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Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.\n\nIf you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.","flags":["ACPB","ARPB","DRPB","PSPB","STPB","HPLM","EUPP"],"monsterTypes":[],"ownerStats":[],"description":"<p>You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you.</p>","actionSnippet":"<p><strong><em>Beast Master Bonus.</em></strong> The companion gains an additional bonus to attack and damage rolls equal to the ranger's proficiency bonus (not included in the attack descriptions below).</p>"},{"id":4,"name":"Mount","categoryId":1,"enabledByDefault":true,"allowDuplicates":true,"allowCombat":true,"isPrimary":false,"isMisc":false,"specialQualityTitle":null,"specialQualityText":null,"flags":[],"monsterTypes":[],"ownerStats":[],"description":"<p>A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.</p>","actionSnippet":null},{"id":5,"name":"Pet","categoryId":1,"enabledByDefault":true,"allowDuplicates":true,"allowCombat":true,"isPrimary":false,"isMisc":false,"specialQualityTitle":null,"specialQualityText":null,"flags":[],"monsterTypes":[],"ownerStats":[],"description":"<p>Allows you to display a creature special to you, such as a <em>figurine of wondrous power</em>.</p>","actionSnippet":null},{"id":6,"name":"Summoned","categoryId":1,"enabledByDefault":true,"allowDuplicates":true,"allowCombat":true,"isPrimary":false,"isMisc":false,"specialQualityTitle":null,"specialQualityText":null,"flags":[],"monsterTypes":[],"ownerStats":[],"description":"<p>Allows you to display stat block references to summoned creatures from spells such as <em>conjure woodland beings</em>.</p>","actionSnippet":null},{"id":7,"name":"Misc","categoryId":3,"enabledByDefault":true,"allowDuplicates":true,"allowCombat":true,"isPrimary":false,"isMisc":true,"specialQualityTitle":null,"specialQualityText":null,"flags":[],"monsterTypes":[],"ownerStats":[],"description":"<p>Allows you to display any other type of monster or NPC stat block.</p>","actionSnippet":null},{"id":10,"name":"Battle Smith Defender","categoryId":3,"enabledByDefault":false,"allowDuplicates":true,"allowCombat":true,"isPrimary":true,"isMisc":false,"specialQualityTitle":null,"specialQualityText":null,"flags":["ARPB","DRPB","PSPB","AHM","MHPAIM","MHPAMCM"],"monsterTypes":[],"ownerStats":[],"description":"<p>The tinkering you have done in your free time has borne you a faithful companion, an iron defender.</p>","actionSnippet":null},{"id":11,"name":"Sidekick","categoryId":3,"enabledByDefault":true,"allowDuplicates":true,"allowCombat":true,"isPrimary":true,"isMisc":false,"specialQualityTitle":null,"specialQualityText":null,"flags":["UCRAL"],"monsterTypes":[],"ownerStats":[],"description":"<p>On your adventures, the DM might reveal that you’ve befriended a special character called a sidekick, who joins your party.</p><p>The DM will either tell you which type of sidekick to use or let you choose one. It’s up to you and the DM to decide who controls the sidekick in play.</p>","actionSnippet":null},{"id":12,"name":"Infusion","categoryId":3,"enabledByDefault":false,"allowDuplicates":true,"allowCombat":true,"isPrimary":true,"isMisc":true,"specialQualityTitle":null,"specialQualityText":null,"flags":[],"monsterTypes":[],"ownerStats":[],"description":"<p>You learn intricate methods for magically creating a creature that serves you.</p>","actionSnippet":null},{"id":13,"name":"Wild Shape (2024)","categoryId":2,"enabledByDefault":false,"allowDuplicates":true,"allowCombat":true,"isPrimary":true,"isMisc":false,"specialQualityTitle":"Wild Shape (2024)","specialQualityText":"You shape-shift into a Beast form that you have learned for this feature. You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. Your game statistics are replaced by the Beast?s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also gain a number of Temporary Hit Points equal to your Druid level.","flags":["AAOWPFV","CBS","CULGA","CULRA","EOPP","EOSKP","EOSVP","EUPP","THPBDL","THPBDLM","UOMHP"],"monsterTypes":[],"ownerStats":[4,5,6],"description":"<p>The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature.</p>","actionSnippet":"<p><strong><em>Revert Form.</em></strong> You can leave the form early as a Bonus Action.</p>"}],"creatureGroupCategories":[{"id":1,"name":"Companion"},{"id":2,"name":"Shapechange"},{"id":3,"name":"Other"}],"environments":[{"id":1,"name":"Arctic"},{"id":2,"name":"Coastal"},{"id":3,"name":"Desert"},{"id":4,"name":"Forest"},{"id":5,"name":"Grassland"},{"id":6,"name":"Hill"},{"id":7,"name":"Mountain"},{"id":8,"name":"Swamp"},{"id":9,"name":"Underdark"},{"id":10,"name":"Underwater"},{"id":11,"name":"Urban"},{"id":12,"name":"Planar (Shadowfell)"},{"id":13,"name":"Any"},{"id":14,"name":"Planar (Elemental Plane of Air)"},{"id":15,"name":"Planar (Beastlands)"},{"id":16,"name":"Planar (Lower Planes)"},{"id":17,"name":"Planar (Elemental Plane of Fire)"},{"id":18,"name":"Planar (Abyss)"},{"id":19,"name":"Planar (Nine Hells)"},{"id":20,"name":"Planar (Limbo)"},{"id":21,"name":"Planar (Feywild)"},{"id":22,"name":"Planar (Elemental Plane of Earth)"},{"id":23,"name":"Planar (Upper Planes)"},{"id":24,"name":"Planar (Elemental Planes)"},{"id":25,"name":"Planar (Elemental Chaos)"},{"id":26,"name":"Planar (Astral Plane)"},{"id":27,"name":"Planar (Acheron)"},{"id":28,"name":"Planar (Elemental Plane of Water)"},{"id":29,"name":"Planar (Gehenna)"},{"id":30,"name":"Planar (Mechanus)"},{"id":31,"name":"Planar (Ethereal Plane)"}],"naturalActions":[{"componentId":0,"componentTypeId":0,"id":"1","entityTypeId":"1120657896","limitedUse":null,"name":"Unarmed Strike","description":"<p>Instead of using a weapon to make a melee attack, you can use a punch, kick, head-butt, or similar forceful blow. In game terms, this is an Unarmed Strike—a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you.</p><p>Whenever you use your Unarmed Strike, choose one of the following options for its effect.</p><p><strong><em>Damage.</em></strong> You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier.</p>\r\n<p><strong><em>Grapple.</em></strong> The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.</p>\r\n<p><strong><em>Shove.</em></strong> The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.</p>","snippet":"You make a melee attack that involves using your body to deal one of the following effects:\r\n<em><strong>Damage.</strong></em> You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning damage.\r\n<em><strong>Grapple.</strong></em> The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or it has the Grappled condition.\r\n<em><strong>Shove.</strong></em> The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or you can either push it 5 ft. away or cause it to have the Prone 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Size","dataType":1,"constraints":[]},{"id":47,"name":"Creature Notes","dataType":3,"constraints":[]},{"id":48,"name":"Is Dedicated Weapon","dataType":4,"constraints":[]},{"id":49,"name":"Capacity Override","dataType":3,"constraints":[]},{"id":50,"name":"Capacity Weight Override","dataType":2,"constraints":[]},{"id":51,"name":"Use Strength","dataType":4,"constraints":[]},{"id":52,"name":"Use Dexterity","dataType":4,"constraints":[]},{"id":53,"name":"Use Constitution","dataType":4,"constraints":[]},{"id":54,"name":"Use Intelligence","dataType":4,"constraints":[]},{"id":55,"name":"Use Wisdom","dataType":4,"constraints":[]},{"id":56,"name":"Use Charisma","dataType":4,"constraints":[]}],"weaponCategories":[{"id":1,"entityTypeId":660121713,"name":"Simple"},{"id":2,"entityTypeId":660121713,"name":"Martial"},{"id":3,"entityTypeId":660121713,"name":"Firearms"}],"spellComponents":[{"id":1,"name":"Verbal","shortName":"V","description":"Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.\r\n\r\n"},{"id":2,"name":"Somatic","shortName":"S","description":"Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.\r\n\r\n"},{"id":3,"name":"Material","shortName":"M","description":"Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. \r\nIf a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell's material components--or to hold a spellcasting focus--but it can be the same hand that he or she uses to perform somatic components.\r\n\r\n"},{"id":4,"name":"Royalty","shortName":"R","description":"To cast a spell that employs a royalty component (including using a spell scroll or other magic item that stores such a spell), a caster must have sufficient funds on their person. The cost of the casting is set by the caster who creates the spell, but is typically 1 gp per spell slot level. When the spell is cast, the royalty is magically transported to a coffer or other object designated by the creating spellcaster. This payment is made whether the caster using the spell is aware of the royalty component or not. If the caster does not have sufficient funds, the spell is not lost but it cannot be cast.\r\n\r\nThough many casters have tried to circumvent the royalty component, none have ever fully succeeded. However, it is said that a character can attempt a DC 15 Intelligence (Arcana) check while casting a spell with a royalty component. With a successful check, the payment is taken from a random creature within 10 feet of the caster, without that creature’s knowledge."}],"activationTypes":[{"id":1,"name":"Action","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":2,"name":"No Action","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":3,"name":"Bonus Action","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":4,"name":"Reaction","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":6,"name":"Minute","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":7,"name":"Hour","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":8,"name":"Special","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null}],"basicActions":[{"id":1,"name":"Attack","description":"<p><em>Attack with a weapon or an Unarmed Strike.</em></p><hr><p>When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike.</p><p><strong><em>Equipping and Unequipping Weapons.</em></strong> You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.</p><p><strong><em>Moving between Attacks.</em></strong> If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.</p>","activation":{"activationTime":null,"activationType":1}},{"id":2,"name":"Magic","description":"<p><em>Cast a spell, use a magic item, or use a magical feature.</em></p><hr><p>When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.</p><p>If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot.</p>","activation":{"activationTime":null,"activationType":1}},{"id":4,"name":"Dash","description":"<p><em>For the rest of the turn, give yourself extra movement equal to your Speed.</em></p><hr><p>When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.</p><p>If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it.</p>","activation":{"activationTime":null,"activationType":1}},{"id":5,"name":"Disengage","description":"<p><em>Your movement doesn't provoke Opportunity Attacks for the rest of the turn.</em></p><hr><p>If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn.</p>","activation":{"activationTime":null,"activationType":1}},{"id":6,"name":"Dodge","description":"<p><em>Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage.</em></p><hr><p>If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage.</p><p>You lose these benefits if you have the Incapacitated condition or if your Speed is 0.</p>","activation":{"activationTime":null,"activationType":1}},{"id":7,"name":"Help","description":"<p><em>Help another creature's ability check or attack roll, or administer first aid.</em></p><hr><p>When you take the Help action, you do one of the following.</p><p><strong><em>Assist an Ability Check.</em></strong> Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The DM has final say on whether your assistance is possible.</p><p><strong><em>Assist an Attack Roll.</em></strong> You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.</p>","activation":{"activationTime":null,"activationType":1}},{"id":8,"name":"Hide","description":"<p><em>Make a Dexterity (Stealth) check.</em></p><hr><p>With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you.</p><p>On a successful check, you have the Invisible condition. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check.</p><p>The condition ends on you immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.</p>","activation":{"activationTime":null,"activationType":1}},{"id":9,"name":"Ready","description":"<p><em>Prepare to take an action in response to a trigger you define.</em></p><hr><p>You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn.</p><p>First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,” and “If the zombie steps next to me, I move away.”</p><p>When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.</p><p>When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.</p>","activation":{"activationTime":null,"activationType":1}},{"id":10,"name":"Search","description":"<p><em>Make a Wisdom (Insight, Medicine, Perception, or Survival) check.</em></p><hr><p>When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect.</p><table class=\"table-compendium table--left-all\"><caption><h4 class=\"compendium-hr\" id=\"Search\">Search</h4></caption><thead><tr><th>Skill</th><th>Thing to Detect</th></tr></thead><tbody><tr><td>Insight</td><td>Creature's state of mind</td></tr><tr><td>Medicine</td><td>Creature's ailment or cause of death</td></tr><tr><td>Perception</td><td>Concealed creature or object</td></tr><tr><td>Survival</td><td>Tracks or food</td></tr></tbody></table>","activation":{"activationTime":null,"activationType":1}},{"id":11,"name":"Utilize","description":"<p><em>Use a nonmagical object.</em></p><hr><p>You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.</p>","activation":{"activationTime":null,"activationType":1}},{"id":1001,"name":"Opportunity Attack","description":"<p>You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach.</p><p><strong><em>Avoiding Opportunity Attack.</em></strong> You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don't provoke an Opportunity Attack when you Teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don't provoke an Opportunity Attack if an explosion hurls you out of a foe's reach or if you fall past an enemy.</p>","activation":{"activationTime":null,"activationType":4}},{"id":1002,"name":"Grapple","description":"<p>A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules.</p><p><strong><em>Grapple.</em></strong> The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.</p><p><strong><em>Grappled Condition.</em></strong> Successfully grappling a creature gives it the Grappled condition.</p><p><strong><em>One Grapple per Hand.</em></strong> A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to target another creature unless it ends the grapple.</p><p><strong><em>Escaping a Grapple.</em></strong> A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range.</p>","activation":{"activationTime":null,"activationType":1}},{"id":1003,"name":"Shove","description":"The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.</p>","activation":{"activationTime":null,"activationType":1}},{"id":1004,"name":"Improvise","description":"<p>Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, the Dungeon Master tells you whether that action is possible and what kind of D20 Test you need to make, if any.</p>","activation":{"activationTime":null,"activationType":1}},{"id":1005,"name":"Two-Weapon Fighting","description":"<p>When you take the Attack 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, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack 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.</p>","activation":{"activationTime":null,"activationType":3}},{"id":1006,"name":"Interact with an Object","description":"<p>You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.</p><p>If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions.</p><p>The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge.</p>","activation":{"activationTime":null,"activationType":8}},{"id":1007,"name":"Study","description":"<p><em>Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.</em></p><hr><p>When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.</p><p>The Areas of Knowledge table suggests which skills are applicable when you take this action, depending on the area of knowledge the Intelligence check is about.</p><table class=\"table-compendium table--left-all\"><caption>Areas of Knowledge</caption><thead><tr><th>Skill</th><th>Areas</th></tr></thead><tbody><tr><td>Arcana</td><td>Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)</td></tr><tr><td>History</td><td>Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)</td></tr><tr><td>Investigation</td><td>Traps, ciphers, riddles, and gadgetry</td></tr><tr><td>Nature</td><td>Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)</td></tr><tr><td>Religion</td><td>Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)</td></tr></tbody></table>","activation":{"activationTime":null,"activationType":1}},{"id":1008,"name":"Influence","description":"<p><em>Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature's attitude.</em></p><hr><p>With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.</p><p><strong><em>Willing.</em></strong> If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a way it prefers.</p><p><strong><em>Unwilling.</em></strong> If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply.</p><p><strong><em>Hesitant.</em></strong> If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile. The Influence Checks table suggests which ability check to make based on how you're interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again.</p><table class=\"table-compendium table--left-all\"><caption>Influence Checks</caption><thead><tr><th>Ability Check</th><th>Interaction</th></tr></thead><tbody><tr><td>Charisma (Deception)</td><td>Deceiving a monster that understands you</td></tr><tr><td>Charisma (Intimidation)</td><td>Intimidating a monster</td></tr><tr><td>Charisma (Performance)</td><td>Amusing a monster</td></tr><tr><td>Charisma (Persuasion)</td><td>Persuading a monster that understands you</td></tr><tr><td>Wisdom (Animal Handling)</td><td>Gently coaxing a Beast or Monstrosity</td></tr></tbody></table>","activation":{"activationTime":null,"activationType":1}}],"rules":[{"id":34,"name":"Race","description":"Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character’s adventuring career. When making this decision, keep in mind the kind of character you want to play. For example, a halfling could be a good choice for a sneaky rogue, a dwarf makes a tough warrior, and an elf can be a master of arcane magic."},{"id":35,"name":"Class","description":"Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith."},{"id":36,"name":"Level","description":"Starting off at 1st level marks your character’s entry into the adventuring life. As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level."},{"id":37,"name":"Experience Points","description":"As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level."},{"id":38,"name":"Hit Points","description":"Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. \n\nA creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. \n\nWhenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points."},{"id":39,"name":"Hit Dice","description":"Your hit points are determined by your Hit Dice (short for Hit Point Dice).\n\nAt 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier.)"},{"id":40,"name":"Proficiency Bonus","description":"<p>Characters have a proficiency bonus determined by level, as detailed in <a title=\"Step-By-Step Characters\" href=\"https://www.dndbeyond.com/compendium/rules/phb/step-by-step-characters\">chapter 1</a>. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.</p>\r\n<p>Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.</p>\r\n<p>Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.</p>\r\n<p>By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.</p>\r\n<p>In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.</p>"},{"id":41,"name":"Ability Scores","description":"Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability. \n\nA score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. \n\nEach ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30."},{"id":42,"name":"Alignment","description":"A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations."},{"id":43,"name":"Lawful Good","description":"Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good."},{"id":44,"name":"Neutral Good","description":"Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good."},{"id":45,"name":"Chaotic Good","description":"Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good."},{"id":46,"name":"Neutral","description":"Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral."},{"id":47,"name":"Lawful Evil","description":"Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil."},{"id":48,"name":"Neutral Evil","description":"Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil."},{"id":49,"name":"Chaotic Evil","description":"Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil."},{"id":50,"name":"Lawful Neutral","description":"Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral."},{"id":51,"name":"Chaotic Neutral","description":"Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral."},{"id":52,"name":"Background","description":"Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester."},{"id":53,"name":"Personality Traits","description":"Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self-descriptions that are specific about what makes your character stand out.\n\nPersonality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character’s self-attitude or mannerisms, or the influence of his or her ability scores."},{"id":54,"name":"Bonds","description":"Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals. \n\nBonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession?"},{"id":55,"name":"Ideals","description":"Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system. \n\nIdeals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for?"},{"id":56,"name":"Flaws","description":"Your character’s flaw represents some vice, compulsion, fear, or weakness—in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? What’s the one person, concept, or event that you are terrified of? What are your vices?"},{"id":57,"name":"Armor Class","description":"Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however. \n\nWithout armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your character sheet."},{"id":58,"name":"Acid Damage","description":"The corrosive spray of an adult black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage."},{"id":59,"name":"Bludgeoning Damage","description":"Blunt force attacks--hammers, falling, constriction, and the like--deal bludgeoning damage."},{"id":60,"name":"Cold Damage","description":"The infernal chill radiating from an ice devil's spear and the frigid blast of a young white dragon's breath deal cold damage."},{"id":61,"name":"Fire Damage","description":"Ancient red dragons breathe fire, and many spells conjure flames to deal fire damage."},{"id":62,"name":"Force Damage","description":"Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon."},{"id":63,"name":"Lightning Damage","description":"A lightning bolt spell and a blue dragon wyrmling's breath deal lightning damage."},{"id":64,"name":"Necrotic Damage","description":"Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul."},{"id":65,"name":"Piercing Damage","description":"Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage."},{"id":66,"name":"Poison Damage","description":"Venomous stings and the toxic gas of an adult green dragon's breath deal poison damage."},{"id":67,"name":"Psychic Damage","description":"Mental abilities such as a psionic blast deal psychic damage."},{"id":68,"name":"Radiant Damage","description":"Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power."},{"id":69,"name":"Slashing Damage","description":"Swords, axes, and monsters' claws deal slashing damage."},{"id":70,"name":"Thunder Damage","description":"A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage."},{"id":71,"name":"Critical Hits","description":"When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once."},{"id":72,"name":"Damage Resistance","description":"Some creatures and objects are exceedingly difficult to hurt with certain types of damage.\n\nIf a creature or an object has resistance to a damage type, damage of that type is halved against it.\n\nResistance is applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.\n\nMultiple instances of resistance that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters."},{"id":73,"name":"Damage Vulnerability","description":"Some creatures and objects are unusually easy to hurt with certain types of damage. \n\nIf a creature or an object has vulnerability to a damage type, damage of that type is doubled against it. \n\nMultiple instances of vulnerability that affect the same damage type count as only one instance."},{"id":74,"name":"Instant Death","description":"Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. \n\nFor example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."},{"id":75,"name":"Death Saving Throws","description":"<p><em>A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points.</em></p><hr><p>Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn't tied to an ability score. You're in the hands of fate now.</p><p><strong><em>Three Successes/Failures.</em></strong> Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable. On your third failure, you die.</p><p>The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable.</p><p><strong><em>Rolling a 1 or 20.</em></strong> When you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you regain 1 Hit Point.</p><p><strong><em>Damage at 0 Hit Points.</em></strong> If you take any damage while you have 0 Hit Points, you suffer a Death Saving Throw failure. If the damage is from a Critical Hit, you suffer two failures instead. If the damage equals or exceeds your Hit Point maximum, you die.</p>"},{"id":76,"name":"Temporary Hit Points","description":"Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. \n\nWhen you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. \n\nBecause temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points."},{"id":77,"name":"Saving Throws","description":"<p>A saving throw &mdash; also called a save &mdash; represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.</p>\r\n<p>To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.</p>\r\n<p>A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.</p>\r\n<p>Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.</p>\r\n<p>The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.</p>\r\n<p>The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.</p>"},{"id":78,"name":"Senses (Passive Checks)","description":"<h3 id=\"PassiveChecks\">Passive Checks</h3>\r\n<p>A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.</p>\r\n<p>Here's how to determine a character's total for a passive check:</p>\r\n<p><strong>10 + all modifiers that normally apply to the check</strong></p>\r\n<p>If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a <strong>score</strong>.</p>\r\n<p>For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.</p>\r\n<p>The rules on hiding in the &ldquo;<a href=\"https://www.dndbeyond.com/compendium/rules/phb/using-ability-scores#Dexterity\">Dexterity</a>&rdquo; section below rely on passive checks, as do the exploration rules in chapter 8, &ldquo;<a title=\"Adventuring\" href=\"https://www.dndbeyond.com/compendium/rules/phb/adventuring\">Adventuring</a><span class=\"No-Break\">.&rdquo;</span></p>"},{"id":79,"name":"Initiative","description":"<p>Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters.</p><p><strong><em>Surprise.</em></strong> If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised.</p><p><strong><em>Initiative Order.</em></strong> A combatant’s check total is called their Initiative count, or Initiative for short. The DM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round.</p><p><strong><em>Ties.</em></strong> If a tie occurs, the DM decides the order among tied monsters, and the players decide the order among tied characters. The DM decides the order if the tie is between a monster and a player character.</p><hr><p>Sometimes a DM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5.</p>"},{"id":80,"name":"Inspiration","description":"<p>Sometimes the DM or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.</p><p><strong><em>Only One at a Time.</em></strong> You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, you can give it to a player character in your group who lacks it.</p><p><strong><em>Gaining Heroic Inspiration.</em></strong> Your DM can give you Heroic Inspiration for a variety of reasons. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It's a reward for making the game more fun for everyone playing.</p><p>Other rules might allow your character to gain Heroic Inspiration independent of the DM's decision. For example, Human characters start each day with Heroic Inspiration.</p>"},{"id":81,"name":"Speed","description":"<p>Every character has a speed, which is the distance in feet that the character can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation.</p>\r\n<p>While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (<span class=\"error\"></span>Athletics<span class=\"error\"></span>) check. Similarly, gaining any distance in rough water might require a successful Strength (<span class=\"error\"></span>Athletics<span class=\"error\"></span>) check.</p>\r\n<p>Your Strength determines how far you can jump.</p>\r\n<p><b>Long Jump.</b>&nbsp;When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.</p>\r\n<p>This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.</p>\r\n<p>When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.</p>\r\n<p><b>High Jump.</b>&nbsp;When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.</p>\r\n<p>You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.</p>"},{"id":82,"name":"Senses","description":"<p><b>Passive Checks</b><br />A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.</p>\r\n<p>Special senses are described below.</p>\r\n<p><b>Blindsight</b><br />A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.</p>\r\n<p>Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.</p>\r\n<p>If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.</p>\r\n<p><b>Darkvision</b><br />A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.</p>\r\n<p><b>Tremorsense</b><br />A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance.</p>\r\n<p>Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs, have this special sense.</p>\r\n<p><b>Truesight</b><br />A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.</p>"},{"id":83,"name":"Half Cover","description":"A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend."},{"id":84,"name":"Three-Quarters Cover","description":"A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk."},{"id":85,"name":"Total Cover","description":"A target with total cover cannot be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."},{"id":86,"name":"Difficult Terrain","description":"You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day."},{"id":87,"name":"Falling","description":"A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall."},{"id":88,"name":"Suffocating","description":"A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it cannot regain hit points or be stabilized until it can breathe again."},{"id":89,"name":"Lightly Obscured","description":"In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight."},{"id":90,"name":"Heavily Obscured","description":"A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area."},{"id":91,"name":"Climbing Swimming Crawling","description":"Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check."},{"id":92,"name":"Surprise","description":"If you are surprised, you cannot move or take an action on your first turn of the combat, and you cannot take a reaction until that turn ends. A member of a group can be surprised even if the other members are not."},{"id":93,"name":"Flying","description":"Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell."},{"id":94,"name":"Underwater","description":"When making a melee weapon attack, a creature that does not have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage."},{"id":96,"name":"Advantage","description":"Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage."},{"id":98,"name":"Disadvantage","description":"Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the lower roll if you have disadvantage."},{"id":99,"name":"Concentration","description":"<p>Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.</p><p>If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).</p><p>Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:</p><ul><li><strong>Casting another spell that requires concentration.</strong> You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.</li><li><strong>Taking damage.</strong> Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.</li><li><strong>Being incapacitated or killed.</strong> You lose concentration on a spell if you are incapacitated or if you die.</li></ul><p>The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.</p>"}],"armor":[{"id":3,"entityTypeId":701257905,"name":"Studded Leather","description":"<p>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.</p>","categoryId":1},{"id":6,"entityTypeId":701257905,"name":"Scale Mail","description":"<p>This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.</p>","categoryId":2},{"id":8,"entityTypeId":701257905,"name":"Shield","description":"<p>Shields require the [action]Utilize[/action] action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.</p>","categoryId":4},{"id":9,"entityTypeId":701257905,"name":"Padded","description":"<p>Padded armor consists of quilted layers of cloth and batting.</p>","categoryId":1},{"id":10,"entityTypeId":701257905,"name":"Leather","description":"<p>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.</p>","categoryId":1},{"id":11,"entityTypeId":701257905,"name":"Hide","description":"<p>This crude armor consists of thick furs and pelts.</p>","categoryId":2},{"id":12,"entityTypeId":701257905,"name":"Chain Shirt","description":"<p>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.</p>","categoryId":2},{"id":13,"entityTypeId":701257905,"name":"Breastplate","description":"<p>This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.</p>","categoryId":2},{"id":14,"entityTypeId":701257905,"name":"Half Plate","description":"<p>Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.</p>","categoryId":2},{"id":15,"entityTypeId":701257905,"name":"Ring Mail","description":"<p>This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.</p>","categoryId":3},{"id":16,"entityTypeId":701257905,"name":"Chain Mail","description":"<p>Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.</p>","categoryId":3},{"id":17,"entityTypeId":701257905,"name":"Splint","description":"<p>This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.</p>","categoryId":3},{"id":18,"entityTypeId":701257905,"name":"Plate","description":"<p>Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.</p>","categoryId":3},{"id":19,"entityTypeId":701257905,"name":"Spiked Armor","description":"<p>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.</p>","categoryId":2},{"id":20,"entityTypeId":701257905,"name":"Pride Silk Outfit","description":"<p>An outfit made of [item]pride silk[/item] weighs 4 pounds and costs 500 gp. If you aren&rsquo;t wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.</p>","categoryId":1},{"id":21,"entityTypeId":701257905,"name":"Powered Armor","description":"<p>This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an energy cell stored in a compartment on the thigh plate.</p>\r\n<p>Placing a full [item]energy cell[/item] in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining.</p>\r\n<p><em><strong>Activating the Armor.</strong></em> As an action, you can expend any number of the armor&rsquo;s charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn&rsquo;t recover any expended charges.</p>\r\n<p>While the armor is active, you gain the following benefits:</p>\r\n<p><strong>Augmented Physicality.</strong> You have advantage on Strength checks, and your carrying capacity is doubled.</p>\r\n<p><strong>Environmental Adaptation.</strong> The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you&rsquo;re unaffected by harmful gases, as well as contact and inhaled poisons.</p>\r\n<p><strong>Force Field.</strong> When you would take damage, you can use your reaction to expend 1 of the armor&rsquo;s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.</p>\r\n<p><strong>Propulsion.</strong> As a bonus action, you can expend 1 of the armor&rsquo;s charges to gain a flying speed equal to your walking speed for 1 minute. If you&rsquo;re airborne when this duration ends, you fall.</p>\r\n<p><em><strong>Replacing the Energy Cell.</strong></em> While the armor has charges remaining, its energy cell can&rsquo;t be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.</p>","categoryId":3},{"id":22,"entityTypeId":701257905,"name":"Scale Armour","description":"<p>This armour consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.</p>","categoryId":2},{"id":23,"entityTypeId":701257905,"name":"Leather Shirt","description":"<p>A lightweight garment of hardened leather, providing some protection to its wearer while allowing for great freedom of movement.</p>","categoryId":1},{"id":24,"entityTypeId":701257905,"name":"Leather Corslet","description":"<p>A close-fitting shirt of hardened leather with long sleeves.</p>","categoryId":1},{"id":25,"entityTypeId":701257905,"name":"Ring-Mail","description":"<p>This armour is leather armour with heavy rings sewn into it. The rings help reinforce the armour against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.</p>","categoryId":3},{"id":26,"entityTypeId":701257905,"name":"Pot Lid","description":"<p>When taking the [action]attack[/action] action with a [wprop]finesse[/wprop] or [wprop]light[/wprop] melee weapon that you&rsquo;re holding in one hand, you can use a bonus action to attack with a pot lid that you&rsquo;re holding in the other hand. On a hit, the pot lid deals 1d4 bludgeoning damage. You don&rsquo;t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.</p>","categoryId":4},{"id":27,"entityTypeId":701257905,"name":"Bark Armor","description":"<p>While wearing bark armor, you gain advantage on stealth checks made in wooded areas.</p>","categoryId":1},{"id":28,"entityTypeId":701257905,"name":"Divers Armor","description":"<p>While wearing divers armor your movement is reduced by 10, unless your Strength score is equal to or greater than 18. Additionally, whenever the spell [spell]Water Breathing[/spell] is cast on you while wearing the divers armor, the duration of the spell is doubled for you.</p>","categoryId":3},{"id":29,"entityTypeId":701257905,"name":"Scumweed Armor","description":"<p>Scumweed is slimy and thick. Dried scumweed can even make hardy armor in a pinch and more than a few monsters and witches have been known to use it for precisely that purpose.</p>","categoryId":2},{"id":30,"entityTypeId":701257905,"name":"Buckler (Grim Hollow)","description":"<p>This small shield is worn on the forearm. While worn, it gives you +1 to AC, and it can be used as a Martial Melee weapon with the [wprop]Light[/wprop] property that deals 1d4 Bludgeoning damage.</p>","categoryId":4},{"id":31,"entityTypeId":701257905,"name":"Tower Shield (Grim Hollow)","description":"<p>This large shield provides more protection than a typical shield. While wielding a Tower Shield, you gain +3 to [rules]Armor Class[/rules]. If you use an action to set the Tower Shield, you have [rules]Three-Quarters Cover[/rules] until the start of your next turn. Additionally, your Speed becomes 0 and cannot be increased during that time.</p>\r\n<p>To wield a Tower Shield, you must have a Strength of at least 15 and your Speed is reduced by 10 feet while wielding the shield.</p>","categoryId":4},{"id":32,"entityTypeId":701257905,"name":"Retractable Shield","description":"<p>This mechanized shield retracts into a bracer worn on the forearm. With a quick motion, it can be expanded just as an opponent believes they&rsquo;ve snuck a blow.</p>\r\n<p>You can wear the Retractable Shield as a bracer on your forearm, and it does not count as having that hand occupied while the shield is retracted. As a Reaction to an attack hitting you, you can extend the shield, giving you a bonus to your [rules]Armor Class[/rules] equal to your Proficiency Bonus against that attack. If this changes the attack from a hit into a miss, you may make one melee attack with a weapon or an [rules]Unarmed Strike[/rules] against the provoking creature if they are within reach. The shield remains extended until the start of your next turn.</p>\r\n<p>As a free interaction with an object on your turn, you can either extend or retract the shield. While the shield is extended, it occupies your hand and confers a +2 bonus to your Armor Class.</p>","categoryId":4},{"id":33,"entityTypeId":701257905,"name":"ARCHIVE Buckler test","description":"<p>This small shield is worn on the forearm. While worn, it gives you +1 to AC, and it can be used as a Martial Melee weapon with the [wprop]Light[/wprop] property that deals 1d4 Bludgeoning damage.</p>","categoryId":4},{"id":34,"entityTypeId":701257905,"name":"Buckler tag test","description":"<p>asdfjioasdfj</p>","categoryId":4}],"tools":[{"id":102,"name":"Alchemist's Supplies","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":103,"name":"Brewer's Supplies","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":104,"name":"Calligrapher's Supplies","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":105,"name":"Carpenter's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":106,"name":"Cartographer's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":107,"name":"Cobbler's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":108,"name":"Cook's Utensils","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":109,"name":"Glassblower's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":110,"name":"Jeweler's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":111,"name":"Leatherworker's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":112,"name":"Mason's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":113,"name":"Painter's Supplies","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":114,"name":"Potter's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":115,"name":"Smith's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":116,"name":"Tinker's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":117,"name":"Weaver's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":118,"name":"Woodcarver's Tools","description":"<p>These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.</p>"},{"id":119,"name":"Disguise Kit","description":"<p>This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.</p>"},{"id":120,"name":"Forgery Kit","description":"<p>This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.</p>"},{"id":121,"name":"Dice Set","description":"<p>If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.</p>"},{"id":122,"name":"Playing Card Set","description":"<p>If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.</p>"},{"id":123,"name":"Herbalism Kit","description":"<p>This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create [item]antitoxin[/item] and any [magicitem]potion of healing[/magicitem].</p>"},{"id":124,"name":"Navigator's Tools","description":"<p>This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.</p>"},{"id":125,"name":"Poisoner's Kit","description":"<p>A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.</p>"},{"id":126,"name":"Thieves' Tools","description":"<p>This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.</p>"},{"id":127,"name":"Bagpipes","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use bagpipes&nbsp;as a spellcasting focus.</p>"},{"id":128,"name":"Drum","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":129,"name":"Dulcimer","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":130,"name":"Flute","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":131,"name":"Lute","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":132,"name":"Horn","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":133,"name":"Pan Flute","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.&nbsp;A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":134,"name":"Shawm","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":135,"name":"Lyre","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":136,"name":"Viol","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":189,"name":"Three-Dragon Ante Set","description":"<p>If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.</p>"},{"id":190,"name":"Dragonchess Set","description":"<p>If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.</p>"},{"id":232,"name":"Birdpipes","description":"<p>Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards.</p>"},{"id":233,"name":"Glaur","description":"<p>Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound.</p>"},{"id":234,"name":"Hand Drum","description":"<p>A double-headed skin drum fitted with handles along its side.</p>"},{"id":235,"name":"Longhorn","description":"<p>A Faer&ucirc;nian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves.</p>"},{"id":236,"name":"Songhorn","description":"<p>A recorder, a simple type of flute, usually carved from wood.</p>"},{"id":237,"name":"Tantan","description":"<p>A tambourine, a popular instrument with halflings and humans south of the Dalelands.</p>"},{"id":238,"name":"Thelarr","description":"<p>Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children &mdash; to the parents&rsquo; delight or regret.</p>"},{"id":239,"name":"Tocken","description":"<p>A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry.</p>"},{"id":240,"name":"Wargong","description":"<p>A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark.</p>"},{"id":241,"name":"Yarting","description":"<p>A southern instrument from Amn and Calimshan that is a Faer&ucirc;nian analog to the guitar. Numerous variations have spread across the continent.</p>"},{"id":242,"name":"Zulkoon","description":"<p>A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound.</p>"},{"id":301,"name":"Whistle-Stick","description":"<p>The grung of <em><a href=\"https://www.dndbeyond.com/sources/dnd/oga/one-grunge-above\">One Grung Above</a></em> are trained to use this new musical instrument. This is a hollow tube with holes cut throughout, much like a flute. You can play music with it for entertainment, but the grung also swing it about by a sturdy cord (attached) to create a sound recognizable by other grung, so they know each other&rsquo;s approximate location. Additionally, grung that know Thieves&rsquo; Cant can use a whistle stick in this manner to communicate over distance.</p>"},{"id":397,"name":"Alchemist's Supplies","description":"<p><strong>Ability:</strong> Intelligence<br /><strong>Utilize:</strong> Identify a substance (DC 15), or start a fire (DC 15)<br /><strong>Craft:</strong> [items]Acid[/items], [items]Alchemist&rsquo;s Fire[/items], [items]Component Pouch[/items], [items]Oil[/items], [items]Paper[/items], [items]Perfume[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":402,"name":"Brewer's Supplies","description":"<p><strong>Ability:</strong> Intelligence <br /><strong>Utilize:</strong> Detect poisoned drink (DC 15), or identify alcohol (DC 10) <br /><strong>Craft:</strong> [items]Antitoxin[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":404,"name":"Calligrapher's Supplies","description":"<p><strong>Ability:</strong> Dexterity <br /><strong>Utilize:</strong> Write text with impressive flourishes that guard against forgery (DC 15) <br /><strong>Craft:</strong> [items]Ink[/items], [magicitems]Spell Scroll[/magicitems]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":409,"name":"Carpenter's Tools","description":"<p><strong>Ability:</strong> Strength <br /><strong>Utilize:</strong> Seal or pry open a door or container (DC 20) <br /><strong>Craft:</strong> [items]Club[/items], [items]Greatclub[/items], [items]Quarterstaff[/items], [items]Barrel[/items], [items]Chest[/items], [items]Ladder[/items], [items]Pole[/items], [items]Portable Ram[/items], [items]Torch[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":413,"name":"Cartographer's Tools","description":"<p><strong>Ability:</strong> Wisdom <br /><strong>Utilize:</strong> Draft a map of a small area (DC 15) <br /><strong>Craft:</strong> [items]Map[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":416,"name":"Cobbler's Tools","description":"<p><strong>Ability:</strong> Dexterity <br /><strong>Utilize:</strong> Modify footwear to give Advantage on the wearer&rsquo;s next Dexterity ([skill]Acrobatics[/skill]) check (DC 10) <br /><strong>Craft:</strong> [items]Climber&rsquo;s Kit[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":419,"name":"Cook's Utensils","description":"<p><strong>Ability:</strong> Wisdom <br /><strong>Utilize:</strong> Improve food&rsquo;s flavor (DC 10), or detect spoiled or poisoned food (DC 15) <br /><strong>Craft:</strong> [items]Rations[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":421,"name":"Glassblower's Tools","description":"<p><strong>Ability:</strong> Intelligence <br /><strong>Utilize:</strong> Discern what a glass object held in the past 24 hours (DC 15) <br /><strong>Craft:</strong> [items]Glass Bottle[/items], [items]Magnifying Glass[/items], [items]Spyglass[/items], [items]Vial[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":423,"name":"Jeweler's Tools","description":"<p><strong>Ability:</strong> Intelligence <br /><strong>Utilize:</strong> Discern a gem&rsquo;s value (DC 15) <br /><strong>Craft:</strong> [items]Arcane Focus[/items], [items]Holy Symbol[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":425,"name":"Leatherworker's Tools","description":"<p><strong>Ability:</strong> Dexterity <br /><strong>Utilize:</strong> Add a design to a leather item (DC 10) <br /><strong>Craft:</strong> [items]Sling[/items], [items]Whip[/items], [items]Hide;Hide Armor[/items], [items]Leather;Leather Armor[/items], [items]Studded Leather;Studded Leather Armor[/items], [items]Backpack[/items], [items]Crossbow Bolt Case[/items], [items]Map or Scroll Case[/items], [items]Parchment[/items], [items]Pouch[/items], [items]Quiver[/items], [items]Waterskin[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":428,"name":"Mason's Tools","description":"<p><strong>Ability:</strong> Strength <br /><strong>Utilize:</strong> Chisel a symbol or hole in stone (DC 10) <br /><strong>Craft:</strong> [items]Block and Tackle[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":432,"name":"Painter's Supplies","description":"<p><strong>Ability:</strong> Wisdom <br /><strong>Utilize:</strong> Paint a recognizable image of something you&rsquo;ve seen (DC 10) <br /><strong>Craft:</strong> [items]Druidic Focus[/items], [items]Holy Symbol[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":436,"name":"Potter's Tools","description":"<p><strong>Ability:</strong> Intelligence <br /><strong>Utilize:</strong> Discern what a ceramic object held in the past 24 hours (DC 15) <br /><strong>Craft:</strong> [items]Jug[/items], [items]Lamp[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":438,"name":"Smith's Tools","description":"<p><strong>Ability:</strong> Strength <br /><strong>Utilize:</strong> Pry open a door or container (DC 20) <br /><strong>Craft:</strong> Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, [items]Ball Bearings[/items], [items]Bucket[/items], [items]Caltrops[/items], [items]Chain[/items], [items]Crowbar[/items], [items]Firearm Bullets[/items], [items]Grappling Hook[/items], [items]Iron Pot[/items], [items]Iron Spikes[/items], [items]Sling Bullets[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":441,"name":"Tinker's Tools","description":"<p><strong>Ability:</strong> Dexterity <br /><strong>Utilize:</strong> Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) <br /><strong>Craft:</strong> [items]Musket[/items], [items]Pistol[/items], [items]Bell[/items], [items]Bullseye Lantern[/items], [items]Flask[/items], [items]Hooded Lantern[/items], [items]Hunting Trap[/items], [items]Lock[/items], [items]Manacles[/items], [items]Mirror[/items], [items]Shovel[/items], [items]Signal Whistle[/items], [items]Tinderbox[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":443,"name":"Weaver's Tools","description":"<p><strong>Ability:</strong> Dexterity <br /><strong>Utilize:</strong> Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) <br /><strong>Craft:</strong> [items]Padded;Padded Armor[/items], [items]Basket[/items], [items]Bedroll[/items], [items]Blanket[/items], [items]Fine Clothes[/items], [items]Net[/items], [items]Robe[/items], [items]Rope[/items], [items]Sack[/items], [items]String[/items], [items]Tent[/items], [items]Traveler's Clothes[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":445,"name":"Woodcarver's Tools","description":"<p><strong>Ability:</strong> Dexterity <br /><strong>Utilize:</strong> Carve a pattern in wood (DC 10) <br /><strong>Craft:</strong> [items]Club[/items], [items]Greatclub[/items], [items]Quarterstaff[/items], Ranged weapons (except Pistol, Musket, and Sling), [items]Arcane Focus[/items], [items]Arrows[/items], [items]Bolts[/items], [items]Druidic Focus[/items], [items]Ink Pen[/items], [items]Needles[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":449,"name":"Dice","description":"<p><strong>Ability:</strong> Wisdom <br /><strong>Utilize:</strong> Discern whether someone is cheating (DC 10), or win the game (DC 20)</p>"},{"id":453,"name":"Dragonchess","description":"<p><strong>Ability:</strong> Wisdom <br /><strong>Utilize:</strong> Discern whether someone is cheating (DC 10), or win the game (DC 20)</p>"},{"id":455,"name":"Playing Cards","description":"<p><strong>Ability:</strong> Wisdom <br /><strong>Utilize:</strong> Discern whether someone is cheating (DC 10), or win the game (DC 20)</p>"},{"id":458,"name":"Three-Dragon Ante","description":"<p><strong>Ability:</strong> Wisdom <br /><strong>Utilize:</strong> Discern whether someone is cheating (DC 10), or win the game (DC 20)</p>"},{"id":460,"name":"Herbalism Kit","description":"<p><strong>Ability:</strong> Intelligence <br /><strong>Utilize:</strong> Identify a plant (DC 10) <br /><strong>Craft:</strong> [items]Antitoxin[/items], [items]Candle[/items], [items]Healer&rsquo;s Kit[/items], [magicitems]Potion of Healing[/magicitems]</p>\r\n<p>A character who has proficiency with the Herbalism Kit can create a <em>Potion of Healing</em>. Doing so requires using this kit and 25 GP of raw material over the course of 1 day (8 hours of work).</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":463,"name":"Bagpipes","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Play a known tune (DC 10), or improvise a song (DC 15)</p>"},{"id":464,"name":"Drum","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Play a known tune (DC 10), or improvise a song (DC 15)</p>"},{"id":467,"name":"Dulcimer","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Play a known tune (DC 10), or improvise a song (DC 15)</p>"},{"id":470,"name":"Flute","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Play a known tune (DC 10), or improvise a song (DC 15)</p>"},{"id":473,"name":"Horn","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Play a known tune (DC 10), or improvise a song (DC 15)</p>"},{"id":475,"name":"Lute","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Play a known tune (DC 10), or improvise a song (DC 15)</p>"},{"id":478,"name":"Lyre","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Play a known tune (DC 10), or improvise a song (DC 15)</p>"},{"id":481,"name":"Pan Flute","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Play a known tune (DC 10), or improvise a song (DC 15)</p>"},{"id":483,"name":"Shawm","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Play a known tune (DC 10), or improvise a song (DC 15)</p>"},{"id":485,"name":"Viol","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Play a known tune (DC 10), or improvise a song (DC 15)</p>"},{"id":488,"name":"Navigator's Tools","description":"<p><strong>Ability:</strong> Wisdom <br /><strong>Utilize:</strong> Plot a course (DC 10), or determine position by stargazing (DC 15)</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":492,"name":"Poisoner's Kit","description":"<p><strong>Ability:</strong> Intelligence <br /><strong>Utilize:</strong> Detect a poisoned object (DC 10) <br /><strong>Craft:</strong> [items]Basic Poison[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":495,"name":"Thieves' Tools","description":"<p><strong>Ability:</strong> Dexterity <br /><strong>Utilize:</strong> Pick a lock (DC 15), or disarm a trap (DC 15)</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":542,"name":"Disguise Kit","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Apply makeup (DC 10) <br /><strong>Craft:</strong> [items]Costume[/items]</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":543,"name":"Forgery Kit","description":"<p><strong>Ability:</strong> Dexterity <br /><strong>Utilize:</strong> Mimic 10 or fewer words of someone else&rsquo;s handwriting (DC 15), or duplicate a wax seal (DC 20)</p>\r\n<hr />\r\n<p>If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that&rsquo;s used with that check, you have Advantage on the check too.</p>"},{"id":567,"name":"Pipe","description":"<p>Pipes are made of clay or wood and used for inhaling the smoke of burning leaves of pipe-weed. A character that has proficiency with a pipe practises the art of smoking and likely has some skill at blowing smoke-rings. Smoking a pipe can aid you in efforts at introspection, and in friendly chatting with fellow practitioners of the art.</p>\r\n<p>If you are proficient with pipes, you can spend one use of pipe-weed and at least one hour smoking your pipe to gain [rules]heroic inspiration;inspiration[/rules]. You cannot use a pipe again in this way until you finish a long rest.</p>"},{"id":569,"name":"Bowls","description":"<p>If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.</p>"},{"id":570,"name":"Darts","description":"<p>If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.</p>"},{"id":571,"name":"Quoits","description":"<p>If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.</p>"},{"id":572,"name":"Clarinet","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":573,"name":"Fiddle","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":574,"name":"Harp","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":575,"name":"Trumpet","description":"<p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.</p>"},{"id":589,"name":"Surgeon’s Tools","description":"<p>This set of instruments includes the blades, saws, and sutures needed to remove shrapnel or stitch up wounds. Proficiency with these tools lets you add your proficiency bonus to any checks you make to stabilise a creature or perform other surgery.</p>"},{"id":733,"name":"Monster Harvesting Tools","description":"<p>The toolkit provides everything characters need to extract animus and preserve any creature parts. This kit contains skinning knives, a cleaver, syringes, a hammer, scissors, scalpels, a bone saw, hooks, as well as a vials, watertight containers, binding reagents, and wrappings.</p>"},{"id":742,"name":"Fingerprint Kit","description":"<p><strong>Ability:</strong> Intelligence <br /><strong>Utilize:</strong> Reveal the fingerprint left behind on an object and sketch a copy (DC 20), or match a copied fingerprint against a humanoid creature&rsquo;s (DC 15)</p>\r\n<hr />\r\n<p>This item allows you to capture the details of a fingerprint that has been left on an object and match them against another creature. It consists of an inkpad, parchment, and talcum powder.</p>"},{"id":820,"name":"Cittern","description":"<p><em>A cittern, distinguished by its pear-shaped bowl, produces a pleasing, richer sound.</em></p>\r\n<p>See the <strong><a class=\"sourcebook\" href=\"https://www.dndbeyond.com/sources/dnd/phb-2024\">Player's Handbook</a></strong> for more details on <strong><a href=\"https://www.dndbeyond.com/sources/dnd/phb-2024/equipment#MusicalInstrumentVaries\">Musical Instruments</a></strong>.</p>"},{"id":821,"name":"Bandore","description":"<p><em>The bandore is a complex bass instrument with additional sets of strings, perfect for accompanying tenor and alto instruments in an ensemble. </em></p>\r\n<p>See the <strong><a class=\"sourcebook\" href=\"https://www.dndbeyond.com/sources/dnd/phb-2024\">Player's Handbook</a></strong> for more details on <strong><a href=\"https://www.dndbeyond.com/sources/dnd/phb-2024/equipment#MusicalInstrumentVaries\">Musical Instruments</a></strong>.</p>"},{"id":743,"name":"Witchboard","description":"<p><strong>Ability:</strong> Charisma <br /><strong>Utilize:</strong> Exchange messages of up to 10 words with an Ethereal creature within 30 feet (DC 15).</p>\r\n<hr />\r\n<p>A witchboard is a slat of wood covered with letters, usually the Common alphabet though versions for different scripts are available. You can use it to contact Ethereal creatures, allowing limited conversations with them.</p>"}],"additionalLevelTypes":[{"id":1,"name":"Additional Targets","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":3,"name":"Extended Duration","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":9,"name":"Extended Area","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":11,"name":"Additional Creatures","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":12,"name":"Special","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":15,"name":"Additional Points","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":16,"name":"Additional Count","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":17,"name":"Extended Range","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null}],"weapons":[{"id":1,"entityTypeId":1782728300,"name":"Crossbow, Hand","description":"<p>Proficiency with a Hand Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":2},{"id":2,"entityTypeId":1782728300,"name":"Glaive","description":"<p>Proficiency with a Glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Graze[/wprop].</em></strong> If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.</p>\r\n</div>","categoryId":2},{"id":3,"entityTypeId":1782728300,"name":"Dagger","description":"<p>Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Nick[/wprop].</em></strong> When you make the extra attack of the [wprop]Light[/wprop] property, you can make it as part of the [action]Attack[/action] action instead of as a Bonus Action. You can make this extra attack only once per turn.</p>\r\n</div>","categoryId":1},{"id":4,"entityTypeId":1782728300,"name":"Longsword","description":"<p>Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Sap[/wprop].</em></strong> If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>\r\n</div>","categoryId":2},{"id":5,"entityTypeId":1782728300,"name":"Club","description":"<p>Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":1},{"id":6,"entityTypeId":1782728300,"name":"Greatclub","description":"<p>Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Push[/wprop].</em></strong> If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.</p>\r\n</div>","categoryId":1},{"id":7,"entityTypeId":1782728300,"name":"Handaxe","description":"<p>Proficiency with a Handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":1},{"id":8,"entityTypeId":1782728300,"name":"Javelin","description":"<p>Proficiency with a Javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":1},{"id":10,"entityTypeId":1782728300,"name":"Light Hammer","description":"<p>Proficiency with a Light Hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Nick[/wprop].</em></strong> When you make the extra attack of the [wprop]Light[/wprop] property, you can make it as part of the [action]Attack[/action] action instead of as a Bonus Action. You can make this extra attack only once per turn.</p>\r\n</div>","categoryId":1},{"id":11,"entityTypeId":1782728300,"name":"Mace","description":"<p>Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Sap[/wprop].</em></strong> If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>\r\n</div>","categoryId":1},{"id":12,"entityTypeId":1782728300,"name":"Quarterstaff","description":"<p>Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Topple[/wprop].</em></strong> If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the [condition]Prone[/condition] condition.</p>\r\n</div>","categoryId":1},{"id":13,"entityTypeId":1782728300,"name":"Sickle","description":"<p>Proficiency with a Sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Nick[/wprop].</em></strong> When you make the extra attack of the [wprop]Light[/wprop] property, you can make it as part of the [action]Attack[/action] action instead of as a Bonus Action. You can make this extra attack only once per turn.</p>\r\n</div>","categoryId":1},{"id":14,"entityTypeId":1782728300,"name":"Spear","description":"<p>Proficiency with a Spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Sap[/wprop].</em></strong> If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>\r\n</div>","categoryId":1},{"id":15,"entityTypeId":1782728300,"name":"Crossbow, Light","description":"<p>Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":1},{"id":16,"entityTypeId":1782728300,"name":"Dart","description":"<p>Proficiency with a Dart allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":1},{"id":17,"entityTypeId":1782728300,"name":"Shortbow","description":"<p>Proficiency with a Shortbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":1},{"id":18,"entityTypeId":1782728300,"name":"Sling","description":"<p>Proficiency with a Sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":1},{"id":19,"entityTypeId":1782728300,"name":"Battleaxe","description":"<p>Proficiency with a Battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Topple[/wprop].</em></strong> If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the [condition]Prone[/condition] condition.</p>\r\n</div>","categoryId":2},{"id":20,"entityTypeId":1782728300,"name":"Flail","description":"<p>Proficiency with a Flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Sap[/wprop].</em></strong> If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>\r\n</div>","categoryId":2},{"id":21,"entityTypeId":1782728300,"name":"Greataxe","description":"<p>Proficiency with a Greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Cleave[/wprop].</strong></em> If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon&rsquo;s damage, but don&rsquo;t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.</p>\r\n</div>","categoryId":2},{"id":22,"entityTypeId":1782728300,"name":"Greatsword","description":"<p>Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Graze[/wprop].</em></strong> If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.</p>\r\n</div>","categoryId":2},{"id":23,"entityTypeId":1782728300,"name":"Halberd","description":"<p>Proficiency with a Halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Cleave[/wprop].</strong></em> If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon&rsquo;s damage, but don&rsquo;t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.</p>\r\n</div>","categoryId":2},{"id":24,"entityTypeId":1782728300,"name":"Lance","description":"<p>Proficiency with a Lance allows you to add your proficiency bonus to the attack roll for any attack you make with it. A Lance requires two hands to wield when you aren't mounted.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Topple[/wprop].</em></strong> If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the [condition]Prone[/condition] condition.</p>\r\n</div>","categoryId":2},{"id":25,"entityTypeId":1782728300,"name":"Maul","description":"<p>Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Topple[/wprop].</em></strong> If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the [condition]Prone[/condition] condition.</p>\r\n</div>","categoryId":2},{"id":26,"entityTypeId":1782728300,"name":"Morningstar","description":"<p>Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Sap[/wprop].</em></strong> If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>\r\n</div>","categoryId":2},{"id":27,"entityTypeId":1782728300,"name":"Pike","description":"<p>Proficiency with a Pike allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Push[/wprop].</em></strong> If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.</p>\r\n</div>","categoryId":2},{"id":28,"entityTypeId":1782728300,"name":"Rapier","description":"<p>Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":2},{"id":29,"entityTypeId":1782728300,"name":"Scimitar","description":"<p>Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Nick[/wprop].</em></strong> When you make the extra attack of the [wprop]Light[/wprop] property, you can make it as part of the [action]Attack[/action] action instead of as a Bonus Action. You can make this extra attack only once per turn.</p>\r\n</div>","categoryId":2},{"id":30,"entityTypeId":1782728300,"name":"Shortsword","description":"<p>Proficiency with a Shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":2},{"id":31,"entityTypeId":1782728300,"name":"Trident","description":"<p>Proficiency with a Trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Topple[/wprop].</em></strong> If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the [condition]Prone[/condition] condition.</p>\r\n</div>","categoryId":2},{"id":32,"entityTypeId":1782728300,"name":"War Pick","description":"<p>Proficiency with a War Pick allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Sap[/wprop].</em></strong> If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>\r\n</div>","categoryId":2},{"id":33,"entityTypeId":1782728300,"name":"Warhammer","description":"<p>Proficiency with a Warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Push[/wprop].</em></strong> If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.</p>\r\n</div>","categoryId":2},{"id":34,"entityTypeId":1782728300,"name":"Whip","description":"<p>Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":2},{"id":35,"entityTypeId":1782728300,"name":"Blowgun","description":"<p>Proficiency with a Blowgun allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":2},{"id":36,"entityTypeId":1782728300,"name":"Crossbow, Heavy","description":"<p>Proficiency with a Heavy Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Push[/wprop].</em></strong> If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.</p>\r\n</div>","categoryId":2},{"id":37,"entityTypeId":1782728300,"name":"Longbow","description":"<p>Proficiency with a Longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":2},{"id":38,"entityTypeId":1782728300,"name":"Net","description":"<p>Proficiency with a net allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<p>A Large or smaller creature hit by a net is [condition]restrained[/condition] until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.</p>\r\n<p>When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.</p>","categoryId":2},{"id":40,"entityTypeId":1782728300,"name":"Boomerang","description":"<p>The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon.</p>\r\n<p>On a miss, a boomerang returns to the thrower's hand.</p>","categoryId":1},{"id":41,"entityTypeId":1782728300,"name":"Yklwa","description":"<p>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. It costs 1 gp, and it deals 1d8 piercing damage on a hit. Although it has the [wprop]thrown[/wprop] weapon property, the yklwa is not well balanced for throwing (range 10/30 ft.).</p>","categoryId":1},{"id":42,"entityTypeId":1782728300,"name":"Pistol","description":"<p>Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":2},{"id":43,"entityTypeId":1782728300,"name":"Musket","description":"<p>Proficiency with a Musket allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":2},{"id":44,"entityTypeId":1782728300,"name":"Pistol, Automatic","description":"<p>It&rsquo;s up to you to decide whether a character has proficiency with a firearm. Characters in most D&amp;D worlds wouldn&rsquo;t have such proficiency. During their downtime, characters can use the training rules in the&nbsp;<em><span class=\"Serif-Character-Style_Italic-Serif\">Player&rsquo;s Handbook</span></em>&nbsp;to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering&nbsp;<span class=\"No-Break\">their use.</span></p>","categoryId":3},{"id":45,"entityTypeId":1782728300,"name":"Revolver","description":"<p>It&rsquo;s up to you to decide whether a character has proficiency with a firearm. Characters in most D&amp;D worlds wouldn&rsquo;t have such proficiency. During their downtime, characters can use the training rules in the <em>Player&rsquo;s Handbook</em> to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Sap[/wprop].</em></strong> If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>\r\n</div>","categoryId":3},{"id":46,"entityTypeId":1782728300,"name":"Rifle, Hunting","description":"<p>It&rsquo;s up to you to decide whether a character has proficiency with a firearm. Characters in most D&amp;D worlds wouldn&rsquo;t have such proficiency. During their downtime, characters can use the training rules in the <em>Player&rsquo;s Handbook</em> to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":3},{"id":47,"entityTypeId":1782728300,"name":"Rifle, Automatic","description":"<p>It&rsquo;s up to you to decide whether a character has proficiency with a firearm. Characters in most D&amp;D worlds wouldn&rsquo;t have such proficiency. During their downtime, characters can use the training rules in the <em>Player&rsquo;s Handbook</em> to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":3},{"id":48,"entityTypeId":1782728300,"name":"Shotgun","description":"<p>It&rsquo;s up to you to decide whether a character has proficiency with a firearm. Characters in most D&amp;D worlds wouldn&rsquo;t have such proficiency. During their downtime, characters can use the training rules in the <em>Player&rsquo;s Handbook</em> to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Push[/wprop].</strong></em> If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.</p>\r\n</div>","categoryId":3},{"id":49,"entityTypeId":1782728300,"name":"Laser Pistol","description":"<p>It&rsquo;s up to you to decide whether a character has proficiency with a firearm. Characters in most D&amp;D worlds wouldn&rsquo;t have such proficiency. During their downtime, characters can use the training rules in the <em>Player&rsquo;s Handbook</em> to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Vex[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":3},{"id":50,"entityTypeId":1782728300,"name":"Antimatter Rifle","description":"<p>It&rsquo;s up to you to decide whether a character has proficiency with a firearm. Characters in most D&amp;D worlds wouldn&rsquo;t have such proficiency. During their downtime, characters can use the training rules in the <em>Player&rsquo;s Handbook</em> to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Sap[/wprop].</strong></em> If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>\r\n</div>","categoryId":3},{"id":51,"entityTypeId":1782728300,"name":"Laser Rifle","description":"<p>It&rsquo;s up to you to decide whether a character has proficiency with a firearm. Characters in most D&amp;D worlds wouldn&rsquo;t have such proficiency. During their downtime, characters can use the training rules in the <em>Player&rsquo;s Handbook</em> to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":3},{"id":52,"entityTypeId":1782728300,"name":"Palm Pistol (Exandria)","description":"<p>Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the <em><a title=\"Dungeon Master&rsquo;s Guide\" href=\"https://www.dndbeyond.com/sources/dmg\">Dungeon Master&rsquo;s Guide</a></em>. Firearms are ranged weapons.</p>\r\n<p><em><strong>Reload.</strong></em> The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.</p>\r\n<p><em><strong>Misfire.</strong></em> Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon&rsquo;s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker&rsquo;s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon&rsquo;s misfire score by 1.</p>\r\n<p><em><strong>Explosive.</strong></em> Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.</p>\r\n<p><strong>Ammunition</strong></p>\r\n<p>All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker&rsquo;s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.</p>\r\n<blockquote>\r\n<p><span style=\"color: #ff0000;\"><strong>THIS IS UNOFFICIAL MATERIAL</strong></span></p>\r\n<p>These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren&rsquo;t officially part of the Dungeons &amp; Dragons game and aren&rsquo;t permitted in D&amp;D Adventurers League events unless otherwise stated.</p>\r\n</blockquote>","categoryId":3},{"id":53,"entityTypeId":1782728300,"name":"Pepperbox (Exandria)","description":"<p><span style=\"font-weight: 400;\">Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master&rsquo;s Guide. Firearms are ranged weapons.</span></p>\r\n<p><b><i>Reload.</i></b><span style=\"font-weight: 400;\">&nbsp;The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.</span><span style=\"font-weight: 400;\"><br /></span></p>\r\n<p><b><i>Misfire.</i></b><span style=\"font-weight: 400;\">&nbsp;Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon&rsquo;s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker&rsquo;s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon&rsquo;s misfire score by 1.</span><span style=\"font-weight: 400;\"><br /></span><span style=\"font-weight: 400;\"><br /></span><b>Ammunition</b><b><br /></b><span style=\"font-weight: 400;\">All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker&rsquo;s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.</span></p>\r\n<blockquote>\r\n<p><span style=\"color: #ff0000;\"><strong>THIS IS UNOFFICIAL MATERIAL</strong></span></p>\r\n<p>These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren&rsquo;t officially part of the Dungeons &amp; Dragons game and aren&rsquo;t permitted in D&amp;D Adventurers League events unless otherwise stated.</p>\r\n</blockquote>","categoryId":3},{"id":54,"entityTypeId":1782728300,"name":"Pistol (Exandria)","description":"<p>Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the <em><a title=\"Dungeon Master&rsquo;s Guide\" href=\"https://www.dndbeyond.com/sources/dmg\">Dungeon Master&rsquo;s Guide</a></em>. Firearms are ranged weapons.</p>\r\n<p><em><strong>Reload.</strong></em> The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.</p>\r\n<p><em><strong>Misfire.</strong></em> Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon&rsquo;s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker&rsquo;s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon&rsquo;s misfire score by 1.</p>\r\n<p><em><strong>Explosive.</strong></em> Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.</p>\r\n<p><strong>Ammunition</strong></p>\r\n<p>All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker&rsquo;s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.</p>\r\n<blockquote>\r\n<p><span style=\"color: #ff0000;\"><strong>THIS IS UNOFFICIAL MATERIAL</strong></span></p>\r\n<p>These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren&rsquo;t officially part of the Dungeons &amp; Dragons game and aren&rsquo;t permitted in D&amp;D Adventurers League events unless otherwise stated.</p>\r\n</blockquote>","categoryId":3},{"id":55,"entityTypeId":1782728300,"name":"Blunderbuss (Exandria)","description":"<p>Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the <em><a title=\"Dungeon Master&rsquo;s Guide\" href=\"https://www.dndbeyond.com/sources/dmg\">Dungeon Master&rsquo;s Guide</a></em>. Firearms are ranged weapons.</p>\r\n<p><em><strong>Reload.</strong></em> The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.</p>\r\n<p><em><strong>Misfire.</strong></em> Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon&rsquo;s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker&rsquo;s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon&rsquo;s misfire score by 1.</p>\r\n<p><em><strong>Explosive.</strong></em> Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.</p>\r\n<p><strong>Ammunition</strong></p>\r\n<p>All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker&rsquo;s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.</p>\r\n<blockquote>\r\n<p><span style=\"color: #ff0000;\"><strong>THIS IS UNOFFICIAL MATERIAL</strong></span></p>\r\n<p>These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren&rsquo;t officially part of the Dungeons &amp; Dragons game and aren&rsquo;t permitted in D&amp;D Adventurers League events unless otherwise stated.</p>\r\n</blockquote>","categoryId":3},{"id":56,"entityTypeId":1782728300,"name":"Bad News (Exandria)","description":"<p>Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the <em><a title=\"Dungeon Master&rsquo;s Guide\" href=\"https://www.dndbeyond.com/sources/dmg\">Dungeon Master&rsquo;s Guide</a></em>. Firearms are ranged weapons.</p>\r\n<p><em><strong>Reload.</strong></em> The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.</p>\r\n<p><em><strong>Misfire.</strong></em> Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon&rsquo;s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker&rsquo;s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon&rsquo;s misfire score by 1.</p>\r\n<p><em><strong>Explosive.</strong></em> Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.</p>\r\n<p><strong>Ammunition</strong></p>\r\n<p>All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker&rsquo;s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.</p>\r\n<blockquote>\r\n<p><span style=\"color: #ff0000;\"><strong>THIS IS UNOFFICIAL MATERIAL</strong></span></p>\r\n<p>These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren&rsquo;t officially part of the Dungeons &amp; Dragons game and aren&rsquo;t permitted in D&amp;D Adventurers League events unless otherwise stated.</p>\r\n</blockquote>","categoryId":3},{"id":57,"entityTypeId":1782728300,"name":"Hand Mortar (Exandria)","description":"<p><span style=\"font-weight: 400;\">Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master&rsquo;s Guide. Firearms are ranged weapons.</span></p>\r\n<p><b><i>Reload.</i></b><span style=\"font-weight: 400;\">&nbsp;The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.</span><span style=\"font-weight: 400;\"><br /></span></p>\r\n<p><b><i>Misfire.</i></b><span style=\"font-weight: 400;\">&nbsp;Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon&rsquo;s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker&rsquo;s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon&rsquo;s misfire score by 1.</span><span style=\"font-weight: 400;\"><br /></span></p>\r\n<p><b><i>Explosive.</i></b><span style=\"font-weight: 400;\">&nbsp;Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.</span><span style=\"font-weight: 400;\"><br /></span><span style=\"font-weight: 400;\"><br /></span><b>Ammunition</b><b><br /></b><span style=\"font-weight: 400;\">All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker&rsquo;s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.</span></p>\r\n<blockquote>\r\n<p><span style=\"color: #ff0000;\"><strong>THIS IS UNOFFICIAL MATERIAL</strong></span></p>\r\n<p>These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren&rsquo;t officially part of the Dungeons &amp; Dragons game and aren&rsquo;t permitted in D&amp;D Adventurers League events unless otherwise stated.</p>\r\n</blockquote>","categoryId":3},{"id":58,"entityTypeId":1782728300,"name":"Musket (Exandria)","description":"<p>Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the <em><a title=\"Dungeon Master&rsquo;s Guide\" href=\"https://www.dndbeyond.com/sources/dmg\">Dungeon Master&rsquo;s Guide</a></em>. Firearms are ranged weapons.</p>\r\n<p><em><strong>Reload.</strong></em> The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.</p>\r\n<p><em><strong>Misfire.</strong></em> Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon&rsquo;s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker&rsquo;s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon&rsquo;s misfire score by 1.</p>\r\n<p><em><strong>Explosive.</strong></em> Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.</p>\r\n<p><strong>Ammunition</strong></p>\r\n<p>All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker&rsquo;s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.</p>\r\n<blockquote>\r\n<p><span style=\"color: #ff0000;\"><strong>THIS IS UNOFFICIAL MATERIAL</strong></span></p>\r\n<p>These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren&rsquo;t officially part of the Dungeons &amp; Dragons game and aren&rsquo;t permitted in D&amp;D Adventurers League events unless otherwise stated.</p>\r\n</blockquote>","categoryId":3},{"id":59,"entityTypeId":1782728300,"name":"Double-Bladed Scimitar","description":"<p>The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp) &mdash; few though ever have the opportunity to purchase one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer to prove they&rsquo;re worthy to wield it.</p>\r\n<p><strong>Special.</strong> If you attack with a double-bladed scimitar as part of the [action]Attack[/action] action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.</p>","categoryId":2},{"id":60,"entityTypeId":1782728300,"name":"Hoopak (Ranged)","description":"<p>A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other.</p>\r\n<p><strong><em>Special.</em></strong> When you make a melee attack with this weapon, you ignore its [wprop]ammunition[/wprop] property. You can use the hoopak as a martial ranged weapon. If you do, it uses the [wprop]ammunition[/wprop] property, uses [item]sling bullets[/item], and deals 1d4 bludgeoning damage on a hit.</p>","categoryId":2},{"id":61,"entityTypeId":1782728300,"name":"Hoopak","description":"<p>A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other.</p>\r\n<p><strong><em>Special.</em></strong> When you make a melee attack with this weapon, you ignore its [wprop]ammunition[/wprop] property. You can use the hoopak as a martial ranged weapon. If you do, it uses the [wprop]ammunition[/wprop] property, uses [item]sling bullets[/item], and deals 1d4 bludgeoning damage on a hit.</p>","categoryId":2},{"id":62,"entityTypeId":1782728300,"name":"Firearm","description":"","categoryId":2},{"id":63,"entityTypeId":1782728300,"name":"Blaster","description":"<p>The blaster is a ranged weapon that deals (1d6) radiant damage on a hit. Its normal range is 30 feet, and its long range is 90 feet.</p>","categoryId":2},{"id":64,"entityTypeId":1782728300,"name":"Golden Scythe","description":"<p>This heavy, two-handed melee weapon deals 2d6 slashing damage on a hit. When you hit with this weapon, you can deal an extra 3d8 necrotic damage. Once you deal this extra necrotic damage, you can&rsquo;t do so again until you finish a short or long rest.</p>","categoryId":2},{"id":65,"entityTypeId":1782728300,"name":"Serrated Saber","description":"<p>This melee weapon deals 1d8 slashing damage on a hit. As a bonus action, you can charge the serrated saber with psychic energy. The next creature you hit with the weapon before the end of this turn has disadvantage on the next attack roll they make before the start of your next turn.</p>","categoryId":2},{"id":66,"entityTypeId":1782728300,"name":"Needler Pistol","description":"<p>This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an [item]energy cell[/item] stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges.</p>\r\n<p>As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking [rollable]8d4;{\"diceNotation\":\"8d4\", \"rollType\":\"damage\", \"rollAction\":\"Needler Pistol\",\"rollDamageType\":\"piercing\"}[/rollable] piercing damage on a failed save or half as much damage on a successful one.</p>\r\n<p><em><strong>Replacing the Energy Cell.</strong></em> While the pistol has charges remaining, its energy cell can&rsquo;t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.</p>","categoryId":3},{"id":67,"entityTypeId":1782728300,"name":"Semiautomatic Pistol","description":"<p>It&rsquo;s up to you to decide whether a character has proficiency with a firearm. Characters in most D&amp;D worlds wouldn&rsquo;t have such proficiency. During their downtime, characters can use the training rules in the <em>Player&rsquo;s Handbook</em> to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":3},{"id":68,"entityTypeId":1782728300,"name":"Battle Axe","description":"<p>Proficiency with a Battle Axe allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","categoryId":2},{"id":69,"entityTypeId":1782728300,"name":"Staff","description":"<p>Proficiency with a Staff allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","categoryId":1},{"id":70,"entityTypeId":1782728300,"name":"Hammer","description":"<p>Proficiency with a Hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","categoryId":1},{"id":71,"entityTypeId":1782728300,"name":"Axe","description":"<p>Proficiency with a Axe allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","categoryId":1},{"id":72,"entityTypeId":1782728300,"name":"Heavy Hammer","description":"<p>Proficiency with a Heavy Hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","categoryId":2},{"id":73,"entityTypeId":1782728300,"name":"Mattock","description":"<p>Proficiency with a Mattock allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","categoryId":2},{"id":74,"entityTypeId":1782728300,"name":"Long Sword","description":"<p>Proficiency with a Long Sword allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","categoryId":2},{"id":75,"entityTypeId":1782728300,"name":"Sword","description":"<p>Proficiency with a Sword allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","categoryId":2},{"id":76,"entityTypeId":1782728300,"name":"Boarding Axe","description":"<p>This one-handed axe has a pick on the opposite end of the blade. You can choose to deal either slashing damage or piercing damage, depending on which end you use to attack. If you are proficient with axes, you can add your proficiency bonus on any checks made to climb a vertical surface when wielding it.</p>","categoryId":2},{"id":77,"entityTypeId":1782728300,"name":"Twinshot Hand Crossbow","description":"<p>This hand crossbow has been modified to support two crossbow mechanisms, each one activated with a separate trigger. Unlike other weapons with the [wprop]loading[/wprop] property, it can be fired twice before it needs to be reloaded. If you are proficient with a hand crossbow, you are proficient with a twinshot hand crossbow as well.</p>","categoryId":2},{"id":78,"entityTypeId":1782728300,"name":"Claw","description":"<p>A claw is a simple, bladed melee weapon worn as a glove that deals 1d6 slashing damage on a hit and has the attached and light properties.</p>","categoryId":1},{"id":79,"entityTypeId":1782728300,"name":"Slingshot","description":"<p>Slingshots are simple ranged weapons comprising an elasticated material strung between a Y-frame brace. They have the two-handed and ranged (20/60) properties and deal 1d6 bludgeoning damage on a hit. They use the same ammunition as slings and are commonly used by rakins.</p>","categoryId":1},{"id":80,"entityTypeId":1782728300,"name":"Tommybow, light","description":"<p>Tommybows are repeating crossbows that mirror the three types of normal crossbows: hand, heavy, and light. They are composed of vertically-stacked bows upon a crossbow&rsquo;s chassis, an unwieldy arrangement that reduces their effective range in comparison to their crossbow counterparts.</p>\r\n<p><em><strong>Reload.</strong></em> Tommybows replace the loading property of their crossbow counterpart with the reload property. The cost of the item is proportional to the amount of ammunition it can hold (the value in parentheses), with the maximum reload (6) tommybow costing six times its crossbow equivalent&rsquo;s price.</p>\r\n<table id=\"TommybowValue\" class=\"table-compendium\"><caption>\r\n<h4>Tommybow Value</h4>\r\n</caption>\r\n<thead>\r\n<tr>\r\n<th>Base Crossbow</th>\r\n<th>Reload (2)</th>\r\n<th>Reload (3)</th>\r\n<th>Reload (4)</th>\r\n<th>Reload (5)</th>\r\n<th>Reload (6)</th>\r\n<th>Range</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>Light crossbow</td>\r\n<td>50 gp</td>\r\n<td>75 gp</td>\r\n<td>100 gp</td>\r\n<td>125 gp</td>\r\n<td>150 gp</td>\r\n<td>80/160 ft.</td>\r\n</tr>\r\n</tbody>\r\n</table>","categoryId":1},{"id":81,"entityTypeId":1782728300,"name":"Nunchaku","description":"<p>Nunchaku are martial melee weapons composed of two hard batons connected to one another by a short chain or tether. They have the finesse, versatile (1d8), and Special: Flourish properties, and deal 1d6 bludgeoning damage on a hit.</p>\r\n<p><em><strong>Special: Flourish.</strong></em> When you are wielding the nunchaku in two hands and take the [action]Attack[/action] action on your turn, you can attempt to flourish with the weapon immediately before you make your first attack. To flourish, make a DC 13 Dexterity check, adding your proficiency bonus if you are proficient with nunchaku. On a success, you gain a +2 bonus to the first attack roll you make this turn. On a failure, you deal bludgeoning damage to yourself equal to your proficiency bonus and gain no bonus from your flourishes this turn.</p>","categoryId":2},{"id":82,"entityTypeId":1782728300,"name":"Tetherhook","description":"<p>A tetherhook is a martial melee weapon with the reach, two-handed, and Special: Hookpull properties. It is comprised of a hook attached to a chain or strap and deals 1d8 piercing damage on a hit.</p>\r\n<p><em><strong>Special: Hookpull.</strong></em> As a bonus action immediately after you hit a target no more than one size larger than you with an attack using the tetherhook, you can attempt to hook the target using the tetherhook&rsquo;s reach. Make a Strength ([skill]Athletics[/skill]) check contested by the target&rsquo;s Strength ([skill]Athletics[/skill]) or Dexterity ([skill]Acrobatics[/skill]) check (the target chooses the ability to use). If you succeed, the target is hooked and can&rsquo;t move further away from you. A hooked creature is no longer hooked if you release the tether with both hands, but only one hand is required to keep a creature hooked. A hooked creature can use its action to escape. To do so, it must succeed on a Strength ([skill]Athletics[/skill]) or Dexterity ([skill]Acrobatics[/skill]) check contested by your Strength ([skill]Athletics[/skill]) check.</p>\r\n<p>As part of the bonus action to hook the target, and as a bonus action on any of your subsequent turns while it remains hooked, you can pull the creature 5 feet closer to you. If the target is an object that isn&rsquo;t fixed in place and that weighs less than your push, drag, or lift capacity, you can pull it 5 feet closer to you as a bonus action after you hit it with an attack.</p>","categoryId":2},{"id":83,"entityTypeId":1782728300,"name":"Twinblade","description":"<p>Twinblades are martial melee weapons; double-bladed polearms that rely on the user&rsquo;s dexterity to keep them in constant motion. They have the finesse and two-handed properties, and deal 2d4 slashing damage on a hit. They also have the Special: Whirl property.</p>\r\n<p><em><strong>Special: Whirl.</strong></em> When you are wielding the twinblade in two hands, you can use a bonus action to attempt to whirl the weapon. To whirl, make a DC 10 Dexterity check, adding your proficiency bonus if you are proficient with twinblades. On a success, you gain a +1 bonus to your AC until the start of your next turn, the whirling blades acting as a barrier against attacks. On a result of 15 or higher, you gain a +2 bonus, instead. On a failure, you deal slashing damage to yourself equal to your proficiency bonus and gain no bonus to your AC from the whirl this turn.</p>","categoryId":2},{"id":84,"entityTypeId":1782728300,"name":"Tommybow, hand","description":"<p>Tommybows are repeating crossbows that mirror the three types of normal crossbows: hand, heavy, and light. They are composed of vertically-stacked bows upon a crossbow&rsquo;s chassis, an unwieldy arrangement that reduces their effective range in comparison to their crossbow counterparts.</p>\r\n<p><em><strong>Reload.</strong></em> Tommybows replace the loading property of their crossbow counterpart with the reload property. The cost of the item is proportional to the amount of ammunition it can hold (the value in parentheses), with the maximum reload (6) tommybow costing six times its crossbow equivalent&rsquo;s price.</p>\r\n<table id=\"TommybowValue\" class=\"table-compendium\"><caption>\r\n<h4>Tommybow Value</h4>\r\n</caption>\r\n<thead>\r\n<tr>\r\n<th>Base Crossbow</th>\r\n<th>Reload (2)</th>\r\n<th>Reload (3)</th>\r\n<th>Reload (4)</th>\r\n<th>Reload (5)</th>\r\n<th>Reload (6)</th>\r\n<th>Range</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>Hand crossbow</td>\r\n<td>150 gp</td>\r\n<td>225 gp</td>\r\n<td>300 gp</td>\r\n<td>375 gp</td>\r\n<td>450 gp</td>\r\n<td>30/60 ft.</td>\r\n</tr>\r\n</tbody>\r\n</table>","categoryId":2},{"id":85,"entityTypeId":1782728300,"name":"Tommybow, heavy","description":"<p>Tommybows are repeating crossbows that mirror the three types of normal crossbows: hand, heavy, and light. They are composed of vertically-stacked bows upon a crossbow&rsquo;s chassis, an unwieldy arrangement that reduces their effective range in comparison to their crossbow counterparts.</p>\r\n<p><em><strong>Reload.</strong></em> Tommybows replace the loading property of their crossbow counterpart with the reload property. The cost of the item is proportional to the amount of ammunition it can hold (the value in parentheses), with the maximum reload (6) tommybow costing six times its crossbow equivalent&rsquo;s price.</p>\r\n<table id=\"TommybowValue\" class=\"table-compendium\"><caption>\r\n<h4>Tommybow Value</h4>\r\n</caption>\r\n<thead>\r\n<tr>\r\n<th>Base Crossbow</th>\r\n<th>Reload (2)</th>\r\n<th>Reload (3)</th>\r\n<th>Reload (4)</th>\r\n<th>Reload (5)</th>\r\n<th>Reload (6)</th>\r\n<th>Range</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>Heavy crossbow</td>\r\n<td>100 gp</td>\r\n<td>150 gp</td>\r\n<td>200 gp</td>\r\n<td>250 gp</td>\r\n<td>300 gp</td>\r\n<td>100/200 ft.</td>\r\n</tr>\r\n</tbody>\r\n</table>","categoryId":2},{"id":86,"entityTypeId":1782728300,"name":"Magitech Blunderbuss","description":"<p>Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range.</p>\r\n<p><em><strong>Extra Reloads.</strong></em> More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.</p>","categoryId":3},{"id":87,"entityTypeId":1782728300,"name":"Magitech Musket","description":"<p>Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range.</p>\r\n<p><em><strong>Extra Reloads.</strong></em> More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.</p>","categoryId":3},{"id":88,"entityTypeId":1782728300,"name":"Magitech Pistol","description":"<p>Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range.</p>\r\n<p><em><strong>Extra Reloads.</strong></em> More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.</p>","categoryId":3},{"id":89,"entityTypeId":1782728300,"name":"Magitech Revolver","description":"<p>Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range.</p>\r\n<p><em><strong>Extra Reloads.</strong></em> More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.</p>","categoryId":3},{"id":90,"entityTypeId":1782728300,"name":"Magitech Rifle","description":"<p>Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range.</p>\r\n<p><em><strong>Extra Reloads.</strong></em> More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.</p>","categoryId":3},{"id":91,"entityTypeId":1782728300,"name":"Candlemaker's Club","description":"<p>These heavy honey dipper shaped clubs are traditionally used for mixing the giant vats of wax used by the Courier Brigade to seal packages and craft candles. They&rsquo;re now used by postal knights and adventurers as a useful defensive and offensive tool.</p>\r\n<p>While wielding a candlemaker&rsquo;s club, you can use a bonus action to extinguish a flame within 5 feet of you.</p>","categoryId":2},{"id":92,"entityTypeId":1782728300,"name":"Dandelion Spear","description":"<p>This strange and intimidating weapon was made for fishing in the reefs and crags of the Shallows. Its long haft is tipped with a spherical array of thin sharp barbs, which gave the spear its title, as its silhouette is reminiscent of a blooming dandelion.</p>","categoryId":2},{"id":93,"entityTypeId":1782728300,"name":"Drive Shaft","description":"","categoryId":2},{"id":94,"entityTypeId":1782728300,"name":"Lom Lom Dagger","description":"<p>The short and angular blade of a lom lom dagger was designed for cleaving and quickly became a staple in most of Obojima&rsquo;s kitchens. Over time, the blade length grew longer and longer, and eventually the lom lom dagger made its way out of the kitchen and into the hands of adventurers, who favored it for its balance and accuracy when thrown.</p>","categoryId":2},{"id":95,"entityTypeId":1782728300,"name":"Secret Stone Sword","description":"<p>Although it&rsquo;s not much of a secret nowadays, the magical stone known as feather rock, which is used to craft these stone swords, was once coveted and kept hidden by the Nakudama. Even though feather rock is now commonly used by potion brewers, and the craft of making one of these swords is fairly common, the name has stayed the same.</p>","categoryId":2},{"id":96,"entityTypeId":1782728300,"name":"Shepherd Crook","description":"<p>As a bonus action, you can make a contested Strength check against a creature within range, moving the target to another unoccupied space within 5 feet of you on a success.</p>","categoryId":2},{"id":97,"entityTypeId":1782728300,"name":"Tapper Sack","description":"<p>A tapper sack is a simple tool and weapon used by farmers. At the end of a fine, yet sturdy, braided cord is a simple bag which has been filled with sand. Although it&rsquo;s not very flashy, in the hands of a skilled adventurer this humble weapon packs quite a punch.</p>","categoryId":2},{"id":98,"entityTypeId":1782728300,"name":"Vertebrae Sword","description":"<p>The jagged vertebrae sword of a fishfolk warrior can barely be called a sword. Locals would say it&rsquo;s better described as a makeshift weapon crafted from a fish skeleton and sea trash. Its poor construction is the reason it&rsquo;s not often a weapon seen on land, though when used by a skilled fighter, it most certainly can be a formidable tool.</p>\r\n<p>When you successfully hit a creature with a vertebrae sword, you can use a bonus action to rake and twist the weapon, breaking off some of the sword&rsquo;s boney barbs and dealing an extra 1d8 piercing damage. The vertebrae sword can only be used in this way 5 times before it becomes unusable as a weapon.</p>","categoryId":2},{"id":99,"entityTypeId":1782728300,"name":"Vaulter's Axe ","description":"<p>The vaulter&rsquo;s axe was designed by the Rangers of the Greenward Path for exploring the Brackwater Wetlands. Its tall haft allows wielders of the axe to easily check water depths and vault over obstacles. To this day it&rsquo;s a useful tool for anyone exploring the eastern side of the island.</p>\r\n<p>As part of your movement, you can use the vaulter&rsquo;s axe to launch yourself 15 feet over a creature or obstacle. Using your movement in this way ignores nonmagical difficult terrain.</p>","categoryId":2},{"id":100,"entityTypeId":1782728300,"name":"Field Spear","description":"<p>Also known as the merchant&rsquo;s blade, the field spear was proven a useful and sturdy tool by the hundreds of merchants and travelers that use it in their expeditions across the island. Its shorter haft is roughly half the size of a standard spear and its tip is more similar to a wide blade or dagger than the traditional spear tip.</p>","categoryId":2},{"id":101,"entityTypeId":1782728300,"name":"Nakudama Bubble Rod","description":"<p>The Nakudama bubble rod is most recognizable by the curious sounds it produces when used. The wet descending whistle of multiple water filled glass marbles shot from the end of the oblong tube, quickly followed by the unmistakable pop of the ammunition as they hit their target.</p>","categoryId":2},{"id":102,"entityTypeId":1782728300,"name":"Umbrella","description":"<p>Whenever you take falling damage while wielding an umbrella, you can use your reaction to reduce the damage by a number equal to twice your proficiency bonus.</p>","categoryId":1},{"id":103,"entityTypeId":1782728300,"name":"Boomerang (Obojima)","description":"<p>When thrown, the boomerang returns to an unoccupied space adjacent to you. As a reaction, you can choose to catch it.</p>","categoryId":1},{"id":104,"entityTypeId":1782728300,"name":"Boat Oar","description":"","categoryId":1},{"id":105,"entityTypeId":1782728300,"name":"Butterfly Staff","description":"<p>Although it can be used as a weapon, the butterfly staff is more commonly used as a tool to catch small spirits and critters. Its tall haft is capped with a well-woven net, which is often made from [item]sheep dragon wool[/item].</p>\r\n<p>When you make a grapple check while holding the butterfly staff, you can use the staff to target a Small or smaller creature that is up to 10 feet away from you. When you do so, you use your attack modifier for the weapon in place of your Strength ([skill]Athletics[/skill]) check. While grappling a creature in this way, you can&rsquo;t make another attack with the butterfly staff.</p>","categoryId":1},{"id":106,"entityTypeId":1782728300,"name":"Fan","description":"<p>When you&rsquo;re hit by a ranged weapon attack, you can use your reaction to reduce the incoming damage of the attack by a number equal to your Dexterity modifier.</p>","categoryId":1},{"id":107,"entityTypeId":1782728300,"name":"Frying Pan","description":"<p>When wielding a frying pan, you can use your bonus action to add a +1 bonus to your AC until the end of your next turn. You can&rsquo;t gain this benefit while wielding a shield.</p>","categoryId":1},{"id":108,"entityTypeId":1782728300,"name":"Iron Tea Kettle","description":"","categoryId":1},{"id":109,"entityTypeId":1782728300,"name":"Shovel (Obojima)","description":"","categoryId":1},{"id":110,"entityTypeId":1782728300,"name":"Bellow Flute","description":"<p>The traditional Obojiman instrument has gotten a second life as a swift club-like weapon commonly used by traveling performers. It is crafted from a special coral found all across the shallows, which naturally forms with dozens of tiny holes that run throughout the body of the instrumental weapon. When swung it emits a beautiful harmonic sound.</p>","categoryId":2},{"id":111,"entityTypeId":1782728300,"name":"Blunderbuss","description":"<p>This distinctive short-range firearm features a dramatically flared muzzle designed to launch shot in a wide spray. Most effective at close range, the Blunderbuss can be considered a precursor to the modern shotgun.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Scatter[/wprop].</em></strong> Being within 5 feet of an enemy doesn&rsquo;t impose [rules]Disadvantage[/rules] on your ranged attack rolls with this weapon.</p>\r\n</div>","categoryId":2},{"id":112,"entityTypeId":1782728300,"name":"Double-Barrel Shotgun","description":"<p>A classic design with two loaded barrels, the Double-Barrel Shotgun trades ammo capacity and range for reliability and firepower.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Scatter[/wprop].</em></strong> Being within 5 feet of an enemy doesn&rsquo;t impose [rules]Disadvantage[/rules] on your ranged attack rolls with this weapon.</p>\r\n</div>","categoryId":1},{"id":113,"entityTypeId":1782728300,"name":"Hunting Rifle","description":"<p>Designed for big game, Hunting Rifles are slow but accurate, requiring bolt action operation between every shot.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Sighted[/wprop].</em></strong> Attacking at long range with this weapon doesn&rsquo;t impose [rules]Disadvantage[/rules] on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.</p>\r\n</div>","categoryId":1},{"id":114,"entityTypeId":1782728300,"name":"Parlor Gun","description":"<p><span class=\"NormalTextRun SCXW2669843 BCX0\">The smallest usable firearm, a Parlor Gun can be tucked into a stocking or hidden down a sleeve for two barrels of </span><span class=\"NormalTextRun SCXW2669843 BCX0\">point-blank</span><span class=\"NormalTextRun SCXW2669843 BCX0\"> fire.</span></p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have [rules]Advantage[/rules] on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":1},{"id":115,"entityTypeId":1782728300,"name":"Revolver (TGC)","description":"<p>An iconic handgun, the Revolver stores six bullets in a rotating cylinder. This weapon is favored by Gunslingers for its reliability and stopping-power.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Slow[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":1},{"id":116,"entityTypeId":1782728300,"name":"Cannon","description":"<p>Smoothbore, muzzleloading Cannons are common fixtures on pirate ships and defensive fortifications, capable of splintering wood and reducing stone to gravel with a thunderous boom. Larger siege weapons of this type exist, and require entire teams of operators to position, load, and fire.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Explode[/wprop].</em></strong> When you take the [action]Attack[/action] action, you can replace one of your attacks with an explosion from this weapon&rsquo;s projectile. This explosion is a 5-foot-radius Sphere centered on a point you choose within the weapon&rsquo;s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon&rsquo;s damage, but don&rsquo;t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage. You can create an explosion only once per turn.</p>\r\n</div>","categoryId":2},{"id":117,"entityTypeId":1782728300,"name":"Gatling Gun","description":"<p>Infamous for its rate of fire, the Gatling Gun rotates and fires six or more barrels in succession. This weapon is cumbersome, easily recognizable, and utterly terrifying.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Automatic[/wprop].</em></strong> When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can&rsquo;t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.</p>\r\n</div>","categoryId":2},{"id":118,"entityTypeId":1782728300,"name":"Flare Gun","description":"<p>Less a firearm and more a survival tool, a Flare Gun fires a single white-hot flare, useful for distress signals and last-ditch-effort self-defense.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Slow[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":1},{"id":119,"entityTypeId":1782728300,"name":"Handgun","description":"<p>Portable, reliable, and with a generous magazine size, the Handgun is the go-to firearm for self-defense and law enforcement.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have [rules]Advantage[/rules] on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":1},{"id":120,"entityTypeId":1782728300,"name":"Assault Rifle","description":"<p>Combining a high rate of fire with rifle-grade ballistics, the Assault Rifle is a staple weapon for all modern militaries. Dozens of variants exist on this general design, but all share the traits of a flexible and formidable weapon.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Automatic[/wprop].</em></strong> When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with [rules]Disadvantage[/rules], regardless of circumstance. You can&rsquo;t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.</p>\r\n</div>","categoryId":2},{"id":121,"entityTypeId":1782728300,"name":"Magnum","description":"<p>Chambered for large-caliber bullets, Magnum revolvers pack the most kick possible into a single shot.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Slow[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":2},{"id":122,"entityTypeId":1782728300,"name":"Pump Shotgun","description":"<p>The Pump Shotgun&rsquo;s namesake is a distinctive sliding grip on the barrel which can be &ldquo;pumped&rdquo; to chamber a new round.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Scatter[/wprop].</em></strong> Being within 5 feet of an enemy doesn&rsquo;t impose [rules]Disadvantage[/rules] on your ranged attack rolls with this weapon.</p>\r\n</div>","categoryId":2},{"id":123,"entityTypeId":1782728300,"name":"Sniper Rifle","description":"<p>An instrument of ranged precision, the Sniper Rifle can take shots from distant, nearly invisible ranges.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Sighted[/wprop].</em></strong> Attacking at long range with this weapon doesn&rsquo;t impose [rules]Disadvantage[/rules] on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.</p>\r\n</div>","categoryId":2},{"id":124,"entityTypeId":1782728300,"name":"Submachine Gun","description":"<p>Firing lighter, easier to control rounds, the Submachine Gun is an effective alternative to larger automatic weapons.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Automatic[/wprop].</em></strong> When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with [rules]Disadvantage[/rules], regardless of circumstance. You can&rsquo;t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.</p>\r\n</div>","categoryId":2},{"id":125,"entityTypeId":1782728300,"name":"Battle Lute","description":"<p>This reinforced lute is suitable for use as a handheld Musical Instrument or for bashing when the crowd turns sour. Its strings are finely braided wire that run along a sturdy metal neck.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Slow[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":1},{"id":126,"entityTypeId":1782728300,"name":"Elven Curve Blade","description":"<p>Essentially a longer version of the [items]scimitar[/items], this traditional elven weapon has a thinner blade than its cousin.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Cleave[/wprop].</em></strong> If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon&rsquo;s damage, but don&rsquo;t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.</p>\r\n</div>","categoryId":2},{"id":127,"entityTypeId":1782728300,"name":"Repeating Hand Crossbow","description":"<p>This weapon features an ingeniously designed catch mechanism at the top of the flight grove, just in front of the latch, which automatically loads a bolt from a magazine and resets the string each time the weapon is fired. A typical Repeating Crossbow Magazine holds five Bolts.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>\r\n</div>","categoryId":2},{"id":128,"entityTypeId":1782728300,"name":"Rhoka Sword","description":"<p>These dualbladed swords are commonly used by [monsters]urdefhan warrior;urdefhan warriors[/monsters].</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Sap[/wprop].</em></strong> If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>\r\n</div>","categoryId":2},{"id":129,"entityTypeId":1782728300,"name":"Shauth Blade","description":"<p>These strange, curved blades are jagged and deadly weapons made of alchemically strengthened teeth of dead urdefhans. They are typically named for the urdefhan whose teeth were forged into the weapon and are often carried (and revered) by that urdefhan&rsquo;s descendants. If you score a [rules]Critical Hit[/rules] against a creature that isn&rsquo;t a Construct or Undead while using this weapon, you deal an extra 1d4 Slashing damage. This extra damage isn&rsquo;t doubled. Urdefhans can train to drink blood through hollow parts of a shauth blade for a moment after hitting.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Nick[/wprop].</em></strong> When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.</p>\r\n</div>","categoryId":2},{"id":130,"entityTypeId":1782728300,"name":"Shauth Lash","description":"<p>This long metal chain bears hook-like barbs made of alchemically strengthened urdefhan teeth. If you score a [rules]Critical Hit[/rules] against a creature that isn&rsquo;t a Construct or Undead while using this weapon, you deal an extra 1d6 Slashing damage. This extra damage isn&rsquo;t doubled. Urdefhans can train to drink blood through hollow parts of a shauth lash for a moment after hitting, and urdefhans hold these weapons with the same reverence with which they do [items]shauth blade;shauth blades[/items].</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Slow[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":2},{"id":131,"entityTypeId":1782728300,"name":"Starknife","description":"<p>From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Nick[/wprop].</em></strong> When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.</p>\r\n</div>","categoryId":2},{"id":132,"entityTypeId":1782728300,"name":"War Flail","description":"<p>This large flail has a long shaft connected to a shorter piece of stout wood or metal that&rsquo;s sometimes inlaid with spikes.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Topple[/wprop].</em></strong> If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.</p>\r\n</div>","categoryId":2},{"id":133,"entityTypeId":1782728300,"name":"Tamchal Chakram","description":"<p>These circular weapons are among the many strange weapons used by urdefhans. The sharp metal circle contains numerous protruding blades, while an angled central handle provides a grip that spins the weapon as it&rsquo;s thrown.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Graze[/wprop].</em></strong> If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.</p>\r\n</div>","categoryId":2},{"id":134,"entityTypeId":1782728300,"name":"Catchpole","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Catchpole, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Entangling[/wprop].</em></strong> When you take the Attack action on your turn and hit with an Entangling weapon, you can use a Bonus Action later on the same turn to entangle the target. The target must succeed on a Dexterity saving throw (DC 10 plus your Proficiency Bonus) or have the [condition]Grappled[/condition] condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.</p>\r\n<p>To escape, the target must use an action to make a Strength ([skill]Athletics[/skill]) or Dexterity ([skill]Acrobatics[/skill]) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.</p>\r\n</div>","categoryId":2},{"id":135,"entityTypeId":1782728300,"name":"Cavalry Flail","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Cavalry Flail, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>[wprop]Momentum[/wprop] weapons allow you to deliver devastating attacks as part of rapid movement. When you hit with a Momentum weapon after you moved 20 feet or more in a straight line during the same turn, upgrade the damage dice to the weapon&rsquo;s Momentum Dice value.</p>","categoryId":2},{"id":136,"entityTypeId":1782728300,"name":"Cavalry Hammer","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Cavalry Hammer, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Slow[/wprop].</em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>\r\n</div>","categoryId":2},{"id":137,"entityTypeId":1782728300,"name":"Cavalry Pick","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Cavalry Pick you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Sap[/wprop]</em>. If you hit a creature with this weapon, that creature has [rules]Disadvantage[/rules] on its next attack roll before the start of your next turn.</p>\r\n</div>","categoryId":2},{"id":138,"entityTypeId":1782728300,"name":"Arbalest","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Arbalest, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Strong-Draw[/wprop].</em></strong> A weapon with the Strong-Draw quality requires great strength to use. You have [rules]Disadvantage[/rules] on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.</p>","categoryId":2},{"id":139,"entityTypeId":1782728300,"name":"Blackpowder Pistol","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Blackpowder Pistol, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Vex[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to the creature, you have [rules]Advantage[/rules] on your next attack roll against that creature before the end of your next turn.</p>","categoryId":2},{"id":140,"entityTypeId":1782728300,"name":"Blackpowder Rifle","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Blackpowder Rifle, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Slow[/wprop].</em></strong> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn&rsquo;t exceed 10 feet.</p>","categoryId":2},{"id":141,"entityTypeId":1782728300,"name":"Blunderbuss, Hand","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Blunderbuss, Hand, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><strong><em>[wprop]Scatter (Grim Hollow);Scatter[/wprop].</em></strong> Scatter weapons can devastate multiple enemies at once. When you take the Attack action and hit a creature with a Scatter weapon, measure the weapon&rsquo;s scatter range from the target&rsquo;s space (or one square the creature occupies if it is Large or larger). Creatures other than the original target that fall within the weapon&rsquo;s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.</p>","categoryId":2},{"id":142,"entityTypeId":1782728300,"name":"Composite Longbow","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Composite Longbow, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Strong-Draw[/wprop].</strong></em> A weapon with the Strong-Draw quality requires great strength to use. You have [rules]Disadvantage[/rules] on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.</p>","categoryId":2},{"id":143,"entityTypeId":1782728300,"name":"Composite Shortbow","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Composite Shortbow, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Strong-Draw[/wprop].</strong></em> A weapon with the Strong-Draw quality requires great strength to use. You have [rules]Disadvantage[/rules] on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.</p>","categoryId":2},{"id":144,"entityTypeId":1782728300,"name":"Dragon Pistol","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Dragon Pistol, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Scatter (Grim Hollow);Scatter[/wprop].</strong></em> Scatter weapons can devastate multiple enemies at once. When you take the Attack action and hit a creature with a Scatter weapon, measure the weapon&rsquo;s scatter range from the target&rsquo;s space (or one square the creature occupies if it is Large or larger). Creatures other than the original target that fall within the weapon&rsquo;s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.</p>","categoryId":2},{"id":145,"entityTypeId":1782728300,"name":"Dragon Rifle","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Dragon Rifle, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Scatter (Grim Hollow);Scatter[/wprop].</strong></em> Scatter weapons can devastate multiple enemies at once. When you take the Attack action and hit a creature with a Scatter weapon, measure the weapon&rsquo;s scatter range from the target&rsquo;s space (or one square the creature occupies if it is Large or larger). Creatures other than the original target that fall within the weapon&rsquo;s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.</p>","categoryId":2},{"id":146,"entityTypeId":1782728300,"name":"Flame Bellows","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Flame Bellows, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Scatter (Grim Hollow);Scatter[/wprop].</strong></em> Scatter weapons can devastate multiple enemies at once. When you take the Attack action and hit a creature with a Scatter weapon, measure the weapon&rsquo;s scatter range from the target&rsquo;s space (or one square the creature occupies if it is Large or larger). Creatures other than the original target that fall within the weapon&rsquo;s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.</p>","categoryId":2},{"id":147,"entityTypeId":1782728300,"name":"Repeater Crossbow","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Crossbow, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.</p>","categoryId":2},{"id":148,"entityTypeId":1782728300,"name":"Repeater Crossbow, Hand","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Crossbow, Hand, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Vex[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>","categoryId":2},{"id":149,"entityTypeId":1782728300,"name":"Repeater Crossbow, Heavy","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Crossbow, Heavy, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Push[/wprop].</strong></em> If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.</p>","categoryId":2},{"id":150,"entityTypeId":1782728300,"name":"Repeater Needler","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Needler, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Vex[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>","categoryId":2},{"id":151,"entityTypeId":1782728300,"name":"Repeater Slinger","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Slinger, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em><strong>[wprop]Slow[/wprop].</strong></em> If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.</p>","categoryId":2},{"id":152,"entityTypeId":1782728300,"name":"Chakram","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Chakram, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Returning[/wprop].&nbsp;</em>This weapon can be hurled in such a way that it returns to you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.</p>\r\n</div>","categoryId":2},{"id":153,"entityTypeId":1782728300,"name":"Claymore","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Claymore, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Brutal[/wprop]</em>. This weapon is designed for maximum damage. Brutal weapons score Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.</p>\r\n</div>","categoryId":2},{"id":154,"entityTypeId":1782728300,"name":"Double Blade","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Double Blade, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Set[/wprop]</em>. Weapons with this property allow you to prepare for an oncoming attack. If a target enters your reach while you wield a weapon with this property, you can use your [rules]Reaction[/rules] to make a melee attack with the weapon against that target.</p>\r\n</div>","categoryId":2},{"id":155,"entityTypeId":1782728300,"name":"Double Spear","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Double Spear, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Set[/wprop]</em>. Weapons with this property allow you to prepare for an oncoming attack. If a target enters your reach while you wield a weapon with this property, you can use your [rules]Reaction[/rules] to make a melee attack with the weapon against that target.</p>\r\n</div>","categoryId":2},{"id":156,"entityTypeId":1782728300,"name":"Elite Rapier","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Elite Rapier, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Swift[/wprop]</em>. These weapons help you recover quickly from missed attacks. When you miss with a Swift weapon, you have Advantage on the first attack roll you make with the weapon against the same target before the end of your next turn. If that attack hits, it also deals an extra 1d4 damage of the weapon&rsquo;s normal damage type.</p>\r\n</div>","categoryId":2},{"id":157,"entityTypeId":1782728300,"name":"Fighting Chain","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Disarming[/wprop]</em>. These weapons can catch a foe's weapon, allowing you to remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the attacker must make opposed attack rolls, ignoring any sources of [rules]Advantage[/rules] and [rules]Disadvantage[/rules]. If your result is higher and the weapon is something the target can drop, the weapon falls from the target's grasp, landing in its space.</p>\r\n<br />\r\n<p>If your winning result on the opposed attack roll was a Critical Hit, you can choose for the weapon either to land in a space of your choice up to 15 feet from the target, or to land in your hand if you have a free hand.</p>\r\n</div>","categoryId":2},{"id":158,"entityTypeId":1782728300,"name":"Fighting Chain, Brutal","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, Brutal, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.<br /><br /><em>[wprop]Brutal[/wprop]</em>. This weapon is designed for maximum damage. Brutal weapons score Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.</p>\r\n</div>","categoryId":2},{"id":159,"entityTypeId":1782728300,"name":"Fighting Chain, Hook","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, Hook, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.<br /><br /><em>[wprop]Entangling[/wprop]</em>. When you take the Attack action on your turn and hit with an Entangling weapon, you can use a Bonus Action later on the same turn to entangle the target. The target must succeed on a Dexterity saving throw (DC 10 plus your Proficiency Bonus) or have the [condition]Grappled[/condition] condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger. <br />To escape, the target must use an action to make a Strength ([skill]Athletics[/skill]) or Dexterity ([skill]Acrobatics[/skill]) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.</p>\r\n</div>","categoryId":2},{"id":160,"entityTypeId":1782728300,"name":"Fighting Chain, Sickle","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, Sickle, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.<br /><br /><em>[wprop]Entangling[/wprop]</em>. When you take the Attack action on your turn and hit with an Entangling weapon, you can use a Bonus Action later on the same turn to entangle the target. The target must succeed on a Dexterity saving throw (DC 10 plus your Proficiency Bonus) or have the [condition]Grappled[/condition] condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.<br />To escape, the target must use an action to make a Strength ([skill]Athletics[/skill]) or Dexterity ([skill]Acrobatics[/skill]) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.</p>\r\n</div>","categoryId":2},{"id":161,"entityTypeId":1782728300,"name":"Gladiator Net","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Gladiator Net, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.<br /><br /><em>[wprop]Entangling[/wprop]</em>. When you take the Attack action on your turn and hit with an Entangling weapon, you can use a Bonus Action later on the same turn to entangle the target. The target must succeed on a Dexterity saving throw (DC 10 plus your Proficiency Bonus) or have the [condition]Grappled[/condition] condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.</p>\r\n<p>To escape, the target must use an action to make a Strength ([skill]Athletics[/skill]) or Dexterity ([skill]Acrobatics[/skill]) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.</p>\r\n</div>","categoryId":2},{"id":162,"entityTypeId":1782728300,"name":"Guardian Poleaxe","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Guardian Poleaxe, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Set[/wprop]</em>. Weapons with this property allow you to prepare for an oncoming attack. If a target enters your reach while you wield a weapon with this property, you can use your [rules]Reaction[/rules] to make a melee attack with the weapon against that target.</p>\r\n</div>","categoryId":2},{"id":163,"entityTypeId":1782728300,"name":"Knightly Lance","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Knightly Lance, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Set[/wprop]</em>. Weapons with this property allow you to prepare for an oncoming attack. If a target enters your reach while you wield a weapon with this property, you can use your [rules]Reaction[/rules] to make a melee attack with the weapon against that target.</p>\r\n</div>","categoryId":2},{"id":164,"entityTypeId":1782728300,"name":"Knightly Sword","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Knightly Sword, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Defending[/wprop]</em>. A Defending weapon is either made for parrying, has advanced techniques for use in parrying, or both. When wielding a Defending weapon, you may use your Reaction when you are hit by a melee attack roll. Roll 1d4 and add the result to your AC, including against the triggering attack.</p>\r\n</div>","categoryId":2},{"id":165,"entityTypeId":1782728300,"name":"Military Fork","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Military Fork, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Disarming[/wprop]</em>. These weapons can catch a foe's weapon, allowing you to remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the attacker must make opposed attack rolls, ignoring any sources of [rules]Advantage[/rules] and [rules]Disadvantage[/rules]. If your result is higher and the weapon is something the target can drop, the weapon falls from the target's grasp, landing in its space.</p>\r\n</div>","categoryId":2},{"id":166,"entityTypeId":1782728300,"name":"Parrying Dagger","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Parrying Dagger, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Disarming[/wprop]</em>. These weapons can catch a foe's weapon, allowing you to remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the attacker must make opposed attack rolls, ignoring any sources of [rules]Advantage[/rules] and [rules]Disadvantage[/rules]. If your result is higher and the weapon is something the target can drop, the weapon falls from the target's grasp, landing in its space.</p>\r\n</div>","categoryId":2},{"id":167,"entityTypeId":1782728300,"name":"Punching Dagger","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Punching Dagger, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Defending[/wprop]</em>. A Defending weapon is either made for parrying, has advanced techniques for use in parrying, or both. When wielding a Defending weapon, you may use your Reaction when you are hit by a melee attack roll. Roll 1d4 and add the result to your AC, including against the triggering attack.</p>\r\n</div>","categoryId":2},{"id":168,"entityTypeId":1782728300,"name":"Polearm","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Polearm, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Set[/wprop]</em>. Weapons with this property allow you to prepare for an oncoming attack. If a target enters your reach while you wield a weapon with this property, you can use your [rules]Reaction[/rules] to make a melee attack with the weapon against that target.</p>\r\n</div>","categoryId":2},{"id":169,"entityTypeId":1782728300,"name":"Returning Club","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Returning Club, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Returning[/wprop].&nbsp;</em>This weapon can be hurled in such a way that it returns to you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.</p>\r\n</div>","categoryId":2},{"id":170,"entityTypeId":1782728300,"name":"Sabre","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Sabre, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Swift[/wprop]</em>. These weapons help you recover quickly from missed attacks. When you miss with a Swift weapon, you have Advantage on the first attack roll you make with the weapon against the same target before the end of your next turn. If that attack hits, it also deals an extra 1d4 damage of the weapon&rsquo;s normal damage type.</p>\r\n</div>","categoryId":2},{"id":171,"entityTypeId":1782728300,"name":"Sheathed Staff","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Sheathed Staff, you must take the Advanced Weapon Proficiency feat. The Sheathed Staff is for Monks specifically.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Topple[/wprop]</em>. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.</p>\r\n</div>","categoryId":2},{"id":172,"entityTypeId":1782728300,"name":"Side-handle Baton","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Side-handle Baton, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Swift[/wprop]</em>. These weapons help you recover quickly from missed attacks. When you miss with a Swift weapon, you have Advantage on the first attack roll you make with the weapon against the same target before the end of your next turn. If that attack hits, it also deals an extra 1d4 damage of the weapon&rsquo;s normal damage type.</p>\r\n</div>","categoryId":2},{"id":173,"entityTypeId":1782728300,"name":"Wrath Axe","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Wrath Axe, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Brutal[/wprop]</em>. This weapon is designed for maximum damage. Brutal weapons score Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.</p>\r\n</div>","categoryId":2},{"id":174,"entityTypeId":1782728300,"name":"Wrath Maul","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Wrath Maul, you must take the Advanced Weapon Proficiency feat.</p>\r\n<div class=\"mastery-container\"><hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.</p>\r\n<p><em>[wprop]Brutal[/wprop]</em>. This weapon is designed for maximum damage. Brutal weapons score Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.</p>\r\n</div>","categoryId":2},{"id":175,"entityTypeId":1782728300,"name":"Blunderbuss (Grim Hollow)","description":"<p>Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Blunderbuss, you must take the Advanced Weapon Proficiency feat.</p>\r\n<hr />\r\n<p>This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.<br /><br /><strong><em>[wprop]Scatter (Grim Hollow);Scatter[/wprop]</em></strong>. Scatter weapons can devastate multiple enemies at once. When you take the Attack action and hit a creature with a Scatter weapon, measure the weapon&rsquo;s scatter range from the target&rsquo;s space (or one square the creature occupies if it is Large or larger). Creatures other than the original target that fall within the weapon&rsquo;s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.</p>","categoryId":2},{"id":176,"entityTypeId":1782728300,"name":"Brass Knuckles","description":"<p>A brawling weapon crafted from metal or other hard material and designed to fit around and reinforce its wielder's knuckles.</p>","categoryId":1},{"id":177,"entityTypeId":1782728300,"name":"Hand Claws","description":"<p>Three sharp slashing blades protruding from a handle to be held in its wielder&rsquo;s grip or attached to a gauntlet made of leather or metal.</p>","categoryId":1},{"id":178,"entityTypeId":1782728300,"name":"Punch Knife","description":"<p>A singular wide piercing blade affixed to a leather or metal gauntlet.</p>","categoryId":1}],"weaponProperties":[{"id":1,"name":"Ammunition","prerequisite":null,"description":"<p>You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":2,"name":"Finesse","prerequisite":null,"description":"<p>When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":3,"name":"Heavy","prerequisite":null,"description":"<p>You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":4,"name":"Light","prerequisite":null,"description":"<p>When you take the Attack 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, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack 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.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":5,"name":"Loading","prerequisite":null,"description":"<p>You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":7,"name":"Range","prerequisite":null,"description":"<p>A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second is the weapon’s long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can’t attack a target beyond the long range.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":8,"name":"Reach","prerequisite":null,"description":"<p>A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":9,"name":"Special","prerequisite":null,"description":"A weapon with the special property has unusual rules governing its use, explained in the weapon's description .","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":10,"name":"Thrown","prerequisite":null,"description":"<p>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, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":11,"name":"Two-Handed","prerequisite":null,"description":"<p>A Two-Handed weapon requires two hands when you attack with it.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":12,"name":"Versatile","prerequisite":null,"description":"<p>A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":13,"name":"Ammunition (Firearms)","prerequisite":null,"description":"<p>Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at your discretion. An Energy Cell weighs 1/2 lb.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":14,"name":"Burst Fire","prerequisite":null,"description":"<p>As an action, you can expend 10 pieces of a Burst Fire weapon’s ammunition to spray shots in a 10-foot Cube within the weapon’s normal range. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon’s damage once, and apply it to each creature that failed the save.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":15,"name":"Reload","prerequisite":null,"description":"You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":16,"name":"Misfire","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":17,"name":"Explosive","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":18,"name":"Cleave","prerequisite":null,"description":"<p>If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":19,"name":"Graze","prerequisite":null,"description":"<p>If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":20,"name":"Nick","prerequisite":null,"description":"<p>When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":21,"name":"Push","prerequisite":null,"description":"<p>If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":22,"name":"Sap","prerequisite":null,"description":"<p>If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":23,"name":"Slow","prerequisite":null,"description":"<p>If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":24,"name":"Topple","prerequisite":null,"description":"<p>If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":25,"name":"Vex","prerequisite":null,"description":"<p>If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":30,"name":"Attached","prerequisite":null,"description":"You can't be disarmed of this weapon, but donning or doffing the weapon takes an action. You can use a hand equipped with this weapon to hold items, but can't attack with the weapon while doing so. Additionally, you have disadvantage on attack rolls using other weapons held in a hand equipped with this weapon and on Sleight of Hand checks using the hand that is equipped with this weapon.","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":31,"name":"Loud","prerequisite":null,"description":"The sound of the weapon (typically a firearm) discharging alerts all hearing creatures within a number of feet as specified by the number in parentheses after the loud property. This range is doubled in echoey locations, such as cave systems, and where sound travels faster, such as underwater.","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":32,"name":"Scatter","prerequisite":null,"description":"<p>Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":33,"name":"Firearm","prerequisite":null,"description":"<p>You don’t add your ability modifier to the weapon’s damage, unless otherwise stated. Firearm ammunition is destroyed upon use.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":34,"name":"Recoil","prerequisite":null,"description":"<p>After you make an attack with this weapon, you can’t make ranged attacks beyond the weapon’s normal range until the end of the current turn.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":35,"name":"Sighted","prerequisite":null,"description":"<p>Attacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":36,"name":"Explode","prerequisite":null,"description":"<p>When you take the Attack action, you can replace one of your attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a point you choose within the weapon’s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage. You can create an explosion only once per turn.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":37,"name":"Automatic","prerequisite":null,"description":"<p>When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can’t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":38,"name":"Repeating","prerequisite":null,"description":"<p>A Repeating weapon is typically a type of crossbow that doesn’t require reloading as often. These weapons can’t be loaded with individual bolts like other crossbows; they instead require a magazine of specialized ammunition be loaded into a slot in the weapon. Once that magazine is in place, ammunition is loaded automatically each time the weapon is cocked to fire as part of the attack. Each Repeating Crossbow Magazine holds the listed number of pieces of ammunition. When the ammunition runs out, a new magazine must be loaded using a Utilize action. Alternatively, a creature can use a Bonus Action twice (once to remove the old magazine, and once to slot the new magazine in place) on different turns without using a Utilize action.<p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":39,"name":"Hafted","prerequisite":null,"description":"<p>A Hafted weapon’s haft can function well as an off-hand attack. After you use the Attack action to attack with a Hafted weapon, you can use a Bonus Action to make a melee attack with the haft. The haft deals 1d6 Bludgeoning damage, and you add your ability modifier to damage.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":40,"name":"Entangling","prerequisite":null,"description":"<p>When you take the Attack action on your turn and hit with an Entangling weapon, you can use a Bonus Action later on the same turn to entangle the target. The target must succeed on a Dexterity saving throw (DC 10 plus your Proficiency Bonus) or have the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.</p>\r\n<p>To escape, the target must use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":41,"name":"Momentum","prerequisite":null,"description":"<p>Momentum weapons allow you to deliver devastating attacks as part of rapid movement. When you hit with a Momentum weapon after you moved 20 feet or more in a straight line during the same turn, upgrade the damage dice to the weapon’s Momentum Dice value.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":42,"name":"Swift","prerequisite":null,"description":"<p>Swift weapons help you recover quickly from missed attacks. When you miss with a Swift weapon, you have Advantage on the first attack roll you make with the weapon against the same target before the end of your next turn. If that attack hits, it also deals an extra 1d4 damage of the weapon’s normal damage type.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":43,"name":"Armor-Piercing","prerequisite":null,"description":"<p>An Armor-Piercing weapon is a Melee weapon designed to punch through armor or thick hide. When you make an attack roll using an Armor-Piercing weapon, you gain a +1 bonus to the attack roll if your target is wearing armor or has an Armor Class of 18 or higher.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":44,"name":"Strong-Draw","prerequisite":null,"description":"<p>A weapon with the Strong-Draw quality requires great strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":45,"name":"Blackpowder","prerequisite":null,"description":"<p>Blackpowder weapons fire projectiles with ear-splitting noise, shredding armor with deadly force. When fired, Blackpowder weapons emit a deafening crack audible 300 feet away. A Blackpowder weapon exposed to heavy rain, submerged, or similarly drenched in water, can’t fire until dried for 1 hour. These weapons use paper cartridge bullets as ammunition.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":46,"name":"Cumbersome","prerequisite":null,"description":"<p>Cumbersome weapons are difficult to wield but are effective ranged tools for those strong enough to wield them. When making an attack with a Cumbersome weapon, you must use your Strength modifier for the attack and damage rolls.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":47,"name":"Magazine","prerequisite":null,"description":"<p>A weapon with the Magazine property also has a number and an ammunition type. The weapon holds that amount and type of ammunition, which you can expend before needing to reload the weapon. As a Bonus Action, you may remove a Magazine and then reload it with a new Magazine. A Magazine weapon comes with two empty magazines included in the weapon’s cost and weight. An additional empty magazine for a Magazine weapon costs 25 GP. Loading an empty Magazine with ammunition takes 1 minute.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":48,"name":"Repeater","prerequisite":null,"description":"<p>Repeater weapons can fire ammo in quick succession, using multiple barrels or quick-reloading mechanisms. When you take the Attack action with a Repeater weapon, you can shoot multiple times if you have features that let you attack more than once as part of that action, such as Extra Attack. After taking the Attack action you can use a Bonus Action to attack once with the same weapon. You don't add your ability modifier to the Bonus Action's attack, unless that modifier is negative.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":49,"name":"Returning","prerequisite":null,"description":"<p>A Returning weapon allows you to hurl the weapon in such a way that it returns to you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":50,"name":"Brutal","prerequisite":null,"description":"<p>A Brutal weapon is designed for maximum damage. Brutal weapons score Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":51,"name":"Double","prerequisite":null,"description":"<p>A Double weapon functions as two Light weapons, one in each hand, for the purposes of two-weapon fighting. If a Double weapon has the Reach property, you can use only one of these properties per turn.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":52,"name":"Set","prerequisite":null,"description":"<p>Weapons with the Set property allow you to prepare for an oncoming attack. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":53,"name":"Disarming","prerequisite":null,"description":"<p>A Disarming weapon can catch a foe’s weapon, allowing you to remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the attacker must make opposed attack rolls, ignoring any sources of Advantage and Disadvantage. If your result is higher and the weapon is something the target can drop, the weapon falls from the target’s grasp, landing in its space.</p>\r\n<p>If your winning result on the opposed attack roll was a Critical Hit, you can choose for the weapon either to land in a space of your choice up to 15 feet from the target, or to land in your hand if you have a free hand.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":54,"name":"Damage","prerequisite":null,"description":"<p>A Damage property weapon can deal different types of damage. When you hit with an attack from this weapon, choose one of the damage types allowed.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":55,"name":"Defending","prerequisite":null,"description":"<p>A Defending weapon is either made for parrying, has advanced techniques for use in parrying, or both. When wielding a Defending weapon, you may use your Reaction when you are hit by a melee attack roll. Roll 1d4 and add the result to your AC, including against the triggering attack.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":56,"name":"Scatter (Grim Hollow)","prerequisite":null,"description":"<p>Scatter weapons can devastate multiple enemies at once. When you take the Attack action and hit a creature with a Scatter weapon, measure the weapon’s scatter range from the target’s space (or one square the creature occupies if it is Large or larger). Creatures other than the original target that fall within the weapon’s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null}],"aoeTypes":[{"id":1,"name":"Cone","prerequisite":null,"description":"<p>A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its maximum length.</p><p>A Cone's point of origin isn't included in the area of effect unless its creator decides otherwise.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":2,"name":"Cube","prerequisite":null,"description":"<p>A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side.</p><p>A Cube's point of origin isn't included in the area of effect unless its creator decides otherwise.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":3,"name":"Cylinder","prerequisite":null,"description":"<p>A Cylinder is an area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder specifies the radius of the Cylinder's base and the Cylinder's height.</p><p>A Cylinder's point of origin is included in the area of effect.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":4,"name":"Line","prerequisite":null,"description":"<p>A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its length and width.</p><p>A Line's point of origin isn't included in the area of effect unless its creator decides otherwise.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":5,"name":"Sphere","prerequisite":null,"description":"<p>A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere.</p><p>A Sphere's point of origin is included in the Sphere's area of effect.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":9,"name":"Square","prerequisite":null,"description":" ","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":13,"name":"Square Feet","prerequisite":null,"description":"","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null},{"id":14,"name":"Emanation","prerequisite":null,"description":"<p>An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends.</p><p>An Emanation moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect.</p><p>An Emanation's origin (creature or object) isn't included in the area of effect unless its creator decides otherwise.</p>","requiredLevel":null,"displayOrder":null,"summary":null,"featuresSectionType":null,"moreDetailsUrl":null}],"lifestyles":[{"id":1,"name":"Wretched","description":"You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. ","cost":"-"},{"id":3,"name":"Squalid","description":"You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. ","cost":"1SP"},{"id":4,"name":"Poor","description":"A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. ","cost":"2SP"},{"id":5,"name":"Modest","description":"A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.","cost":"1GP"},{"id":6,"name":"Comfortable","description":"Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. ","cost":"2GP"},{"id":7,"name":"Wealthy","description":"Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. ","cost":"4GP"},{"id":8,"name":"Aristocratic","description":"You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.\r\n\r\n","cost":"10GP minimum"}],"conditions":[{"definition":{"id":1,"entityTypeId":1737492944,"name":"Blinded","type":1,"description":"<p>While you have the Blinded condition, you experience the following effects.</p><p><strong><em>Can't See.</em></strong> You can't see and automatically fail any ability check that requires sight.</p><p><strong><em>Attacks Affected.</em></strong> Attack rolls against you have Advantage, and your attack rolls have Disadvantage.</p><hr><h3>Legacy Definition</h3><ul><li>A blinded creature can't see and automatically fails any ability check that requires sight.</li><li>Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.</li></ul>","slug":"blinded","levels":[]}},{"definition":{"id":2,"entityTypeId":1737492944,"name":"Charmed","type":1,"description":"<p>While you have the Charmed condition, you experience the following effects.</p><p><strong><em>Can't Harm the Charmer.</em></strong> You can't attack the charmer or target the charmer with damaging abilities or magical effects.</p><p><strong><em>Social Advantage.</em></strong> The charmer has Advantage on any ability check to interact with you socially.</p><hr><h3>Legacy Definition</h3><ul><li>A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.</li><li>The charmer has advantage on any ability check to interact socially with the creature.</li></ul>","slug":"charmed","levels":[]}},{"definition":{"id":3,"entityTypeId":1737492944,"name":"Deafened","type":1,"description":"<p>While you have the Deafened condition, you experience the following effect.</p><p><strong><em>Can't Hear.</em></strong> You can't hear and automatically fail any ability check that requires hearing.</p><hr><h3>Legacy Definition</h3><ul><li>A deafened creature can't hear and automatically fails any ability check that requires hearing.</li></ul>","slug":"deafened","levels":[]}},{"definition":{"id":4,"entityTypeId":1737492944,"name":"Exhaustion","type":2,"description":"<p>While you have the Exhaustion condition, you experience the following effects.</p><p><strong><em>Exhaustion Levels.</em></strong> This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.</p><p><strong><em>D20 Tests Affected.</em></strong> When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.</p><p><strong><em>Speed Reduced.</em></strong> Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.</p><p><strong><em>Removing Exhaustion Levels.</em></strong> Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.</p><hr><h3>Legacy Definition</h3><p>Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.</p><p>If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.</p><p>A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.</p><p>An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.</p><p>Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.</p>","slug":"exhaustion","levels":[{"definition":{"id":1,"entityTypeId":2064013312,"level":1,"effect":"-2 to D20 Tests and -5 feet to Speed. | Legacy: Disadvantage on ability checks"}},{"definition":{"id":2,"entityTypeId":2064013312,"level":2,"effect":"-4 to D20 Tests and -10 feet to Speed. | Legacy: Speed halved"}},{"definition":{"id":3,"entityTypeId":2064013312,"level":3,"effect":"-6 to D20 Tests and -15 feet to Speed. | Legacy: Disadvantage on attack rolls and saving throws"}},{"definition":{"id":4,"entityTypeId":2064013312,"level":4,"effect":"-8 to D20 Tests and -20 feet to Speed. | Legacy: Hit point maximum halved"}},{"definition":{"id":5,"entityTypeId":2064013312,"level":5,"effect":"-10 to D20 Tests and -25 feet to Speed. | Legacy: Speed reduced to 0"}},{"definition":{"id":6,"entityTypeId":2064013312,"level":6,"effect":"You die."}}]}},{"definition":{"id":5,"entityTypeId":1737492944,"name":"Frightened","type":1,"description":"<p>While you have the Frightened condition, you experience the following effects.</p><p><strong><em>Ability Checks and Attacks Affected.</em></strong> You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.</p><p><strong><em>Can't Approach.</em></strong> You can't willingly move closer to the source of fear.</p><hr><h3>Legacy Definition</h3><ul><li>A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.</li><li>The creature can't willingly move closer to the source of its fear.</li></ul>","slug":"frightened","levels":[]}},{"definition":{"id":6,"entityTypeId":1737492944,"name":"Grappled","type":1,"description":"<p>While you have the Grappled condition, you experience the following effects.</p><p><strong><em>Speed 0.</em></strong> Your Speed is 0 and can't increase.</p><p><strong><em>Attacks Affected.</em></strong> You have Disadvantage on attack rolls against any target other than the grappler.</p><p><strong><em>Movable.</em></strong> The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.</p><hr><h3>Legacy Definition</h3><ul><li>A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</li><li>The condition ends if the grappler is incapacitated (see the condition).</li><li>The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the <em>thunderwave</em> spell.</li></ul>","slug":"grappled","levels":[]}},{"definition":{"id":7,"entityTypeId":1737492944,"name":"Incapacitated","type":1,"description":"<p>While you have the Incapacitated condition, you experience the following effects.</p><p><strong><em>Inactive.</em></strong> You can't take any action, Bonus Action, or Reaction.</p><p><strong><em>No Concentration.</em></strong> Your Concentration is broken.</p><p><strong><em>Speechless.</em></strong> You can't speak.</p><p><strong><em>Surprised.</em></strong> If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll.</p><hr><h3>Legacy Definition</h3><ul><li>An incapacitated creature can't take actions or reactions.</li></ul>","slug":"incapacitated","levels":[]}},{"definition":{"id":8,"entityTypeId":1737492944,"name":"Invisible","type":1,"description":"<p>While you have the Invisible condition, you experience the following effects.</p><p><strong><em>Surprise.</em></strong> If you're Invisible when you roll Initiative, you have Advantage on the roll.</p><p><strong><em>Concealed.</em></strong> You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed.</p><p><strong><em>Attacks Affected.</em></strong> Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature.</p><hr><h3>Legacy Definition</h3><ul><li>An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.</li><li>Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.</li></ul>","slug":"invisible","levels":[]}},{"definition":{"id":9,"entityTypeId":1737492944,"name":"Paralyzed","type":1,"description":"<p>While you have the Paralyzed condition, you experience the following effects.</p><p><strong><em>Incapacitated.</em></strong> You have the [condition]Incapacitated[/condition] condition.</p><p><strong><em>Speed 0.</em></strong> Your Speed is 0 and can't increase.</p><p><strong><em>Saving Throws Affected.</em></strong> You automatically fail Strength and Dexterity saving throws.</p><p><strong><em>Attacks Affected.</em></strong> Attack rolls against you have Advantage.</p><p><strong><em>Automatic Critical Hits.</em></strong> Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.</p><hr><h3>Legacy Definition</h3><ul><li>A paralyzed creature is incapacitated (see the condition) and can't move or speak.</li><li>The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.</li><li>Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</li></ul>","slug":"paralyzed","levels":[]}},{"definition":{"id":10,"entityTypeId":1737492944,"name":"Petrified","type":1,"description":"<p>While you have the Petrified condition, you experience the following effects.</p><p><strong><em>Turned to Inanimate Substance.</em></strong> You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.</p><p><strong><em>Incapacitated.</em></strong> You have the [condition]Incapacitated[/condition] condition.</p><p><strong><em>Speed 0.</em></strong> Your Speed is 0 and can't increase.</p><p><strong><em>Attacks Affected.</em></strong> Attack rolls against you have Advantage.</p><p><strong><em>Saving Throws Affected.</em></strong> You automatically fail Strength and Dexterity saving throws.</p><p><strong><em>Resist Damage.</em></strong> You have Resistance to all damage.</p><p><strong><em>Poison Immunity.</em></strong> You have Immunity to the Poisoned condition.</p><hr><h3>Legacy Definition</h3><ul><li>A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.</li><li>The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.</li><li>Attack rolls against the creature have advantage.</li><li>The creature automatically fails Strength and Dexterity saving throws.</li><li>The creature has resistance to all damage.</li><li>The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.</li></ul>","slug":"petrified","levels":[]}},{"definition":{"id":11,"entityTypeId":1737492944,"name":"Poisoned","type":1,"description":"<p>While you have the Poisoned condition, you experience the following effect.</p><p><strong><em>Ability Checks and Attacks Affected.</em></strong> You have Disadvantage on attack rolls and ability checks.</p><hr><h3>Legacy Definition</h3><ul><li>A poisoned creature has disadvantage on attack rolls and ability checks.</li></ul>","slug":"poisoned","levels":[]}},{"definition":{"id":12,"entityTypeId":1737492944,"name":"Prone","type":1,"description":"<p>While you have the Prone condition, you experience the following effects.</p><p><strong><em>Restricted Movement.</em></strong> Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself.</p><p><strong><em>Attacks Affected.</em></strong> You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.</p><hr><h3>Legacy Definition</h3><ul><li>A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.</li><li>The creature has disadvantage on attack rolls.</li><li>An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. 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The Athletics skill reflects aptitude in certain kinds of Strength checks.</p>\r\n<h5 id=\"Athletics\">Athletics</h5>\r\n<p>Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:</p>\r\n<ul>\r\n<li>You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.</li>\r\n<li>You try to jump an unusually long distance or pull off a stunt midjump.</li>\r\n<li>You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.</li>\r\n</ul>\r\n<h5 id=\"OtherStrengthChecks\">Other Strength Checks</h5>\r\n<p>The DM might also call for a Strength check when you try to accomplish tasks like the following:</p>\r\n<ul>\r\n<li>Force open a stuck, locked, or barred door</li>\r\n<li>Break free of bonds</li>\r\n<li>Push through a tunnel that is too small</li>\r\n<li>Hang on to a wagon while being dragged behind it</li>\r\n<li>Tip over a statue</li>\r\n<li>Keep a boulder from rolling</li>\r\n</ul>\r\n<h4 id=\"AttackRollsandDamage\">Attack Rolls and Damage</h4>\r\n<p>You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.</p>\r\n<h4 id=\"LiftingandCarrying\">Lifting and Carrying</h4>\r\n<p>Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.</p>\r\n<p><strong>Carrying Capacity.</strong> Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.</p>\r\n<p><strong>Push, Drag, or Lift.</strong> You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.</p>\r\n<p><strong>Size and Strength.</strong> Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.</p>\r\n<h4 id=\"VariantEncumbrance\">Variant: Encumbrance</h4>\r\n<p>The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in <a title=\"Armor and Shields\" href=\"https://www.dndbeyond.com/compendium/rules/phb/equipment#ArmorandShields\">chapter 5</a>.</p>\r\n<p>If you carry weight in excess of 5 times your Strength score, you are <strong>encumbered</strong>, which means your speed drops by 10 feet.</p>\r\n<p>If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead <strong>heavily encumbered</strong>, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.</p>"},{"id":2,"entityTypeId":1472902489,"key":"DEX","name":"Dexterity","compendiumText":"<p>Dexterity measures agility, reflexes, and balance.</p>\r\n<h4 id=\"DexterityChecks\">Dexterity Checks</h4>\r\n<p>A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.</p>\r\n<h5 id=\"Acrobatics\">Acrobatics</h5>\r\n<p>Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.</p>\r\n<h5 id=\"SleightofHand\">Sleight of Hand</h5>\r\n<p>Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.</p>\r\n<h5 id=\"Stealth\">Stealth</h5>\r\n<p>Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.</p>\r\n<h5 id=\"OtherDexterityChecks\">Other Dexterity Checks</h5>\r\n<p>The DM might call for a Dexterity check when you try to accomplish tasks like the following:</p>\r\n<ul>\r\n<li>Control a heavily laden cart on a steep descent</li>\r\n<li>Steer a chariot around a tight turn</li>\r\n<li>Pick a lock</li>\r\n<li>Disable a trap</li>\r\n<li>Securely tie up a prisoner</li>\r\n<li>Wriggle free of bonds</li>\r\n<li>Play a stringed instrument</li>\r\n<li>Craft a small or detailed object</li>\r\n</ul>\r\n<h4 id=\"AttackRollsandDamage\">Attack Rolls and Damage</h4>\r\n<p>You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.</p>\r\n<h4 id=\"ArmorClass\">Armor Class</h4>\r\n<p>Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5, \"<a title=\"Armor and Shields\" href=\"https://www.dndbeyond.com/compendium/rules/phb/equipment#ArmorandShields\">Equipment</a>.\"</p>\r\n<h4 id=\"Initiative\">Initiative</h4>\r\n<p>At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in chapter 9, \"<a title=\"Initiative\" href=\"https://www.dndbeyond.com/compendium/rules/phb/combat#Initiative\">Combat</a>.\"</p>\r\n<blockquote>\r\n<p><strong>HIDING</strong></p>\r\n<p>The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.</p>\r\n<p>You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.</p>\r\n<p>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.</p>\r\n<p><strong>Passive Perception.</strong> When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.</p>\r\n<p>For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.</p>\r\n<p><strong>What Can You See?</strong> One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be <strong>lightly</strong> or <strong>heavily obscured&nbsp;</strong>as explained in chapter 8, &ldquo;<a title=\"Vision and Light\" href=\"https://www.dndbeyond.com/compendium/rules/phb/adventuring#VisionandLight\">Adventuring</a>.&rdquo;</p>\r\n</blockquote>"},{"id":3,"entityTypeId":1472902489,"key":"CON","name":"Constitution","compendiumText":"<p>Constitution measures health, stamina, and vital force.</p>\r\n<h4 id=\"ConstitutionChecks\">Constitution Checks</h4>\r\n<p>Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.</p>\r\n<p>The DM might call for a Constitution check when you try to accomplish tasks like the following:</p>\r\n<ul>\r\n<li>Hold your breath</li>\r\n<li>March or labor for hours without rest</li>\r\n<li>Go without sleep</li>\r\n<li>Survive without food or water</li>\r\n<li>Quaff an entire stein of ale in one go</li>\r\n</ul>\r\n<h4 id=\"HitPoints\">Hit Points</h4>\r\n<p>Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.</p>\r\n<p>If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.</p>"},{"id":4,"entityTypeId":1472902489,"key":"INT","name":"Intelligence","compendiumText":"<p>Intelligence measures mental acuity, accuracy of recall, and the ability to reason.</p>\r\n<h4 id=\"IntelligenceChecks\">Intelligence Checks</h4>\r\n<p>An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.</p>\r\n<h5 id=\"Arcana\">Arcana</h5>\r\n<p>Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.</p>\r\n<h5 id=\"History\">History</h5>\r\n<p>Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.</p>\r\n<h5 id=\"Investigation\">Investigation</h5>\r\n<p>When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.</p>\r\n<h5 id=\"Nature\">Nature</h5>\r\n<p>Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.</p>\r\n<h5 id=\"Religion\">Religion</h5>\r\n<p>Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.</p>\r\n<h5 id=\"OtherIntelligenceChecks\">Other Intelligence Checks</h5>\r\n<p>The DM might call for an Intelligence check when you try to accomplish tasks like the following:</p>\r\n<ul>\r\n<li>Communicate with a creature without using words</li>\r\n<li>Estimate the value of a precious item</li>\r\n<li>Pull together a disguise to pass as a city guard</li>\r\n<li>Forge a document</li>\r\n<li>Recall lore about a craft or trade</li>\r\n<li>Win a game of skill</li>\r\n</ul>\r\n<h4 id=\"SpellcastingAbility\">Spellcasting Ability</h4>\r\n<p>Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p>"},{"id":5,"entityTypeId":1472902489,"key":"WIS","name":"Wisdom","compendiumText":"<p>Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.</p>\r\n<h4 id=\"WisdomChecks\">Wisdom Checks</h4>\r\n<p>A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.</p>\r\n<h5 id=\"AnimalHandling\">Animal Handling</h5>\r\n<p>When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.</p>\r\n<h5 id=\"Insight\">Insight</h5>\r\n<p>Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.</p>\r\n<h5 id=\"Medicine\">Medicine</h5>\r\n<p>A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.</p>\r\n<h5 id=\"Perception\">Perception</h5>\r\n<p>Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.</p>\r\n<aside>\r\n<blockquote>\r\n<p id=\"finding-a-hidden-object\"><strong>FINDING A HIDDEN OBJECT</strong></p>\r\n<p>When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perception) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.</p>\r\n<p>In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.</p>\r\n</blockquote>\r\n</aside>\r\n<h5 id=\"Survival\">Survival</h5>\r\n<p>The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.</p>\r\n<h5 id=\"OtherWisdomChecks\">Other Wisdom Checks</h5>\r\n<p>The DM might call for a Wisdom check when you try to accomplish tasks like the following:</p>\r\n<ul>\r\n<li>Get a gut feeling about what course of action to follow</li>\r\n<li>Discern whether a seemingly dead or living creature is undead</li>\r\n</ul>\r\n<h4 id=\"SpellcastingAbility\">Spellcasting Ability</h4>\r\n<p>Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.</p>"},{"id":6,"entityTypeId":1472902489,"key":"CHA","name":"Charisma","compendiumText":"<p>Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.</p>\r\n<h4 id=\"CharismaChecks\">Charisma Checks</h4>\r\n<p>A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.</p>\r\n<h5 id=\"Deception\">Deception</h5>\r\n<p>Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.</p>\r\n<h5 id=\"Intimidation\">Intimidation</h5>\r\n<p>When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.</p>\r\n<h5 id=\"Performance\">Performance</h5>\r\n<p>Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.</p>\r\n<h5 id=\"Persuasion\">Persuasion</h5>\r\n<p>When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.</p>\r\n<h5 id=\"OtherCharismaChecks\">Other Charisma Checks</h5>\r\n<p>The DM might call for a Charisma check when you try to accomplish tasks like the following:</p>\r\n<ul>\r\n<li>Find the best person to talk to for news, rumors, and gossip</li>\r\n<li>Blend into a crowd to get the sense of key topics of conversation</li>\r\n</ul>\r\n<h4 id=\"SpellcastingAbility\">Spellcasting Ability</h4>\r\n<p>Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they 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rel=\"nofollow\">Tasha&#39s Cauldron of Everything</a></em>. You&#39ll be able to customize options like <strong>ability score increases</strong>, <strong>languages</strong> and <strong>alignment</strong> as you continue building your character. If you need suggestions, ask your DM!</p>","definitionKeys":["1743923279:1782393","1743923279:1782469","1743923279:568573","1743923279:2108557","1743923279:2108558","1743923279:2108559","1743923279:883673","1743923279:814913","1743923279:814914","1743923279:1026377","1743923279:1026378","1743923279:1026379","1743923279:1026380","1743923279:1026381","1743923279:1026382","1743923279:1026383","1743923279:1026384","1743923279:1026385","1743923279:1026386","1743923279:1026387","1743923279:1026388","1743923279:1026389","1743923279:1026390","1743923279:1026391","1743923279:1026392","1743923279:1026393","1743923279:1026394","1743923279:1026395","1743923279:1026396","1743923279:1026397","1743923279:1026398","1743923279:1026399","1743923279:1026400","1743923279:1026401","1743923279:1026402","1743923279:1026403","1743923279:1026404","1743923279:1026405","1743923279:1026406","1743923279:1026407","1743923279:1121694","1743923279:1121695","1743923279:1121696","1743923279:1121697","1743923279:1121698","1743923279:1121699","1743923279:1214237","1743923279:1592465","1743923279:1592466","1743923279:1592467","1743923279:1592470","1743923279:1592472","1743923279:1592473","1743923279:1699132","1743923279:1699133","1743923279:1726258","1743923279:1726259","1743923279:1726260","1743923279:1726261","1743923279:1726262","1743923279:1726263","1743923279:1726264","1743923279:1726265","1743923279:1726266","1743923279:1726267","1743923279:1816644","1743923279:1816645","1743923279:1816646","1743923279:1816647","1743923279:1816648","1743923279:1816649","1743923279:1830523","1743923279:1830524","1743923279:1891766","1743923279:1891767","1743923279:1891768","1743923279:1882284","1743923279:1882285","1743923279:1882286","1743923279:1882287","1743923279:1882288","1743923279:1901111","1743923279:1901112","1743923279:2048551","1743923279:2048552","1743923279:2048553","1743923279:2048554","1743923279:2048555","1743923279:1949069","1743923279:1949070","1743923279:1949071","1743923279:1949072","1743923279:1949073","1743923279:1949074","1743923279:1949075","1743923279:1949076","1743923279:1949077","1743923279:1949078","1743923279:1949079","1743923279:1949080","1743923279:1949081","1743923279:1987210","1743923279:1987211","1743923279:1987212","1743923279:1987213","1743923279:1987214","1743923279:1987215","1743923279:1987216","1743923279:1987217","1743923279:1987218","1743923279:1987219","1743923279:1987220","1743923279:1987221","1743923279:1987222","1743923279:1987223","1743923279:1987224","1743923279:1987225","1743923279:1987226","1743923279:2038805","1743923279:2043668","1743923279:2043669","1743923279:2043670","1743923279:2043671","1743923279:2043672","1743923279:2043673","1743923279:2043674","1743923279:2053290","1743923279:2053291","1743923279:2053292","1743923279:2053293","1743923279:2120968","1743923279:2120969","1743923279:2120970","1743923279:2120971","1743923279:2120972","1743923279:2088737","1743923279:2088738","1743923279:2088739","1743923279:2088740","1743923279:2088741","1743923279:2088742","1743923279:2088743","1743923279:2088744","1743923279:2088745","1743923279:2130990","1228963568:884940","1228963568:884944","1228963568:999934","1228963568:999962","1228963568:467255","1228963568:467256","1228963568:467257","1228963568:863047","1228963568:863048","1228963568:863049","1228963568:863050","1228963568:863051","1228963568:863052","1228963568:863053","1228963568:863054","1228963568:863055","1228963568:863056","1228963568:863057","1228963568:863058","1228963568:863059","1228963568:863060","1228963568:863061","1228963568:897345","1228963568:897346","1228963568:897347","1228963568:897348","1228963568:897349","1228963568:897350","1228963568:897351","1228963568:897352","1228963568:925431","1228963568:925432","1228963568:921998","1228963568:921999","1228963568:922000","1228963568:922001","1228963568:922002","1228963568:959148","1228963568:959149","1228963568:959150","1228963568:959151","1228963568:959152","1228963568:993189","1228963568:993190"],"isInclusive":true,"displayConfiguration":{"RACIALTRAIT":1,"ABILITYSCORE":0,"LANGUAGE":1,"CLASSFEATURE":0},"displayOrder":0}],"initiativeScore":{"amount":10,"advantage":5,"disadvantage":-5}},"pagination":null}