Merge pull request #18 from jmettraux/patch20210102
Add one missing monster and one missing spell
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4 changed files with 86 additions and 14 deletions
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# PERSONILIZATION
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# PERSONALIZATION
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# Alignment
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# Alignment
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21
10.spells.md
21
10.spells.md
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@ -285,7 +285,7 @@
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#### Cantrips (0 Level)
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#### Cantrips (0 Level)
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- Driudcraft
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- Druidcraft
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- Guidance
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- Guidance
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- Mending
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- Mending
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- Poison Spray
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- Poison Spray
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@ -3788,6 +3788,23 @@ You imbue a creature you touch with positive energy to undo a debilitating effec
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- Any reduction to one of the target's ability scores
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- Any reduction to one of the target's ability scores
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- One effect reducing the target's hit point maximum
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- One effect reducing the target's hit point maximum
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#### Guardian of Faith
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*4th-level conjuration*
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**Casting Time:** 1 action
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**Range:** 30 feet
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**Components:** V
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**Duration:** 8 hours
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A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
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Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has delat a total of 60 damage.
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#### Guards and Wards
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#### Guards and Wards
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*6th-level abjuration*
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*6th-level abjuration*
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@ -4120,7 +4137,7 @@ Choose a humanoid that you can see within range. The target must succeed on a Wi
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Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
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Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
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#### Hunter’s Mark
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#### Hunter's Mark
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*1st-level divination*
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*1st-level divination*
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@ -2096,7 +2096,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
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#### Adult Black Dragon
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#### Adult Black Dragon
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Huge dragon, chaotic evil
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*Huge dragon, chaotic evil*
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**Armor Class** 19 (natural armor)
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**Armor Class** 19 (natural armor)
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@ -2396,6 +2396,61 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
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### Green Dragon
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### Green Dragon
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#### Ancient Green Dragon
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*Gargantuan dragon, lawful evil*
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**Armor Class** 21 (natural armor)
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**Hit Points** 385 (22d20 + 154)
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**Speed** 40 ft., fly 80 ft., swim 40 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|---------|---------|---------|---------|---------|---------|
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| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) |
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**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11
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**Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
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**Damage Immunities** poison
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**Condition Immunities** poisoned
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**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
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**Languages** Common, Draconic
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**Challenge** 22 (41,000 XP)
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***Amphibious***. The dragon can breathe air and water.
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***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
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***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
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***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 10 (3d6) poison damage.
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***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (4d6+8) slashing damage.
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***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage.
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***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
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***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
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###### Legendary Actions
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The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
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**Detect**. The dragon makes a Wisdom (Perception) check.
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**Tail Attack**. The dragon makes a tail attack.
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**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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#### Adult Green Dragon
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#### Adult Green Dragon
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*Huge dragon, lawful evil*
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*Huge dragon, lawful evil*
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@ -6539,7 +6594,7 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a
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|---------|--------|---------|--------|---------|---------|
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| 16 (+3) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 12 (+1) |
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| 16 (+3) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 12 (+1) |
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Saving Throws Wis +2
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**Saving Throws** Wis +2
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**Damage Vulnerabilities** fire
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**Damage Vulnerabilities** fire
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| 16 (+3) | 11 (+0) | 19 (+4) | 6 (-2) | 13 (+1) | 6 (-2) |
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| 16 (+3) | 11 (+0) | 19 (+4) | 6 (-2) | 13 (+1) | 6 (-2) |
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Saving Throws Con +7
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**Saving Throws** Con +7
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**Senses** darkvision 120 ft., passive Perception 11
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**Senses** darkvision 120 ft., passive Perception 11
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***Multiattack***. The salamander makes two attacks: one with its spear and one with its tail.
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***Multiattack***. The salamander makes two attacks: one with its spear and one with its tail.
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***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. *Hit:* 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
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***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
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***Tail***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.
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***Tail***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.
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@ -8479,7 +8534,7 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight
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| 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) |
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| 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) |
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Saving Throws Wis +0
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**Saving Throws** Wis +0
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**Damage Immunities** poison
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**Damage Immunities** poison
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| 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) |
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| 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) |
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Saving Throws Wis +0
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**Saving Throws** Wis +0
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**Damage Immunities** poison
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**Damage Immunities** poison
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@ -163,7 +163,7 @@ Trained in the use of poison, **assassins** are remorseless killers who work for
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***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.
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***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.
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***Light Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 80 ft./320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.
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***Light Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.
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**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
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**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
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