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COM_5ePack_ERFLW - Items.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="io5CGlamCom" name="Common Glamerweave" description="Glamerweave is clothing infused with harmless illusion magic. While wearing common glamerweave clothing, you can use a bonus action to create a moving illusory pattern within the cloth." compset="Wondrous" replaces="io5CEbGlamw">
<usesource source="5eRftLWCP"/>
<usesource source="5eWGtECP"/>
<tag group="Helper" tag="EquipMag"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="ItemRarity" tag="Common"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="User" tag="NeedDomain"/>
<tag group="User" tag="OptDomain"/>
<tag group="User" tag="NoAutoName"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="io5CFndGggl" name="Finder's Goggles" description="While wearing these carved-dragonshard lenses, you gain these benefits:\n• When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check.\n• You can use an action to examine an object through the goggles to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a successful check, you learn the creature's type and can immediately use the goggles to cast {i}locate creature{/i} to find that creature. Once used, this property of the goggles can't be used again until the next dawn." compset="Wondrous">
<fieldval field="miAttunTxt" value="requires attunement by a creature with the Mark of Finding"/>
<fieldval field="trkMax" value="1"/>
<usesource source="5eRftLWCP"/>
<usesource source="5eWGtECP"/>
<tag group="Helper" tag="EquipMag"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="User" tag="Tracker"/>
<tag group="Usage" tag="Day"/>
<tag group="SpInfo" tag="spLocaCrea"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="GearType" tag="gtWondrous"/>
<bootstrap thing="spLocaCrea"></bootstrap>
<eval phase="PreLevel" priority="10000"><![CDATA[doneif (field[gIsEquip].value = 0)
#situational[hero.child[skInsight],"+1d4",field[thingname].text]
perform assign[Helper.ShowSpec]]]></eval>
</thing>
<thing id="io5CKeyChrm" name="Keycharm" description="If you cast the {i}alarm{/i}, {i}arcane lock{/i}, or {i}glyph of warding{/i} spell, you can tie the effect to the keycharm. Whoever holds the charm receives the notification from the alarm spell, can bypass the lock of the arcane lock spell, or avoids triggering the glyph of warding spell's glyph. Additionally, the holder (who doesn't have to be attuned to the item) can use an action to end any one spell tied to it, so long as they know the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time." compset="Wondrous">
<fieldval field="miAttunTxt" value="requires attunement by a creature with the Mark of Warding"/>
<fieldval field="trkMax" value="3"/>
<usesource source="5eRftLWCP"/>
<usesource source="5eWGtECP"/>
<tag group="User" tag="Tracker"/>
<tag group="Usage" tag="5CSpells" name=" spells"/>
<tag group="ItemRarity" tag="Common"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="AttuneOpt"/>
<eval phase="PreLevel" priority="10000">perform assign[Helper.ShowSpec]</eval>
</thing>
<thing id="io5CScrbPen" name="Scribe's Pen" description="You can use this pen to write on any surface. The writing can be visible or invisible (your choice), but the writing is always visible to a person with the Mark of Scribing.\nAny creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to everyone.\nIf you use the pen to write on a creature that isn't a construct, the writing fades after 7 days." compset="Wondrous">
<fieldval field="miAttunTxt" value="requires attunement by a creature with the Mark of Scribing"/>
<usesource source="5eRftLWCP"/>
<usesource source="5eWGtECP"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="Common"/>
<tag group="GearType" tag="gtWondrous"/>
</thing>
<thing id="io5CSpkStn" name="Speaking Stone" description="If you're a gnome with the Mark of Scribing, you can touch this dragonshard-carved stone and use an action to cast {i}sending{/i} from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of that stone hears the message as if they were the target of the spell." compset="Wondrous">
<usesource source="5eRftLWCP"/>
<tag group="ItemRarity" tag="VeryRare"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="SpInfo" tag="spSending"/>
</thing>
<thing id="io5CSplShrd" name="Spellshard" description="This polished dragonshard can fit in the hand and can hold the equivalent information of one 320-page book. A shard can be created blank or already filled with information. When the shard is created, the creator can create a passphrase that must be spoken to access that shard's stored information.\n\nWhile holding the shard, you can use an action to see the shard's content in your mind. Reading the text or scribing new text on blank pages in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it would take to manually read or write that information. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.\n\nA wizard can use a spellshard as a spellbook, with the standard cost in gold and time to scribe a spell into the shard." compset="Wondrous">
<usesource source="5eRftLWCP"/>
<usesource source="5eWGtECP"/>
<tag group="ItemRarity" tag="Common"/>
<tag group="GearType" tag="gtWondrous"/>
</thing>
<thing id="io5CGlamUnc" name="Uncommon Glamerweave" description="Glamerweave is clothing infused with harmless illusion magic. While wearing uncommon glamerweave clothing, you can use a bonus action to create a moving illusory pattern within the cloth. Alternatively, you can have the pattern rise up out of the cloth, such as flittering butterflies or illusory flames burning on your shoulders.\n\nWhen you make a Charisma (Performance) or Charisma (Persuasion) check while wearing uncommon glamerweave, you can add 1d4 to the check. Once you've used this property, it cannot be used again until the next dawn." compset="Wondrous">
<fieldval field="trkMax" value="1"/>
<usesource source="5eRftLWCP"/>
<tag group="Helper" tag="EquipMag"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="User" tag="Tracker"/>
<tag group="Usage" tag="Day"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="User" tag="NeedDomain"/>
<tag group="User" tag="OptDomain"/>
<tag group="User" tag="NoAutoName"/>
<eval phase="PreLevel" priority="10000">doneif (field[gIsEquip].value = 0)
perform assign[Helper.ShowSpec]</eval>
</thing>
<thing id="io5CWhlWndW" name="Wheel of Wind and Water" description="When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel.\n\nIf a wheel of wind and water is mounted on an ordinary sailing ship, a creature with the Mark of Storm who is using the wheel can generate an area of ideal sailing conditions around the vessel, increasing its speed by 5 miles per hour." compset="Wondrous">
<usesource source="5eRftLWCP"/>
<usesource source="5eWGtECP"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="GearType" tag="gtWondrous"/>
</thing>
<thing id="i5CTntWhp" name="Dyrrn's Tentacle Whip" description="To attune to this long, whip-like, barbed strand of muscle, you wrap it around your wrist for the entire attunement period, during which it painfully embeds tendrils into your arm.\n\nYou gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn. You can use a bonus action to sheathe the whip, causing it to retract into your arm, or to extend the whip out of your arm again.\n\n{b}Symbiotic Nature{/b}. This item cannot be removed while you're attuned to it, and you cannot voluntarily end your attunement. If you are targeted by an effect that ends curses, your attunement ends and the item detaches from you." compset="MagicWep">
<fieldval field="Bonus" value="2"/>
<fieldval field="gWeight" value="3"/>
<fieldval field="wDamExtra" value=" + 1d6 psychic"/>
<usesource source="5eRftLWCP"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="VeryRare"/>
<tag group="Helper" tag="ShowSpec"/>
<child entity="wSpecMagic">
<bootstrap thing="wWhip"></bootstrap>
</child>
</thing>
<thing id="io5CEarwrm" name="Earworm" description="To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, at which point it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.\n\n{b}Spells{/b}. The earworm has 4 charges, regaining 1d4 spent charges each dawn. You can spend charges to cast these spells (spell save DC 15) from it: {i}detect thoughts{/i} (2 charges) or {i}dissonant whispers{/i} (1 charge). Each time you use the earworm to cast {i}detect thoughts{/i}, it sends the information learned through that spell to the closest daelkyr, or to the next closest earworm until it reaches a daelkyr.\n\n{b}Symbiotic Nature{/b}. This item cannot be removed while you're attuned to it, and you cannot voluntarily end your attunement. If you are targeted by an effect that ends curses, your attunement ends and the item detaches from you. " compset="Wondrous">
<fieldval field="trkMax" value="4"/>
<usesource source="5eRftLWCP"/>
<tag group="Helper" tag="EquipMag"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="User" tag="Tracker"/>
<tag group="Usage" tag="Charges"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="GearType" tag="gtWondrous"/>
<bootstrap thing="sp5CDissW">
<autotag group="Usage" tag="Charges"/>
<autotag group="ChargeUse" tag="1"/>
<autotag group="Helper" tag="ItemSpell"/>
</bootstrap>
<bootstrap thing="spDeteThou">
<autotag group="Usage" tag="Charges"/>
<autotag group="ChargeUse" tag="2"/>
<autotag group="Helper" tag="ItemSpell"/>
</bootstrap>
<bootstrap thing="lDeepSpeec"></bootstrap>
</thing>
<thing id="i5CLvngArm" name="Living Armor" description="To attune to this living, chitinous armor, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing the armor, you have a +1 bonus to Armor Class, and you are resistant to necrotic, poison, and psychic damage.\n\n{b}Symbiotic Nature{/b}. This item cannot be removed while you're attuned to it, and you cannot voluntarily end your attunement. If you are targeted by an effect that ends curses, your attunement ends and the item detaches from you. The armor requires fresh blood. Immediately after you complete any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or suffer 1 level of exhaustion." compset="MagicArmor">
<fieldval field="Bonus" value="1"/>
<usesource source="5eRftLWCP"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="VeryRare"/>
<eval phase="PreLevel" priority="10000">doneif (field[gIsEquip].value = 0)
perform assign[Helper.ShowSpec]
doneif (field[gIsAttuned].value = 0)
perform hero.assign[DamageRes.dtNecrotic]
perform hero.assign[DamageRes.dtPoison]
perform hero.assign[DamageRes.dtPsychic]</eval>
<eval phase="Final" priority="20000" index="2"><![CDATA[
~restrict the list of armor to valid ones only
gizmo.child[gCustMagic].field[gItemExpr].text = #magicgearexpr[] & " & (ArmorClass.Light | ArmorClass.Medium | ArmorClass.Heavy)"
~set our name based on the type of armor chosen
field[livename].text = "Living "
perform gizmo.findchild[BaseArmor].setfocus
if (state.isfocus <> 0) then
field[livename].text &= titlecase(focus.field[name].text)
else
field[livename].text &= "Armor"
endif
field[shortname].text = field[livename].text
field[sbName].text = field[livename].text]]></eval>
<child entity="gMagArmor"></child>
</thing>
<thing id="io5CLvngGlv" name="Living Gloves" description="These living symbiotic gloves are made of thin chitin and sinew. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin. When you attune to these gloves, choose one of these proficiencies to gain: Sleight of Hand, Thieves' tools, one artisan's tools of you choice, or musical instrument of your choice. When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.\n\n{b}Symbiotic Nature{/b}. This item cannot be removed while you're attuned to it, and you cannot voluntarily end your attunement. If you are targeted by an effect that ends curses, your attunement ends and the item detaches from you." compset="Wondrous">
<usesource source="5eRftLWCP"/>
<tag group="Helper" tag="EquipMag"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="EquipAvail"/>
<bootstrap thing="cfg5CLvnGlv">
<containerreq phase="First" priority="100"><![CDATA[fieldval:gIsAttuned <> 0]]></containerreq>
</bootstrap>
<eval phase="PreLevel" priority="10000">doneif (field[gIsEquip].value = 0)</eval>
</thing>
<thing id="io5CVntLngs" name="Ventilating Lungs" description="When you attune to these metallic nodules, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, and their breathing function can't be suppressed by magic, not even an antimagic field.\n\nOutside an antimagic field or any other magic-suppressing effect, these lungs allow you to breathe normally in any environment (including a vacuum). They also grant you advantage on saves against harmful gases, such as those created by a spells, gaseous poisons, and gaseous breath weapons.\n\nAs an action, you can use these lungs to exhale a gust of wind, as if you had cast the spell of the same name (spell save DC 15) with no components. This property of the lungs can't be used again until the next dawn.\n\nYour original lungs reappear if and when your attunement to these lungs ends." compset="Wondrous">
<usesource source="5eRftLWCP"/>
<tag group="Helper" tag="EquipMag"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="Rare"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="ShowSpec"/>
<bootstrap thing="spGustWind">
<autotag group="Usage" tag="Day"/>
<autotag group="Helper" tag="ItemSpell"/>
<assignval field="sNameMod" value="save DC 15"/>
<assignval field="trkMax" value="1"/>
</bootstrap>
<eval phase="PreLevel" priority="10000"><![CDATA[doneif (field[gIsAttuned].value = 0)
doneif (field[gIsEquip].value = 0)
#situational[hero.child[svAll],"Advantage versus harmful gasses",field[thingname].text]
perform assign[Helper.ShowSpec]]]></eval>
</thing>
<thing id="cfg5CLvnGlv" name="Living Gloves" compset="Configure" uniqueness="unique">
<fieldval field="cSkCandExp" value="component.BaseSkill & !Helper.Obsolete"/>
<fieldval field="cSkCandEx2" value="component.BaseSkill & !Helper.Obsolete"/>
<fieldval field="cTlCandExp" value="component.Tool & !Helper.Obsolete"/>
<fieldval field="cTlCandEx2" value="component.Tool & !Helper.Obsolete"/>
<fieldval field="cSkillMax" value="1"/>
<fieldval field="cToolMax" value="1"/>
<tag group="AllowSkl1" tag="skSleight"/>
<tag group="AllowTool1" tag="Artisan"/>
<tag group="AllowTool1" tag="Instrument"/>
<tag group="AllowTool1" tag="gTooThieve"/>
<eval phase="Attr" priority="10000"><![CDATA[
~ The below logic is needed because we have two seperate lists
~ for tools & skills. But we need to allow for a combination
~ of tools/skills to be chosen.
~ Total up all the skills and tools that have been chosen
field[cPhaStart].value += field[cSkillCur].value + field[cToolCur].value
~ Set the Used values for both Tools/Skills to be the same
field[cToolCur].value = field[cPhaStart].value
field[cSkillCur].value = field[cPhaStart].value]]></eval>
<eval phase="PostLevel" priority="10000" index="2"><![CDATA[ ~ If we're disabled, do nothing &
doneif (tagis[Helper.Disable] <> 0)
var iSkl as string
foreach pick in hero from BaseSkill where "hasagent.cfg5CLvnGlv"
iSkl = eachpick.tagids[thingid.?,""] & " & !hasagent.cfg5CLvnGlv"
foreach pick in hero from BaseSkill where iSkl
perform eachpick.assign[Helper.ProfDouble]
nexteach
nexteach
foreach pick in hero from Tool where "hasagent.cfg5CLvnGlv"
perform eachpick.pulltags[ProfTooDbl.?]
perform hero.pushtags[ProfTooDbl.?]
nexteach]]>
<before name="Calc skProfBon"/>
</eval>
</thing>
<thing id="g5CDrgsBld" name="Dragon's Blood" description="This dangerous, highly addictive stimulant can enhance its users' spellcasting. It may even temporarily grant the ability to cast sorcerer spells. It's highly unpredictable, and the effects are at the discretion of the DM." compset="Gear">
<usesource source="5eRftLWCP"/>
<tag group="GearType" tag="gtPoison"/>
</thing>
<thing id="g5CDrmLly" name="Dreamlily" description="This psychoactive liquid is used both medicinally and, by more seedy types, recreationally. A creature under its effects is poisoned for 1 hour. While so poisoned, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. Black market dreamlily usually costs 1gp per dose, or up to 10gp if bought legally. Its duration and price may vary as the drug comes in many varieties." compset="Gear">
<fieldval field="gCost" value="1"/>
<usesource source="5eRftLWCP"/>
<tag group="GearType" tag="gtPoison"/>
</thing>
<thing id="i5CArcPrpWp" name="Arcane Propulsion Arm (Weapon)" description="The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches." compset="MagicWep" holdable="no">
<fieldval field="wDieCount" value="1"/>
<fieldval field="wDieSize" value="8"/>
<fieldval field="wRangeNorm" value="20"/>
<fieldval field="wRangeLong" value="60"/>
<tag group="Helper" tag="Proficient"/>
<tag group="wCategory" tag="Melee"/>
<tag group="wCategory" tag="RangeThrow"/>
<tag group="wProperty" tag="Thrown"/>
<tag group="ItemRarity" tag="VeryRare"/>
<tag group="Helper" tag="Helper"/>
<tag group="Helper" tag="NoOutGear"/>
</thing>
<thing id="io5CArcPrpA" name="Arcane Propulsion Arm" description="To attune to this prosthetic appendage, you must attach it to your arm at the wrist, elbow, or shoulder. The prosthetic magically forms a copy of the appendage it's replacing.\n\nWhile attached, the prosthetic provides these benefits:\n• The prosthetic is a fully functional part of your body.\n• You can take an action to remove the prosthetic. If your attunement ends, it removes itself. It can't be removed against your will.\n• The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches." compset="Wondrous">
<fieldval field="miAttunTxt" value="requires attunement by a creature missing a hand or an arm"/>
<usesource source="5eRftLWCP"/>
<tag group="Helper" tag="EquipMag"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="VeryRare"/>
<tag group="GearType" tag="gtWondrous"/>
<bootstrap thing="i5CArcPrpWp">
<containerreq phase="First" priority="100"><![CDATA[fieldval:gIsAttuned <> 0]]></containerreq>
</bootstrap>
</thing>
<thing id="r5CEbDocnt" name="Docent" compset="Race">
<fieldval field="rINT" value="6"/>
<fieldval field="rWIS" value="4"/>
<fieldval field="rCHA" value="4"/>
<fieldval field="rSTR" value="-9"/>
<fieldval field="rDEX" value="-9"/>
<fieldval field="rCON" value="-9"/>
<fieldval field="rSpeed" value="0"/>
<fieldval field="cSkillMax" value="1"/>
<fieldval field="rDescript" value="Note that the docent is an object, not a separate creature. It has no HP and no AC, and is presented in Hero Lab as a creature only to more easily indicate its skills, ability scores, languages, and spell."/>
<fieldval field="rHitDice" value="1"/>
<fieldval field="rHDSides" value="1"/>
<fieldval field="rHPStart" value="1"/>
<usesource source="5eWGtECP"/>
<usesource source="5eRftLWCP"/>
<tag group="AllowSkl1" tag="skNature"/>
<tag group="ProfSkill" tag="skMedicine"/>
<tag group="RaceType" tag="NPC"/>
<tag group="AllowSkl1" tag="skArcana"/>
<tag group="Alignment" tag="Unaligned"/>
<tag group="RaceSize" tag="Tiny12"/>
<tag group="HideTab" tag="classes"/>
<tag group="HideTab" tag="journal"/>
<tag group="HideTab" tag="personal"/>
<tag group="HideTab" tag="background"/>
<tag group="AllowSkl1" tag="skHistory"/>
<tag group="AllowSkl1" tag="skInvestig"/>
<tag group="HideTab" tag="weapons"/>
<tag group="HideTab" tag="gear"/>
<tag group="HideTab" tag="armor"/>
<bootstrap thing="ra5CDcntLng"></bootstrap>
<bootstrap thing="ra5CDcntSpl"></bootstrap>
<bootstrap thing="lGiant"></bootstrap>
<bootstrap thing="tp5CObject"></bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<eval phase="PostLevel" priority="15001"><![CDATA[foreach pick in hero from BaseSkill where "Helper.Proficient"
perform eachpick.assign[Helper.ProfDouble]
nexteach
~push our hidetabs to the hero
perform hero.pushtags[HideTab.?]]]></eval>
<eval phase="Validation" priority="11000" index="2">hero.childfound[ArmorClass].field[tAC].value = 0
herofield[tHP].value = 0
hero.childfound[aSTR].field[aFinalVal].value -= 1
hero.childfound[aDEX].field[aFinalVal].value -= 1
hero.childfound[aCON].field[aFinalVal].value -= 1</eval>
</thing>
<thing id="ra5CDcntLng" name="Languages Known" description="Select how many languages the docent knows. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language using your senses." compset="RaceSpec">
<arrayval field="usrArray" index="0" value="2"/>
<arrayval field="usrArray" index="1" value="3"/>
<arrayval field="usrArray" index="2" value="4"/>
<arrayval field="usrArray" index="3" value="5"/>
<arrayval field="usrArray" index="4" value="6"/>
<eval phase="First">if (field[usrIndex].value = 1) then
field[abValue].value = 1
elseif (field[usrIndex].value = 2) then
field[abValue].value = 2
elseif (field[usrIndex].value = 3) then
field[abValue].value = 3
elseif (field[usrIndex].value = 4) then
field[abValue].value = 4
endif
hero.childfound[r5CEbDocnt].field[rLanguages].value += field[abValue].value</eval>
</thing>
<thing id="ra5CDcntSpl" name="Spell" description="The docent knows one of these spells and can cast it at will without components (roll a d6 to determine which): (1–2) {i}detect evil and good{/i} or (3–6) {i}detect magic{/i}." compset="RaceSpec">
<arrayval field="usrArray" index="0" value="Detect Evil and Good"/>
<arrayval field="usrArray" index="1" value="Detect Magic"/>
<bootstrap thing="spDeteMagi">
<containerreq phase="First" priority="100">fieldval:usrIndex = 1</containerreq>
<autotag group="Usage" tag="AtWill"/>
<autotag group="Helper" tag="RaceSpell"/>
</bootstrap>
<bootstrap thing="spDeteEvil">
<containerreq phase="First" priority="100">fieldval:usrIndex = 0</containerreq>
<autotag group="Usage" tag="AtWill"/>
<autotag group="Helper" tag="RaceSpell"/>
</bootstrap>
</thing>
<thing id="c5CEbDcnt" name="Docent" compset="Companion" stacking="never">
<fieldval field="CompType" value="Docent"/>
<minion id="Docent" ownmode="no">
<tag group="Hero" tag="FixedRace" name="FixedRace" abbrev="FixedRace"/>
<bootstrap thing="r5CEbDocnt"></bootstrap>
</minion>
</thing>
<thing id="io5CDocent" name="Docent" description="A docent is a small, roughly 2-inch metal sphere and is studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket.\n\n{b}Sentience{/b}. A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world using your own senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see below).\n\n{b}Life Support{/b}. Whenever you end your turn with 0 hit points, the docent can stabilize you by making a successful Wisdom (Medicine) check. It has a +6 bonus on this check.\n\n{b}Random Properties{/b}. A docent has these properties:\n• {b}Languages{/b}. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language using your senses.\n• {b}Skills{/b}. The docent has a +7 bonus to one of these skills (roll a d4 to determine which): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.\n• {b}Spells{/b}. The docent knows one of these spells and can cast it at will without components (roll a d6 to determine which): (1–2) {i}detect evil and good{/i} or (3–6) {i}detect magic{/i}. The docent decides when to cast the spell.\n\n{b}Personality{/b}. A docent is designed to advise and assist its warforged. The docent controls its properties, and a bad relationship with your docent might mean it won't help you." compset="Wondrous">
<fieldval field="miAttunTxt" value="reqires attunement by a warforged"/>
<usesource source="5eRftLWCP"/>
<usesource source="5eWGtECP"/>
<tag group="Helper" tag="EquipMag"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="Rare"/>
<tag group="GearType" tag="gtWondrous"/>
<bootstrap thing="c5CEbDcnt">
<containerreq phase="First" priority="100"><![CDATA[fieldval:gIsAttuned <> 0]]></containerreq>
</bootstrap>
</thing>
<thing id="io5CKyrzOoz" name="Kyrzin's Ooze" description="This opalescent, goo comes sealed in a jar that it slowly shifts around, continually exploring the interior. To attune to this item, you must drink the goo. It then provides these benefits:\n\n{b}Resistant{/b}. While attuned to the ooze, you are resistant to poison and acid damage, and you're immune to the poisoned condition.\n\n{b}Amorphous{/b}. You can speak a command word as an action, causing your body to assume the amorphous properties of an ooze. For the next minute, you any equipment you're wearing or carrying can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, you cannot use it again until the next dawn.\n\n{b}Acid Breath{/b}. You can use an action to exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity save, taking 36 (8d8) acid damage on a failure or half that on a success. Once you use this property, you cannot use it again until the next dawn.\n\n{b}Symbiotic Nature{/b}. This item cannot be removed while you're attuned to it, and you cannot voluntarily end your attunement. If you are targeted by an effect that ends curses, your attunement ends and the item detaches from you. If you die while the ooze is inside you, it bursts out, engulfing your corpse and transforming it into a black pudding allied with the daelkyr." compset="Wondrous">
<usesource source="5eRftLWCP"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="VeryRare"/>
<tag group="GearType" tag="gtWondrous"/>
<bootstrap thing="c5CKyAmrph">
<containerreq phase="First" priority="100"><![CDATA[fieldval:gIsAttuned <> 0]]></containerreq>
</bootstrap>
<bootstrap thing="c5CKyAcdBrt">
<containerreq phase="First" priority="100"><![CDATA[fieldval:gIsAttuned <> 0]]></containerreq>
</bootstrap>
<eval phase="PreLevel" priority="10000">doneif (field[gIsAttuned].value = 0)
perform assign[Helper.ShowSpec]
perform hero.assign[DamageRes.dtPoison]
perform hero.assign[DamageRes.dtAcid]
perform hero.assign[CondImm.pcnPoison]</eval>
</thing>
<thing id="c5CKyAmrph" name="Amorphous" description="You can speak a command word as an action, causing your body to assume the amorphous properties of an ooze. For the next minute, you any equipment you're wearing or carrying can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, you cannot use it again until the next dawn." compset="CustomSpec" uniqueness="unique">
<fieldval field="trkMax" value="1"/>
<tag group="User" tag="Tracker"/>
<tag group="Usage" tag="Day"/>
<tag group="abAction" tag="Action"/>
<tag group="FeatureTyp" tag="Action"/>
</thing>
<thing id="c5CKyAcdBrt" name="Acid Breath" description="You can use an action to exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity save, taking 36 (8d8) acid damage on a failure or half that on a success. Once you use this property, you cannot use it again until the next dawn." compset="CustomSpec" uniqueness="unique">
<fieldval field="trkMax" value="1"/>
<fieldval field="abRange" value="30"/>
<fieldval field="abText" value="DC 15 Dex, 8d8 acid"/>
<tag group="User" tag="Tracker"/>
<tag group="abRange" tag="Feet"/>
<tag group="abSave" tag="aDEX"/>
<tag group="Usage" tag="Day"/>
<tag group="LvNamePar" tag="AppText"/>
<tag group="abAction" tag="Action"/>
<tag group="FeatureTyp" tag="Action"/>
</thing>
<thing id="io5CPrsaLmb" name="Prosthetic Limb" description="This item replaces a lost arm, hand, foot, leg, or similar appendage. While attached, the prosthetic is a fully functional part of your body, working just like the lost limb. You can take an action to attach or remove the prosthetic. It can't be removed against your will, but detaches when you die." compset="Wondrous">
<usesource source="5eRftLWCP"/>
<usesource source="5eEGtWCP"/>
<usesource source="5eTCoE"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="EquipMag"/>
</thing>
<thing id="io5CBelBehC" name="Belashyrra's Beholder Crown" description="Attuning to this item causes its stalks to burrow into your head and bond with your skill. While attuned and wearing the crown, you can see normally in magical and nonmagical darkness to a distance of 120 feet. \n\nThe crown has 10 charges, which can be spent to cast one of these spells (spell save DC 16): {i}charm person{/i} (1 charge), {i}disintegrate{/i} (6 charges), {i}fear{/i} (3 charges), {i}finger of death{/i} (7 charges), {i}flesh to stone{/i} (6 charges), {i}hold person{/i} (2 charges), {i}ray of enfeeblement{/i} (2 charges), {i}sleep{/i} (1 charge), {i}slow{/i} (3 charges), {i}telekinesis{/i} (5 charges).\n The crown regains 1d6+3 charges at dawn.\n\n{b}Symbiotic Nature{/b}. This item cannot be removed while you're attuned to it, and you cannot voluntarily end your attunement. If you are targeted by an effect that ends curses, your attunement ends and the item detaches from you. While you're on the same plane of existence, Belashyrra can see through it." compset="Wondrous">
<fieldval field="trkMax" value="10"/>
<fieldval field="abText" value="regains 1d6+3 at dawn"/>
<usesource source="5eRftLWCP"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="ItemRarity" tag="Legendary"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="User" tag="Tracker"/>
<tag group="Helper" tag="EquipMag"/>
<tag group="LvNamePar" tag="AppText"/>
<bootstrap thing="spHoldPers">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="ChargeUse" tag="2"/>
<assignval field="sNameMod" value="save DC 16"/>
</bootstrap>
<bootstrap thing="spRayEnfe">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="ChargeUse" tag="2"/>
</bootstrap>
<bootstrap thing="spSleep">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="ChargeUse" tag="1"/>
</bootstrap>
<bootstrap thing="spSlow">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="ChargeUse" tag="3"/>
<assignval field="sNameMod" value="save DC 16"/>
</bootstrap>
<bootstrap thing="spTelekine">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="ChargeUse" tag="5"/>
</bootstrap>
<bootstrap thing="ra5CDrkVsMgc">
<autotag group="Value" tag="120"/>
</bootstrap>
<bootstrap thing="spCharPers">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="ChargeUse" tag="1"/>
<assignval field="sNameMod" value="save DC 16"/>
</bootstrap>
<bootstrap thing="spDisinteg">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="ChargeUse" tag="6"/>
<assignval field="sNameMod" value="save DC 16"/>
</bootstrap>
<bootstrap thing="spFear">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="ChargeUse" tag="3"/>
<assignval field="sNameMod" value="save DC 16"/>
</bootstrap>
<bootstrap thing="spFingDeat">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="ChargeUse" tag="7"/>
<assignval field="sNameMod" value="save DC 16"/>
</bootstrap>
<bootstrap thing="spFlesSton">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="ChargeUse" tag="6"/>
<assignval field="sNameMod" value="save DC 16"/>
</bootstrap>
</thing>
</document>