the trap and think about the role they can play. The trap might cause doors to lock and gates to fall into place to prevent escape. It could cause darts to fire from the walls in one area, forcing characters to enter rooms where other devices trigger and threaten them.", "Consider how terrain and furniture can add to the trap's danger. A chasm or pit might create the distance that allows a trap to send bolts of magic at the characters while making it difficult or even impossible to reach the runes the party must deface to foil it.", "Think of your map like a script. Where do the characters want to go? What does the trap protect? How can the characters get there? What are their likely escape routes? Answering those questions tells you where the trap's various elements should be placed." - ] + ], + "id": "023" }, { "type": "entries", @@ -1053,7 +1087,8 @@ "A complex trap's active elements work the same way as a simple trap's effects, except that a complex trap activates every round. Otherwise, the guidelines for picking save DCs, attack bonuses, and damage are the same. To make your trap logically consistent, make sure the elements you design can activate each round. For instance, crossbows rigged to fire at the characters need a mechanism to reload them.", "In terms of lethality, it's better to have multiple dangerous effects in a trap than a single deadly one. As a rule of thumb, build your trap with two dangerous trap elements and one moderate one.", "It's useful to create multiple active elements, each affecting a different area covered by the trap. It is also a good idea to use a variety of effects. Some parts of the trap might cause damage, and others might immobilize characters or isolate them from the rest of the party. Think about how the elements can work together. A bashing lever might knock characters into the area engulfed by jets of flame." - ] + ], + "id": "024" }, { "type": "entries", @@ -1063,7 +1098,8 @@ "In addition to the active steps a complex trap takes, it should also present a continual hazard. Often, the active and constant effects are the same thing. Imagine a hallway filled with whirling saw blades. On the trap's turn, the blades attack anyone in the hall. In addition, anyone who lingers in the hallway takes damage at the end of each of their turns, representing the constant threat the blades pose.", "A constant element should apply its effect to any character who ends their turn in that element's area. If an active element presents a threat when it isn't its turn, determine the threat it poses as a constant element. As a rule of thumb, keep the saving throw DC or attack bonus the same but reduce the damage by half.", "Avoid filling the entire encounter area with constant elements. Part of the puzzle of a complex trap lies in figuring out which areas are safe. A moment's respite can help add an element of pacing to a complex trap and give the characters the feeling that they aren't in constant peril. For example, walls that slam together might need to reset between slams, leaving them harmless when it isn't their turn." - ] + ], + "id": "025" }, { "type": "entries", @@ -1077,7 +1113,8 @@ "A trap's dynamic elements also make for a good timer. For example, the damage dealt by poison gas in a room starts at 11, but doubles each time the trap takes its turn. Smart players see that they only have a few rounds to overcome the trap before they must flee or risk death.", "Random dynamic elements are fun because they keep the players on their toes and make any plan made to foil it dependent on the luck of the dice. In this case, you create a table and roll on it to see how the trap changes. The players can never be sure what might happen next. As a rule of thumb, one random element for a complex trap is a good limit. A trap that is too random can feel arbitrary and frustrating. You want to make planning harder, not impossible.", "The dynamic elements should change after the trap's turn. The water level rises after the trap's active element takes its turn. The blades speed up and deal an additional die of damage each time they miss a character, their damage returning to its starting point after the impact of a successful attack causes them to slow down." - ] + ], + "id": "026" }, { "type": "entries", @@ -1087,7 +1124,8 @@ "The advice on triggers given for simple traps applies to complex ones, with one exception. Complex traps feature multiple triggers, or are designed such that avoiding a trigger prevents intruders from reaching the area the trap guards. Other complex traps use magical triggers that activate on specific cues, such as when a door opens or someone enters an area without wearing the correct badge, amulet, or robe.", "Look at your map and consider when you want the trap to spring into action. It's best to have a complex trap trigger after the characters have committed to exploring an area. A simple trap might trigger when the characters open a door. A complex one that triggers that early leaves the PCs looking into the trapped room and perhaps opting to close the door and move on. A simple trap aims to keep intruders out. A complex trap wants to lure them in, so that when it activates, the intruders must deal with it to escape.", "In general, the trigger for a complex trap should be as foolproof as you can make it. A complex trap represents a serious expenditure of effort and magical power. No one builds one and makes it easy to avoid. Wisdom ({@skill Perception}) and Intelligence ({@skill Investigation}) checks might be unable to spot a trigger, especially a magical one, but they can still give hints about the trap before it triggers. Blood stains, ashes, gouges in the floor, and so on can point to the trap's effects and give a warning." - ] + ], + "id": "027" }, { "type": "entries", @@ -1101,7 +1139,8 @@ "page": 12, "entries": [ "These traps take time to build up their effects. Their active elements take place on initiative 10. This option is good for a trap that works alongside monsters or other guardians, as it can give guards the chance to move out of its active areas or force characters into them before triggering." - ] + ], + "id": "029" }, { "type": "entries", @@ -1109,7 +1148,8 @@ "page": 12, "entries": [ "These traps are designed to surprise intruders and hit them before they can react. Such a trap acts on initiative 20. This setting is your best option for a complex trap. Think of it as the default approach. It acts quickly enough to surprise slower characters, with fast characters like rogues, rangers, and monks having the best chance to move out of the trap before it activates." - ] + ], + "id": "02a" }, { "type": "entries", @@ -1124,11 +1164,14 @@ "entries": [ "A complex trap is like a legendary monster in some ways. It has several tricks it can use on its turn. It remains a threat throughout the round, not just on its turn. The trap's active elements are like a legendary creature's normal actions, and its constant elements are equivalent to legendary actions (except they are tied to specific areas in the trapped room).", "While a legendary creature can move, improvise actions, and so forth, a trap is set to a specific script, with the potential to make a complex trap stale. That's where dynamic elements come in. They keep the players on their toes and make dealing with a complex trap feel like a challenging, evolving situation." - ] + ], + "id": "02c" } - ] + ], + "id": "02b" } - ] + ], + "id": "028" }, { "type": "entries", @@ -1143,11 +1186,14 @@ "For trap components that don't attack, allow each check to reduce that element's effectiveness by one-third. A lock's DC is reduced or a gate opens wide enough to allow a Small character to squeeze through it. A mechanism pumping poison gas into the room slows down, causing the gas's damage to increase slowly or not at all.", "It takes time to work on a trap. Three characters can't make checks right after one another to disarm it in 6 seconds. They would get in each other's way and disrupt their efforts. Once a character succeeds on a check, another character can't attempt the same check to disable the same trap element until the end of the successful character's next turn.", "Not all of the characters' options must be focused on stopping a trap. Think of what characters can do to mitigate or avoid a trap's effects. This approach is a good way to make characters who might be ill -suited to disarm a trap feel useful. An Intelligence ({@skill Investigation}) check might reveal the pattern a swinging blade follows, giving disadvantage on its attack rolls until the start of the character's next turn. A character with a shield can stand in front of a dart trap, making themself a target each time other characters trigger it." - ] + ], + "id": "02d" } - ] + ], + "id": "020" } - ] + ], + "id": "000" } ] } diff --git a/collection/Unearthed Arcana - When Armies Clash.json b/collection/Unearthed Arcana - When Armies Clash.json index 9b53156..2f7dcb0 100644 --- a/collection/Unearthed Arcana - When Armies Clash.json +++ b/collection/Unearthed Arcana - When Armies Clash.json @@ -80,7 +80,8 @@ "page": 1, "entries": [ "Each round of combat represents 1 minute." - ] + ], + "id": "004" }, { "type": "entries", @@ -88,7 +89,8 @@ "page": 1, "entries": [ "A single square measures 20 feet on each side." - ] + ], + "id": "005" }, { "type": "entries", @@ -96,11 +98,14 @@ "page": 1, "entries": [ "Diagonally contiguous squares (those that touch only at a corner) are not considered adjacent; each is 1 square away from the other. Stands and solos cannot move diagonally. When determining the distance between one square and another, do not count squares diagonally." - ] + ], + "id": "006" } - ] + ], + "id": "003" } - ] + ], + "id": "002" }, { "type": "entries", @@ -142,7 +147,8 @@ ] ] } - ] + ], + "id": "009" }, { "type": "entries", @@ -150,7 +156,8 @@ "page": 1, "entries": [ "A stand uses the statistics and special abilities of the creatures within the stand, such as Armor Class, hit points, attack and damage capabilities, and so on." - ] + ], + "id": "00a" }, { "type": "entries", @@ -158,11 +165,14 @@ "page": 1, "entries": [ "The speed of a stand is measured in squares, and is equal to the speed of an individual creature divided by 5. For example, a stand of hobgoblins (individual speed 30 feet) has a speed of 6 squares." - ] + ], + "id": "00b" } - ] + ], + "id": "008" } - ] + ], + "id": "007" }, { "type": "entries", @@ -193,7 +203,8 @@ "To keep from becoming isolated (see \"Unit Integrity\" below), each stand within a skirmisher unit must be no more than 1 square away from another stand in that unit at the end of a turn." ] } - ] + ], + "id": "00e" }, { "type": "entries", @@ -201,7 +212,8 @@ "page": 2, "entries": [ "Regiment units move in strict ranks, creating a tight formation. Although they are slower than skirmisher units, regiments are adept at delivering powerful attacks and holding key points on the battlefield." - ] + ], + "id": "00f" }, { "type": "entries", @@ -220,7 +232,8 @@ "To keep from becoming isolated (see \"Unit Integrity\" below), each stand in a regiment unit must be adjacent to at least one other stand in that unit at the end of a turn." ] } - ] + ], + "id": "010" }, { "type": "entries", @@ -240,11 +253,14 @@ "To keep from becoming isolated (see \"Unit Integrity\" below), an unattached solo must be no more than 1 square away from any allied stand at the end of a turn." ] } - ] + ], + "id": "011" } - ] + ], + "id": "00d" } - ] + ], + "id": "00c" }, { "type": "entries", @@ -261,7 +277,8 @@ "page": 3, "entries": [ "A commander can order its unit to be more wary by making a {@dc 15} Charisma ({@skill Intimidation} or {@skill Persuasion}) check. If it succeeds, the unit gains advantage on all saving throws until the end of the commander's next turn." - ] + ], + "id": "013" }, { "type": "entries", @@ -269,7 +286,8 @@ "page": 3, "entries": [ "A commander can try to inspire the soldiers of its unit to greater effort by making a {@dc 15} Charisma ({@skill Intimidation} or {@skill Persuasion}) check. If it succeeds, the unit gains advantage on all attack rolls it makes on its next turn." - ] + ], + "id": "014" }, { "type": "entries", @@ -277,9 +295,11 @@ "page": 3, "entries": [ "A commander can reverse the effects of a failed morale check by rallying troops so that they are willing to resume fighting. See \"Check Morale\" below." - ] + ], + "id": "015" } - ] + ], + "id": "012" }, { "type": "entries", @@ -298,7 +318,8 @@ "page": 3, "entries": [ "A stand in a regiment unit is isolated if it is not adjacent to another stand in its unit." - ] + ], + "id": "018" }, { "type": "entries", @@ -306,7 +327,8 @@ "page": 3, "entries": [ "A stand in a skirmisher unit is isolated if it is more than 1 square away from another stand in its unit." - ] + ], + "id": "019" }, { "type": "entries", @@ -314,11 +336,14 @@ "page": 3, "entries": [ "An unattached solo is isolated if it is more than 1 square away from any allied stand regardless of that stand's unit." - ] + ], + "id": "01a" } - ] + ], + "id": "017" } - ] + ], + "id": "016" }, { "type": "entries", @@ -336,7 +361,8 @@ "page": 3, "entries": [ "Clear terrain offers no special benefits or hindrances. Clear squares filled with rubble or broken ground are {@quickref difficult terrain||3}." - ] + ], + "id": "01d" }, { "type": "entries", @@ -344,7 +370,8 @@ "page": 3, "entries": [ "If the last square of a stand's movement takes it into a road square, the stand can move 1 more square regardless of its remaining speed. Road squares are never {@quickref difficult terrain||3} unless they are successfully targeted with the Destruction objective (see \"Creating Objectives\" below)." - ] + ], + "id": "01e" }, { "type": "entries", @@ -352,7 +379,8 @@ "page": 3, "entries": [ "A stand in a forest square gains half cover against all attacks. Forest is always {@quickref difficult terrain||3}." - ] + ], + "id": "01f" }, { "type": "entries", @@ -360,7 +388,8 @@ "page": 3, "entries": [ "Water squares are either deep or shallow water. Shallow water is {@quickref difficult terrain||3}. Only a stand made up of creatures that have a swimming speed, or a solo that has a swimming speed, can enter deep water." - ] + ], + "id": "020" }, { "type": "entries", @@ -370,13 +399,17 @@ "Any terrain other than water can also have this additional trait. An area of high ground is given a number that represents its relative height (in multiples of 20 feet) compared to nearby squares of a lower elevation. A stand or solo on high ground has advantage on melee attack rolls made against targets that are at a lower elevation.", "Moving into higher ground costs 1 square of movement for each 20 feet of difference in elevation between the stand or solo's current location and its destination square.", "If the higher ground is also {@quickref difficult terrain||3}, the cost of entering it is doubled." - ] + ], + "id": "021" } - ] + ], + "id": "01c" } - ] + ], + "id": "01b" } - ] + ], + "id": "001" }, { "type": "section", @@ -400,7 +433,8 @@ }, "A bit of bookkeeping on the side is also recommended. Make a list of which stands belong to which units, so that you can tell when a stand becomes isolated or when a unit might become broken (see \"Check Morale\" below).", "After all these tasks are taken care of, it's time to start the fight." - ] + ], + "id": "023" }, { "type": "entries", @@ -409,7 +443,8 @@ "entries": [ "Each unit rolls for initiative using the highest or lowest Dexterity modifier among its stands (depending on whether the unit is a skirmisher or a regiment). This includes solos that are attached to a unit at the start of the turn (see \"Join\" below).", "The DM might also rule that some units or unattached solos are surprised, based on the situation at the start of the battle." - ] + ], + "id": "024" }, { "type": "entries", @@ -426,7 +461,8 @@ "page": 4, "entries": [ "There are no opportunity attacks in these rules. Instead, a stand cannot move once it becomes adjacent to an enemy stand, unless its unit takes the Retreat action. This restriction does not prevent other stands in the unit from moving normally\u2014only those stands that are adjacent to enemy stands." - ] + ], + "id": "027" }, { "type": "entries", @@ -434,11 +470,14 @@ "page": 4, "entries": [ "If a stand willingly or unwillingly moves off the area covered by the grid, it is considered to have fled the battlefield and is eliminated." - ] + ], + "id": "028" } - ] + ], + "id": "026" } - ] + ], + "id": "025" }, { "type": "entries", @@ -462,7 +501,8 @@ "page": 5, "entries": [ "A stand that makes a melee attack must be able to target a stand or a solo in an adjacent square." - ] + ], + "id": "02b" }, { "type": "entries", @@ -470,7 +510,8 @@ "page": 5, "entries": [ "A stand that has a reach of 10 feet or greater with its melee attack makes a bonus attack as part of its Attack action. This benefit represents the stand's ability to bring more of its members to bear when making an attack." - ] + ], + "id": "02c" }, { "type": "entries", @@ -478,9 +519,11 @@ "page": 5, "entries": [ "Determine range as normal (and remember that each square is 20 feet on a side). If the range of an attack extends at least 10 feet into a square, the attack affects that square in its entirety. Similarly, even if an attack's range is less than 20 feet, the attack can still target a stand or a solo in an adjacent square." - ] + ], + "id": "02d" } - ] + ], + "id": "02a" }, { "type": "entries", @@ -495,7 +538,8 @@ "page": 5, "entries": [ "Determine the range of a spell the same as for a ranged attack with a weapon (see above). If the range of a spell extends at least 10 feet into a square, the attack affects that square in its entirety. Similarly, even if a spell's range is less than 20 feet, the spell can still target a stand or a solo in an adjacent square." - ] + ], + "id": "02f" }, { "type": "entries", @@ -505,7 +549,8 @@ "If a spell requires a target, a stand of casters can target another stand within range. A spell that targets multiple creatures can affect one stand or unattached solo per creature it can target.", "For spells requiring an attack roll by a stand against an isolated solo, the stand has advantage on the attack roll and the spell deals double damage. If the spell allows a saving throw, the solo has disadvantage on the saving throw and takes double damage if the saving throw fails.", "A solo can cast a targeted spell against another solo, following the normal rules for the spell. Such a spell is effective against a stand only if the spell normally targets five or more creatures." - ] + ], + "id": "030" }, { "type": "entries", @@ -515,7 +560,8 @@ "A spell that covers an area affects all the stands in its area. If the area does not include all of the squares a stand occupies, the spell either deals half damage to that stand (if it deals damage) or has no effect.", "If a stand casts such a spell, assume all the casters use the same area of effect. Targets make saving throws as normal but take double damage from the spell. Solos cast area spells as normal against solos or stands within the area.", "If an area spell has a range of \"Self,\" its point of origin is the midpoint of one of the sides of the caster's space. If the spell has any other range, the distance to its point of origin is measured starting at the midpoint of one of the sides of the caster's space." - ] + ], + "id": "031" }, { "type": "entries", @@ -523,7 +569,8 @@ "page": 5, "entries": [ "The length of a cone on the battlefield is 1 square for every 20 feet. Each square of the area beyond the first one must be adjacent to the square that is closer to the point of origin. A cone is wider the farther it extends from the point of origin. The cone's width at any place along its length equals the number of squares between that square and the point of origin. Add squares of length as evenly as possible to both sides of the cone." - ] + ], + "id": "032" }, { "type": "entries", @@ -531,7 +578,8 @@ "page": 5, "entries": [ "The size of a cube or the radius of a cylinder or a sphere on the battlefield is 1 square for every 20 feet. Any square in the area beyond the one that contains the point of origin must be within 1 square of the origin square. If the area extends beyond those squares, each additional square must be within 2 squares of the origin square." - ] + ], + "id": "033" }, { "type": "entries", @@ -539,9 +587,11 @@ "page": 6, "entries": [ "The length of a line on the battlefield is 1 square for every 20 feet. Each square of the area beyond the first one must be adjacent to the square that is closer to the point of origin." - ] + ], + "id": "034" } - ] + ], + "id": "02e" }, { "type": "entries", @@ -557,7 +607,8 @@ "entries": [ "When a unit in the aid configuration uses the Attack action to make a melee attack, individual stands in the unit can forgo their attacks to support the melee attacks of other stands. A stand that does so grants advantage on melee attack rolls made by an adjacent stand in its unit. A stand can grant advantage in this manner even if it has no legal target for an attack of its own (representing soldiers pushing forward to replace casualties, covering an exposed flank against a counterattack, or distracting the enemy with ranged fire).", "A unit in the aid configuration moves at half speed (rounding down if necessary) to reflect the fact that some of its members are moving around within the ranks instead of pressing forward." - ] + ], + "id": "036" }, { "type": "entries", @@ -566,7 +617,8 @@ "entries": [ "When a unit is in the defend configuration, all stands in the regiment gain a +2 bonus to AC. The unit can't use the Attack action while it remains in this configuration.", "A unit in the defend configuration moves at half speed (rounding down if necessary) to reflect the fact that its members are focusing on protecting themselves instead of pressing forward." - ] + ], + "id": "037" }, { "type": "entries", @@ -574,9 +626,11 @@ "page": 6, "entries": [ "A regiment in the march configuration moves at its full speed." - ] + ], + "id": "038" } - ] + ], + "id": "035" }, { "type": "entries", @@ -585,7 +639,8 @@ "entries": [ "A unit that takes the Dash action gains a bonus to its speed equal to its normal speed.", "A regiment that is configured to aid or defend and takes the Dash action can move at its full speed (not half speed) on that turn." - ] + ], + "id": "039" }, { "type": "entries", @@ -595,7 +650,8 @@ "{@b (Skirmishers and solos only)}", "Taking this action follows the standard combat rules. Make a Dexterity ({@skill Stealth}) check for each stand in a unit that attempts to hide. Conditions such as obscuring terrain and lack of illumination might mean that some stands in a unit can attempt to hide while others can't.", "A stand that cannot hide (or that chooses not to make the attempt) cannot take any other action during the unit's current turn." - ] + ], + "id": "03a" }, { "type": "entries", @@ -610,7 +666,8 @@ "When a solo is joined with a stand, it is considered part of that stand for the purpose of being targeted by a spell, though it continues to use its own AC and saving throws against the spell.", "When the stand moves, the solo automatically moves with it. On its turn, the solo takes its action as normal but does not take its own move. In place of its move, it can either leave the stand (entering an empty adjacent space) or immediately join another adjacent stand in its unit.", "If the stand is eliminated (see \"Eliminate Casualties\" below), any solos that were joined with the stand remain in play. A newly unattached solo can immediately join an adjacent stand in its unit or remain unattached and occupy one or more of the squares the stand formerly occupied." - ] + ], + "id": "03b" }, { "type": "entries", @@ -618,9 +675,11 @@ "page": 7, "entries": [ "Any stand in a unit that takes this action can move even if it begins its turn adjacent to an enemy stand or becomes adjacent to an enemy stand during movement." - ] + ], + "id": "03c" } - ] + ], + "id": "029" }, { "type": "entries", @@ -629,7 +688,8 @@ "entries": [ "Apply damage to a stand's hit points as though it were an individual creature. If a stand takes damage in excess of its current hit points, apply the excess damage to an adjacent identical stand in its unit, if there is one.", "Because the action in a round is considered to be simultaneous, a stand is not immediately destroyed when it is reduced to 0 hit points. The stand becomes a casualty but remains in play until the end of the round, taking actions (including attacks) and moving as normal if it had not already taken its turn in the current round. Treat the stand as if it had 1 hit point remaining. You can push the stand's miniature onto its side or otherwise mark it to represent that it is a casualty" - ] + ], + "id": "03d" }, { "type": "entries", @@ -650,9 +710,11 @@ "page": 7, "entries": [ "Solos use all of the standard combat rules for damage, death, and dying (in the case of player characters). A dying solo makes up to ten death saves at the end of the round, one at a time, to determine its fate." - ] + ], + "id": "040" } - ] + ], + "id": "03f" }, { "type": "entries", @@ -669,13 +731,17 @@ "page": 7, "entries": [ "If a broken unit has a commander, the unit has a chance to rally at the start of its turn. The unit makes another {@dc 10} Wisdom saving throw, with a bonus equal to the commander's Charisma modifier. If the save succeeds, the unit is no longer broken. It takes its turn as normal." - ] + ], + "id": "042" } - ] + ], + "id": "041" } - ] + ], + "id": "03e" } - ] + ], + "id": "022" }, { "type": "section", @@ -701,7 +767,8 @@ "page": 8, "entries": [ "One side simply seeks to wear down the other. For each enemy unit eliminated, the army with this objective earns a number of victory points, as determined by the DM and based on the number of units in the battle." - ] + ], + "id": "046" }, { "type": "entries", @@ -711,7 +778,8 @@ "An army seeks to deny the enemy a valuable resource, such as by destroying a bridge over a river or laying waste to crops that could otherwise sustain an invading force.", "If this objective is in play, the DM chooses a number of squares on the battlefield that represent the valuable resource and assigns each square a hit point value from 10 to 100. A stand or a solo can attack an objective square the same way it attacks an enemy. A square is automatically hit by any melee attacks against it and automatically fails all saving throws. The square takes damage from spells whose area of effect completely covers it. Targeted spells cast by stands can damage a square, but not those cast by solos.", "An army with this objective scores victory points for reducing a designated square to 0 hit points. The DM assigns each square a VP point value from 1 to 5, depending on the objective's importance." - ] + ], + "id": "047" }, { "type": "entries", @@ -720,7 +788,8 @@ "entries": [ "This objective involves defending a key position or resource from an attacker. It is always used in conjunction with the Destruction objective above.", "At the end of each round, an army with this objective scores 1 victory point if it has two or more stands adjacent to an objective that has not been reduced to 0 hit points, and if no enemy stands or solos are within 2 squares of the objective." - ] + ], + "id": "048" }, { "type": "entries", @@ -729,9 +798,11 @@ "entries": [ "To create a unique objective, simply assign a VP value, generally from 1 to 5, to a specific action or condition that an army must fulfill to achieve its goal.", "A unique objective might involve killing or disabling a commander, forcing an opposing army into a specific confined area, or occupying and holding a particular location." - ] + ], + "id": "049" } - ] + ], + "id": "045" }, { "type": "entries", @@ -741,9 +812,11 @@ "Once you have established objectives for the battle, check to ensure that both armies have the opportunity to score roughly equal numbers of victory points. It's okay if there is a slight disparity (not all battles are fair), but keep in mind that the army with more ways to score victory points has a much better chance of emerging the overall victor. If you want to ensure an even match, try to give both sides an equal number of opportunities.", "In a battle where each army has a single specific objective, this job is easy. For example, destroying a bridge is worth 10 VP, while keeping it from being destroyed is worth 10 VP.", "In a more fluid situation with multiple objectives in play, give each side at least five opportunities to score victory points, and assign VP values that add up to more than 10 per side (say, 12 to 15). Spreading out the objectives and their rewards in this way gives commanders a few options for victory and keeps battles flexible." - ] + ], + "id": "04a" } - ] + ], + "id": "044" }, { "type": "entries", @@ -755,11 +828,14 @@ "If one side has 1 or 2 VP more than the other, the winner has scored a tactical victory. The loser withdraws from the field with its remaining forces, while both sides tend to their wounded . . . and perhaps make plans to meet again.", "If both sides have an equal number of victory points at the battle's end, the DM can declare the battle a draw, or the armies can fight one more round to try to determine a winner.", "Because of how objectives inform the action of a conflict, the army that loses the battle can still come away with positive results. Even if the player characters fought on the losing side, they and their army might have achieved the objectives necessary to fulfill some of their strategic goals in the campaign." - ] + ], + "id": "04b" } - ] + ], + "id": "043" } - ] + ], + "id": "000" } ] } diff --git a/collection/Unearthed Arcana 2023 - Bastions and Cantrips.json b/collection/Unearthed Arcana 2023 - Bastions and Cantrips.json index 5150650..7cdbba0 100644 --- a/collection/Unearthed Arcana 2023 - Bastions and Cantrips.json +++ b/collection/Unearthed Arcana 2023 - Bastions and Cantrips.json @@ -3830,7 +3830,8 @@ "name": "Learn More on YouTube", "entries": [ "To learn more about the design in this article, we invite you to view the videos about it on YouTube ({@link www.youtube.com/DNDWizards})." - ] + ], + "id": "001" }, { "type": "section", @@ -3872,7 +3873,8 @@ "entries": [ "We invite you to try out this material in play. When you do so, you can use characters created using the {@book 2014 Player's Handbook|PHB} or ones made with the \"Player's Handbook Playtest\" series, starting with \"{@loader Character Origins.|collection/Unearthed Arcana 2022 - Character Origins.json|prerelease}\"", "To play with this material, you may either incorporate it into your campaign or run one or more special playtest sessions. For a session testing the Bastion rules, you don't need an adventure prepared; just focus on creating Bastions and resolving Bastion turns. For testing the cantrips, you may create an adventure of your own or use a short adventure from a source like {@adventure Keys from the Golden Vault|KftGV}, {@adventure Journeys through the Radiant Citadel|JttRC}, or {@adventure Candlekeep Mysteries|CM}." - ] + ], + "id": "004" }, { "type": "entries", @@ -3881,13 +3883,17 @@ "entries": [ "The best way for you to give us feedback on this material is in the survey we'll release on D&D Beyond. If we make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.", "Providing feedback on this document is one way you can help shape the next generation of D&D!" - ] + ], + "id": "005" } - ] + ], + "id": "003" } - ] + ], + "id": "002" } - ] + ], + "id": "000" }, { "type": "section", @@ -3910,16 +3916,19 @@ "name": "Defenders and Hirelings", "entries": [ "To ease the burden on players, we don't present or require statistics for Bastion hirelings and defenders. All a player needs to track is the number of each in their Bastion. Players can assign names and personalities to their Bastions' occupants as they see fit." - ] + ], + "id": "008" }, { "type": "entries", "name": "GP Expenditure", "entries": [ "Bastions give characters new ways to spend their gold, but we want the gold they spend to make them happy (as opposed to feeling like mortgage payments)." - ] + ], + "id": "009" } - ] + ], + "id": "007" }, { "type": "section", @@ -3934,7 +3943,8 @@ "page": 2, "collapsed": true } - ] + ], + "id": "00a" }, { "type": "section", @@ -3949,7 +3959,8 @@ "page": 2, "collapsed": true } - ] + ], + "id": "00b" }, { "type": "section", @@ -3964,7 +3975,8 @@ "page": 3, "collapsed": true } - ] + ], + "id": "00c" }, { "type": "section", @@ -3993,9 +4005,11 @@ "name": "Special Facilities", "page": 6 } - ] + ], + "id": "00e" } - ] + ], + "id": "00d" }, { "type": "section", @@ -4010,7 +4024,8 @@ "page": 19, "collapsed": true } - ] + ], + "id": "00f" }, { "type": "section", @@ -4025,9 +4040,11 @@ "page": 20, "collapsed": true } - ] + ], + "id": "010" } - ] + ], + "id": "006" }, { "type": "section", @@ -4041,7 +4058,8 @@ "page": 21, "entries": [ "A spell's description contains one or more tags indicating the class spell lists that contain the spell. For example, if a spell has the \"Wizard\" tag, the spell is on the Wizard spell list." - ] + ], + "id": "012" }, { "type": "entries", @@ -4141,7 +4159,8 @@ } ] } - ] + ], + "id": "014" }, { "type": "statblock", @@ -4223,9 +4242,11 @@ "page": 23, "collapsed": true } - ] + ], + "id": "013" } - ] + ], + "id": "011" } ] } 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 a92e2ff..a1b1445 100644 --- a/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 7.json +++ b/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 7.json @@ -10449,7 +10449,8 @@ "name": "Learn More on YouTube", "entries": [ "To learn more about the design in this article, we invite you to view the videos about it on YouTube ({@link www.youtube.com/DNDWizards})." - ] + ], + "id": "001" }, { "type": "section", @@ -10514,7 +10515,8 @@ "We invite you to try out this material in play. When you do so, you're welcome to combine this article with the other articles in this series, starting with \"{@loader Character Origins.|collection/Unearthed Arcana 2022 - Character Origins.json|prerelease}\"", "If you do combine this article with any previous one, use only the rules glossary found here. In this {@i Unearthed Arcana} series, the rules glossary of each article supersedes the glossary of any previous article.", "To play with this material, you may either incorporate it into your campaign or run one or more special playtest sessions. For such a session, you may create an adventure of your own or use a short adventure from a source like {@adventure Keys from the Golden Vault|KftGV}, {@adventure Journeys through the Radiant Citadel|JttRC}, or {@adventure Candlekeep Mysteries|CM}." - ] + ], + "id": "004" }, { "type": "entries", @@ -10522,7 +10524,8 @@ "page": 1, "entries": [ "The character options you read here might be more or less powerful than options in the 2014 {@book Player's Handbook|PHB}. If a design survives playtesting, we adjust its power to the desirable level before publication. This means an option could be more or less powerful in its final form." - ] + ], + "id": "005" }, { "type": "entries", @@ -10531,13 +10534,17 @@ "entries": [ "The best way for you to give us feedback on this material is in the survey we'll release on D&D Beyond. If we make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.", "Providing feedback on this document is one way you can help shape the next generation of D&D!" - ] + ], + "id": "006" } - ] + ], + "id": "003" } - ] + ], + "id": "002" } - ] + ], + "id": "000" }, { "type": "section", @@ -10634,7 +10641,8 @@ } ] } - ] + ], + "id": "009" }, { "type": "statblock", @@ -10675,7 +10683,8 @@ } ] } - ] + ], + "id": "00c" }, { "type": "statblock", @@ -10687,7 +10696,8 @@ "page": 5, "collapsed": true } - ] + ], + "id": "00b" }, { "type": "entries", @@ -10741,7 +10751,8 @@ } ] } - ] + ], + "id": "00e" }, { "type": "statblock", @@ -10753,7 +10764,8 @@ "page": 5, "collapsed": true } - ] + ], + "id": "00d" }, { "type": "entries", @@ -10776,9 +10788,11 @@ "name": "Design Note: Voluntarily Failing s Save", "entries": [ "The 2024 {@i Player's Handbook} will clarify that any creature can voluntarily fail any saving throw." - ] + ], + "id": "010" } - ] + ], + "id": "00f" }, { "type": "entries", @@ -10829,7 +10843,8 @@ } ] } - ] + ], + "id": "012" }, { "type": "statblock", @@ -10841,11 +10856,14 @@ "page": 7, "collapsed": true } - ] + ], + "id": "011" } - ] + ], + "id": "00a" } - ] + ], + "id": "008" }, { "type": "section", @@ -10960,7 +10978,8 @@ } ] } - ] + ], + "id": "014" }, { "type": "statblock", @@ -11017,7 +11036,8 @@ } ] } - ] + ], + "id": "017" }, { "type": "statblock", @@ -11029,7 +11049,8 @@ "page": 12, "collapsed": true } - ] + ], + "id": "016" }, { "type": "entries", @@ -11137,7 +11158,8 @@ } ] } - ] + ], + "id": "019" }, { "type": "statblock", @@ -11299,7 +11321,8 @@ "page": 14, "collapsed": true } - ] + ], + "id": "018" }, { "type": "entries", @@ -11312,7 +11335,8 @@ "name": "Design Note: Magic Items for Unarmed Strikes and Improvised Weapons", "entries": [ "The 2024 Dungeon Master's Guide will include magic items that enhance {@variantrule Unarmed Strike|XUA2023PlayersHandbookP7|Unarmed Strikes} and Improvised Weapons. These items will support the Monk, Brawler Fighter, and College of Dance Bard, along with other characters who rely on {@variantrule Unarmed Strike|XUA2023PlayersHandbookP7|Unarmed Strikes} or Improvised Weapons." - ] + ], + "id": "01b" }, { "type": "statblock", @@ -11324,7 +11348,8 @@ "page": 14, "collapsed": true } - ] + ], + "id": "01a" }, { "type": "entries", @@ -11359,7 +11384,8 @@ } ] } - ] + ], + "id": "01d" }, { "type": "statblock", @@ -11371,7 +11397,8 @@ "page": 15, "collapsed": true } - ] + ], + "id": "01c" }, { "type": "entries", @@ -11414,7 +11441,8 @@ } ] } - ] + ], + "id": "01f" }, { "type": "statblock", @@ -11426,11 +11454,14 @@ "page": 15, "collapsed": true } - ] + ], + "id": "01e" } - ] + ], + "id": "015" } - ] + ], + "id": "013" }, { "type": "section", @@ -11521,7 +11552,8 @@ } ] } - ] + ], + "id": "021" }, { "type": "statblock", @@ -11584,7 +11616,8 @@ } ] } - ] + ], + "id": "024" }, { "type": "statblock", @@ -11666,9 +11699,11 @@ "page": 22, "collapsed": true } - ] + ], + "id": "023" } - ] + ], + "id": "022" }, { "type": "entries", @@ -11717,7 +11752,8 @@ } ] } - ] + ], + "id": "027" }, { "type": "statblock", @@ -11730,7 +11766,8 @@ "collapsed": true, "displayName": "Draconic Sorcery" } - ] + ], + "id": "026" }, { "type": "entries", @@ -11781,7 +11818,8 @@ } ] } - ] + ], + "id": "029" }, { "type": "statblock", @@ -11794,7 +11832,8 @@ "collapsed": true, "displayName": "Wild Magic Sorcery" } - ] + ], + "id": "028" }, { "type": "entries", @@ -11821,11 +11860,14 @@ "collapsed": true, "displayName": "Clockwork Sorcery" } - ] + ], + "id": "02a" } - ] + ], + "id": "025" } - ] + ], + "id": "020" }, { "type": "section", @@ -11909,7 +11951,8 @@ } ] } - ] + ], + "id": "02c" }, { "type": "statblock", @@ -12132,7 +12175,8 @@ } ] } - ] + ], + "id": "02f" }, { "type": "statblock", @@ -12350,9 +12394,11 @@ "page": 31, "collapsed": true } - ] + ], + "id": "02e" } - ] + ], + "id": "02d" }, { "type": "entries", @@ -12417,7 +12463,8 @@ } ] } - ] + ], + "id": "032" }, { "type": "statblock", @@ -12430,7 +12477,8 @@ "collapsed": true, "displayName": "Archfey Patron" } - ] + ], + "id": "031" }, { "type": "entries", @@ -12465,7 +12513,8 @@ } ] } - ] + ], + "id": "034" }, { "type": "statblock", @@ -12478,7 +12527,8 @@ "collapsed": true, "displayName": "Celestial Patron" } - ] + ], + "id": "033" }, { "type": "entries", @@ -12529,7 +12579,8 @@ } ] } - ] + ], + "id": "036" }, { "type": "statblock", @@ -12542,7 +12593,8 @@ "collapsed": true, "displayName": "Fiend Patron" } - ] + ], + "id": "035" }, { "type": "entries", @@ -12609,7 +12661,8 @@ } ] } - ] + ], + "id": "038" }, { "type": "statblock", @@ -12622,11 +12675,14 @@ "collapsed": true, "displayName": "Great Old One Patron" } - ] + ], + "id": "037" } - ] + ], + "id": "030" } - ] + ], + "id": "02b" }, { "type": "section", @@ -12709,7 +12765,8 @@ } ] } - ] + ], + "id": "03a" }, { "type": "statblock", @@ -12766,7 +12823,8 @@ } ] } - ] + ], + "id": "03d" }, { "type": "statblock", @@ -12778,7 +12836,8 @@ "page": 39, "collapsed": true } - ] + ], + "id": "03c" }, { "type": "entries", @@ -12813,7 +12872,8 @@ } ] } - ] + ], + "id": "03f" }, { "type": "statblock", @@ -12825,7 +12885,8 @@ "page": 40, "collapsed": true } - ] + ], + "id": "03e" }, { "type": "entries", @@ -12868,7 +12929,8 @@ } ] } - ] + ], + "id": "041" }, { "type": "statblock", @@ -12880,7 +12942,8 @@ "page": 41, "collapsed": true } - ] + ], + "id": "040" }, { "type": "entries", @@ -12931,7 +12994,8 @@ } ] } - ] + ], + "id": "043" }, { "type": "statblock", @@ -12943,13 +13007,17 @@ "page": 42, "collapsed": true } - ] + ], + "id": "042" } - ] + ], + "id": "03b" } - ] + ], + "id": "039" } - ] + ], + "id": "007" }, { "type": "section", @@ -12963,7 +13031,8 @@ "page": 43, "entries": [ "A spell's description contains one or more tags indicating the class spell lists that contain the spell. For example, if a spell has the \"Wizard\" tag, the spell is on the Wizard spell list." - ] + ], + "id": "045" }, { "type": "entries", @@ -13024,7 +13093,8 @@ } ] } - ] + ], + "id": "047" }, { "type": "statblock", @@ -13058,9 +13128,11 @@ "page": 44, "collapsed": true } - ] + ], + "id": "046" } - ] + ], + "id": "044" }, { "type": "section", @@ -13102,7 +13174,8 @@ } ] } - ] + ], + "id": "049" }, { "type": "statblock", @@ -13127,9 +13200,11 @@ "name": "Ability Score Improvement", "page": 44 } - ] + ], + "id": "04a" } - ] + ], + "id": "048" }, { "type": "section", @@ -13158,7 +13233,8 @@ "The {@b War Pick} now has the Sap property." ] } - ] + ], + "id": "04c" }, { "type": "entries", @@ -13193,7 +13269,8 @@ "name": "Martial Weapons: Ranged", "page": 45 } - ] + ], + "id": "04d" }, { "type": "entries", @@ -13207,7 +13284,8 @@ "page": 46, "entries": [ "A Heavy weapon is unwieldy compared to other weapons. You have Disadvantage on your attack rolls with a Heavy weapon if it's a melee weapon and your Strength score isn't at least 13 and if it's a ranged weapon and your Dexterity score isn't at least 13." - ] + ], + "id": "04f" }, { "type": "entries", @@ -13216,7 +13294,8 @@ "entries": [ "When you take the {@action Attack|XUA2023PlayersHandbookP7} action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage, unless that modifier is negative.", "For example, if you take the {@action Attack|XUA2023PlayersHandbookP7} action on your turn and have a Shortsword in one hand and a Dagger in the other\u2014each of which has the Light property\u2014you can make one attack with each weapon, using your action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action, unless that modifier is negative." - ] + ], + "id": "050" }, { "type": "entries", @@ -13225,9 +13304,11 @@ "entries": [ "If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack.", "If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property." - ] + ], + "id": "051" } - ] + ], + "id": "04e" }, { "type": "entries", @@ -13293,9 +13374,11 @@ "name": "Vex", "page": 47 } - ] + ], + "id": "052" } - ] + ], + "id": "04b" }, { "type": "section", @@ -13317,7 +13400,8 @@ "name": "Priest's Pack", "page": 47 } - ] + ], + "id": "053" }, { "type": "section", @@ -13332,7 +13416,8 @@ "name": "Design Note: Rules Glossary Update", "entries": [ "The section on death saving throws has been removed." - ] + ], + "id": "055" }, { "type": "statblock", @@ -13598,7 +13683,8 @@ "page": 54, "collapsed": true } - ] + ], + "id": "054" } ] } 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 1c5e488..f1186f5 100644 --- a/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 8.json +++ b/collection/Unearthed Arcana 2023 - Player's Handbook Playtest 8.json @@ -6542,7 +6542,8 @@ "name": "Learn More on YouTube", "entries": [ "To learn more about the design in this article, we invite you to view the videos about it on YouTube ({@link www.youtube.com/DNDWizards})." - ] + ], + "id": "001" }, { "type": "section", @@ -6607,7 +6608,8 @@ "We invite you to try out this material in play. When you do so, you're welcome to combine this article with the other articles in this series, starting with \"{@loader Character Origins.|collection/Unearthed Arcana 2022 - Character Origins.json|prerelease}\"", "If you do combine this article with any previous one, use only the rules glossary found here. In this {@i Unearthed Arcana} series, the rules glossary of each article supersedes the glossary of any previous article.", "To play with this material, you may either incorporate it into your campaign or run one or more special playtest sessions. For such a session, you may create an adventure of your own or use a short adventure from a source like {@adventure Keys from the Golden Vault|KftGV}, {@adventure Journeys through the Radiant Citadel|JttRC}, or {@adventure Candlekeep Mysteries|CM}." - ] + ], + "id": "004" }, { "type": "entries", @@ -6615,7 +6617,8 @@ "page": 1, "entries": [ "The character options you read here might be more or less powerful than options in the 2014 {@book Player's Handbook|PHB}. If a design survives playtesting, we adjust its power to the desirable level before publication. This means an option could be more or less powerful in its final form." - ] + ], + "id": "005" }, { "type": "entries", @@ -6624,13 +6627,17 @@ "entries": [ "The best way for you to give us feedback on this material is in the survey we'll release on D&D Beyond. If we make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.", "Providing feedback on this document is one way you can help shape the next generation of D&D!" - ] + ], + "id": "006" } - ] + ], + "id": "003" } - ] + ], + "id": "002" } - ] + ], + "id": "000" }, { "type": "section", @@ -6687,7 +6694,8 @@ } ] } - ] + ], + "id": "009" }, { "type": "statblock", @@ -6752,7 +6760,8 @@ } ] } - ] + ], + "id": "00c" }, { "type": "statblock", @@ -6764,11 +6773,14 @@ "page": 5, "collapsed": true } - ] + ], + "id": "00b" } - ] + ], + "id": "00a" } - ] + ], + "id": "008" }, { "type": "section", @@ -6795,7 +6807,8 @@ } ] } - ] + ], + "id": "00e" }, { "type": "statblock", @@ -6861,7 +6874,8 @@ } ] } - ] + ], + "id": "011" }, { "type": "statblock", @@ -6873,11 +6887,14 @@ "page": 11, "collapsed": true } - ] + ], + "id": "010" } - ] + ], + "id": "00f" } - ] + ], + "id": "00d" }, { "type": "section", @@ -7008,7 +7025,8 @@ } ] } - ] + ], + "id": "013" }, { "type": "statblock", @@ -7073,7 +7091,8 @@ } ] } - ] + ], + "id": "016" }, { "type": "statblock", @@ -7085,13 +7104,17 @@ "page": 17, "collapsed": true } - ] + ], + "id": "015" } - ] + ], + "id": "014" } - ] + ], + "id": "012" } - ] + ], + "id": "007" }, { "type": "section", @@ -7105,7 +7128,8 @@ "page": 18, "entries": [ "A spell's description contains one or more tags indicating the class spell lists that contain the spell. For example, if a spell has the \"Wizard\" tag, the spell is on the Wizard spell list." - ] + ], + "id": "018" }, { "type": "entries", @@ -7189,7 +7213,8 @@ } ] } - ] + ], + "id": "01a" }, { "type": "statblock", @@ -7295,9 +7320,11 @@ "page": 20, "collapsed": true } - ] + ], + "id": "019" } - ] + ], + "id": "017" }, { "type": "section", @@ -7345,7 +7372,8 @@ } ] } - ] + ], + "id": "01c" }, { "type": "entries", @@ -7361,9 +7389,11 @@ "name": "Ability Score Improvement", "page": 21 } - ] + ], + "id": "01d" } - ] + ], + "id": "01b" }, { "type": "section", @@ -7404,7 +7434,8 @@ "name": "Martial Weapons: Ranged", "page": 22 } - ] + ], + "id": "01f" }, { "type": "entries", @@ -7418,7 +7449,8 @@ "page": 22, "entries": [ "A Heavy weapon is unwieldy compared to other weapons. You have Disadvantage on your attack rolls with a Heavy weapon if it's a melee weapon and your Strength score isn't at least 13 and if it's a ranged weapon and your Dexterity score isn't at least 13." - ] + ], + "id": "021" }, { "type": "entries", @@ -7427,7 +7459,8 @@ "entries": [ "When you take the {@action Attack|XUA2023PlayersHandbookP8} action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage, unless that modifier is negative.", "For example, if you take the {@action Attack|XUA2023PlayersHandbookP8} action on your turn and have a Shortsword in one hand and a Dagger in the other\u2014each of which has the Light property\u2014you can make one attack with each weapon, using your action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action, unless that modifier is negative." - ] + ], + "id": "022" }, { "type": "entries", @@ -7436,9 +7469,11 @@ "entries": [ "If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack.", "If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property." - ] + ], + "id": "023" } - ] + ], + "id": "020" }, { "type": "entries", @@ -7504,9 +7539,11 @@ "name": "Vex", "page": 23 } - ] + ], + "id": "024" } - ] + ], + "id": "01e" }, { "type": "section", @@ -7528,7 +7565,8 @@ "name": "Priest's Pack", "page": 24 } - ] + ], + "id": "025" }, { "type": "section", @@ -7801,7 +7839,8 @@ "page": 30, "collapsed": true } - ] + ], + "id": "026" } ] } diff --git a/item/Unearthed Arcana - Magic Items of Eberron.json b/item/Unearthed Arcana - Magic Items of Eberron.json index a0964a7..680836c 100644 --- a/item/Unearthed Arcana - Magic Items of Eberron.json +++ b/item/Unearthed Arcana - Magic Items of Eberron.json @@ -1508,7 +1508,8 @@ "entries": [ "The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren't officially part of the game and aren't permitted in D&D Adventurers League events.", "If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book." - ] + ], + "id": "001" }, "Arcane magic plays a vital role in the world of Eberron. Common magic items are part of everyday life. In the nation of Aundair, wandslingers are beginning to outnumber those who use swords and bows.", { @@ -1542,7 +1543,8 @@ "style": "inset", "displayName": "Optional Rule: Two-Handed Arcane Focuses" } - ] + ], + "id": "002" }, { "type": "section", @@ -1599,7 +1601,8 @@ "name": "Spellshard", "page": 3 } - ] + ], + "id": "003" }, { "type": "section", @@ -1621,7 +1624,8 @@ "page": 3, "entries": [ "An {@item armblade|UAMagicItemsofEberron} isn't inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a {@item vicious armblade|UAMagicItemsofEberron} or a {@item vorpal armblade|UAMagicItemsofEberron}." - ] + ], + "id": "005" }, { "type": "statblock", @@ -1637,9 +1641,11 @@ "name": "Wand Sheath", "page": 4 } - ] + ], + "id": "004" } - ] + ], + "id": "000" } ] }