{"user":"kQuQznIFtrq4a9n8","content":"
\n
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
\n \n\\n
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
\\n \\nYou learn maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. You have 4d8 superiority dice per short rest.
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
You learn maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. You have 4d8 superiority dice per short rest.
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
\n
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
\n \n\\n
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
\\n \\n\n
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
\n \n\\n
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
\\n \\nA silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
\nWhen a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
\nA shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
\nOn each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
\\nWhen a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
\\nA shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
\\nOn each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
\\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
\",\"isFlavor\":false}]","[\"save\",{\"ability\":\"con\",\"dc\":14,\"hideDC\":false}]","[\"damage\",{\"damageType\":\"radiant\",\"baseRoll\":{\"class\":\"Roll\",\"options\":{},\"dice\":[],\"formula\":\"2d10[radiant]\",\"terms\":[{\"class\":\"Die\",\"options\":{\"flavor\":\"radiant\",\"baseNumber\":2},\"evaluated\":true,\"number\":2,\"faces\":10,\"modifiers\":[],\"results\":[{\"result\":9,\"active\":true},{\"result\":7,\"active\":true}]}],\"total\":16,\"evaluated\":true},\"critRoll\":null,\"versatile\":false}]","[\"footer\",{\"properties\":[\"2nd Level\",\"V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)\",\"Concentration\",\"1 Action\",\"5 Feet Cylinder\",\"120 Feet\",\"1 Minutes\"]}]"]},"dnd5e":{"roll":{"itemId":"cM4mEofJMvsPGJDU"}},"core":{"canPopout":true}},"type":5,"rolls":["{\"class\":\"Roll\",\"options\":{},\"dice\":[],\"formula\":\"2d10[radiant]\",\"terms\":[{\"class\":\"Die\",\"options\":{},\"evaluated\":true,\"number\":1,\"faces\":0,\"modifiers\":[],\"results\":[{\"result\":0,\"active\":true}]},{\"class\":\"OperatorTerm\",\"options\":{},\"evaluated\":true,\"operator\":\"+\"},{\"class\":\"Die\",\"options\":{\"flavor\":\"radiant\",\"baseNumber\":2},\"evaluated\":true,\"number\":2,\"faces\":10,\"modifiers\":[],\"results\":[{\"result\":9,\"active\":true},{\"result\":7,\"active\":true}]}],\"total\":16,\"evaluated\":true}"],"sound":"sounds/dice.wav","whisper":[],"blind":false,"timestamp":1683483746209,"flavor":"","emote":false,"_id":"G0QwwoltIZlPdduu"} {"user":"kQuQznIFtrq4a9n8","speaker":{"scene":"23L8Zo4Bpi3AxR2n","token":"Kgu4JSwSux1pUZ2y","actor":"o50AOmwcDicoO7eY","alias":"Barovian"},"content":"Krezk","type":2,"timestamp":1683482111112,"flavor":"","whisper":[],"blind":false,"rolls":[],"sound":null,"emote":false,"flags":{"polyglot":{"language":"common"}},"_id":"GQDhr8z72xWRc0si"} {"user":"kQuQznIFtrq4a9n8","content":"You learn maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. You have 4d8 superiority dice per short rest.
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
You learn maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. You have 4d8 superiority dice per short rest.
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
\n
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
\n \n\\n
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
\\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
\\n \\nYou choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
\\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
\",\"isFlavor\":false}]","[\"damage\",{\"damageType\":\"\",\"baseRoll\":{\"class\":\"Roll\",\"options\":{},\"dice\":[],\"formula\":\"1d6\",\"terms\":[{\"class\":\"Die\",\"options\":{\"baseNumber\":1},\"evaluated\":true,\"number\":1,\"faces\":6,\"modifiers\":[],\"results\":[{\"result\":5,\"active\":true}]}],\"total\":5,\"evaluated\":true},\"critRoll\":null,\"versatile\":false}]","[\"footer\",{\"properties\":[\"1st Level\",\"V\",\"Concentration\",\"1 Bonus Action\",\"1 Creature\",\"90 Feet\",\"1 Hours\"]}]"]},"dnd5e":{"roll":{"itemId":"1JEhDAeeDqyLNvHx"}},"core":{"canPopout":true}},"type":5,"rolls":["{\"class\":\"Roll\",\"options\":{},\"dice\":[],\"formula\":\"1d6\",\"terms\":[{\"class\":\"Die\",\"options\":{},\"evaluated\":true,\"number\":1,\"faces\":0,\"modifiers\":[],\"results\":[{\"result\":0,\"active\":true}]},{\"class\":\"OperatorTerm\",\"options\":{},\"evaluated\":true,\"operator\":\"+\"},{\"class\":\"Die\",\"options\":{\"baseNumber\":1},\"evaluated\":true,\"number\":1,\"faces\":6,\"modifiers\":[],\"results\":[{\"result\":5,\"active\":true}]}],\"total\":5,\"evaluated\":true}"],"sound":"sounds/dice.wav","whisper":[],"blind":false,"timestamp":1683483880873,"flavor":"","emote":false,"_id":"LkA81zohKao894MU"} {"user":"S2ligkI5RMUXxbH5","content":"\n
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
\n \n\\n
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
\\n \\nFor the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
\\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
\",\"isFlavor\":false}]","[\"footer\",{\"properties\":[\"1st Level\",\"V, S\",\"Ritual\",\"Concentration\",\"1 Action\",\"30 Feet Sphere\",\"Self\",\"10 Minutes\"]}]"]},"dnd5e":{"roll":{"itemId":"2n2V2f7fLckumpX6"}},"core":{"canPopout":true}},"type":5,"rolls":[],"sound":"sounds/dice.wav","whisper":[],"blind":false,"timestamp":1683488079050,"flavor":"","emote":false,"_id":"YQuDVJapfxBpVQqL"} {"user":"IDpjcIR3GCHRRpaC","content":"A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
\\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
\",\"isFlavor\":false}]","[\"damage\",{\"damageType\":\"healing\",\"baseRoll\":{\"class\":\"Roll\",\"options\":{},\"dice\":[],\"formula\":\"1d4[healing - Unaffected: constructs, undead] + 4\",\"terms\":[{\"class\":\"Die\",\"options\":{\"flavor\":\"healing - Unaffected: constructs, undead\",\"baseNumber\":1},\"evaluated\":true,\"number\":1,\"faces\":4,\"modifiers\":[],\"results\":[{\"result\":4,\"active\":true}]},{\"class\":\"OperatorTerm\",\"options\":{},\"evaluated\":true,\"operator\":\"+\"},{\"class\":\"NumericTerm\",\"options\":{},\"evaluated\":true,\"number\":4}],\"total\":8,\"evaluated\":true},\"critRoll\":null,\"versatile\":false}]","[\"footer\",{\"properties\":[\"1st Level\",\"V\",\"1 Bonus Action\",\"1 Creature\",\"60 Feet\"]}]"]},"dnd5e":{"roll":{"itemId":"7zoBR9Ypb8qM4vXQ"}},"core":{"canPopout":true}},"type":5,"rolls":["{\"class\":\"Roll\",\"options\":{},\"dice\":[],\"formula\":\"1d4[healing - Unaffected: constructs, undead] + 4\",\"terms\":[{\"class\":\"Die\",\"options\":{},\"evaluated\":true,\"number\":1,\"faces\":0,\"modifiers\":[],\"results\":[{\"result\":0,\"active\":true}]},{\"class\":\"OperatorTerm\",\"options\":{},\"evaluated\":true,\"operator\":\"+\"},{\"class\":\"Die\",\"options\":{\"flavor\":\"healing - Unaffected: constructs, undead\",\"baseNumber\":1},\"evaluated\":true,\"number\":1,\"faces\":4,\"modifiers\":[],\"results\":[{\"result\":4,\"active\":true}]},{\"class\":\"OperatorTerm\",\"options\":{},\"evaluated\":true,\"operator\":\"+\"},{\"class\":\"NumericTerm\",\"options\":{},\"evaluated\":true,\"number\":4}],\"total\":8,\"evaluated\":true}"],"sound":"sounds/dice.wav","whisper":[],"blind":false,"timestamp":1683485379508,"flavor":"","emote":false,"_id":"cdFZU5fUJoWjHwwV"} {"user":"kQuQznIFtrq4a9n8","content":"You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
\nThe spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
\\nThe spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
\",\"isFlavor\":false}]","[\"blank\",{\"display\":true}]","[\"attack\",{\"roll\":{\"class\":\"D20Roll\",\"options\":{\"flavor\":\"Primal Savagery - Attack Roll\",\"advantageMode\":0,\"defaultRollMode\":\"publicroll\",\"rollMode\":\"publicroll\",\"critical\":20,\"fumble\":1,\"halflingLucky\":false,\"configured\":true},\"dice\":[],\"formula\":\"1d20 + 4 + 2\",\"terms\":[{\"class\":\"Die\",\"options\":{\"critical\":20,\"fumble\":1},\"evaluated\":true,\"number\":1,\"faces\":20,\"modifiers\":[],\"results\":[{\"result\":8,\"active\":true}]},{\"class\":\"OperatorTerm\",\"options\":{},\"evaluated\":true,\"operator\":\"+\"},{\"class\":\"NumericTerm\",\"options\":{},\"evaluated\":true,\"number\":4},{\"class\":\"OperatorTerm\",\"options\":{},\"evaluated\":true,\"operator\":\"+\"},{\"class\":\"NumericTerm\",\"options\":{},\"evaluated\":true,\"number\":2}],\"total\":14,\"evaluated\":true},\"rollType\":\"attack\"}]","[\"damage\",{\"damageType\":\"acid\",\"baseRoll\":{\"class\":\"Roll\",\"options\":{},\"dice\":[],\"formula\":\"1d10[acid]\",\"terms\":[{\"class\":\"Die\",\"options\":{\"flavor\":\"acid\",\"baseNumber\":1},\"evaluated\":true,\"number\":1,\"faces\":10,\"modifiers\":[],\"results\":[{\"result\":4,\"active\":true}]}],\"total\":4,\"evaluated\":true},\"critRoll\":null,\"versatile\":false}]","[\"footer\",{\"properties\":[\"Cantrip\",\"S\",\"1 Action\",\"Creature\",\"Self\"]}]"]},"dnd5e":{"roll":{"type":"attack","itemId":"BZkNdWe66zne8ijL"}},"core":{"canPopout":true}},"type":5,"rolls":["{\"class\":\"Roll\",\"options\":{},\"dice\":[],\"formula\":\"1d10[acid]\",\"terms\":[{\"class\":\"Die\",\"options\":{},\"evaluated\":true,\"number\":1,\"faces\":0,\"modifiers\":[],\"results\":[{\"result\":0,\"active\":true}]},{\"class\":\"OperatorTerm\",\"options\":{},\"evaluated\":true,\"operator\":\"+\"},{\"class\":\"Die\",\"options\":{\"flavor\":\"acid\",\"baseNumber\":1},\"evaluated\":true,\"number\":1,\"faces\":10,\"modifiers\":[],\"results\":[{\"result\":4,\"active\":true}]}],\"total\":4,\"evaluated\":true}","{\"class\":\"D20Roll\",\"options\":{\"flavor\":\"Primal Savagery - Attack Roll\",\"advantageMode\":0,\"defaultRollMode\":\"publicroll\",\"rollMode\":\"publicroll\",\"critical\":20,\"fumble\":1,\"halflingLucky\":false,\"configured\":true},\"dice\":[],\"formula\":\"1d20 + 4 + 2\",\"terms\":[{\"class\":\"Die\",\"options\":{\"critical\":20,\"fumble\":1},\"evaluated\":true,\"number\":1,\"faces\":20,\"modifiers\":[],\"results\":[{\"result\":8,\"active\":true}]},{\"class\":\"OperatorTerm\",\"options\":{},\"evaluated\":true,\"operator\":\"+\"},{\"class\":\"NumericTerm\",\"options\":{},\"evaluated\":true,\"number\":4},{\"class\":\"OperatorTerm\",\"options\":{},\"evaluated\":true,\"operator\":\"+\"},{\"class\":\"NumericTerm\",\"options\":{},\"evaluated\":true,\"number\":2}],\"total\":14,\"evaluated\":true}"],"sound":"sounds/dice.wav","whisper":[],"blind":false,"timestamp":1683483696440,"flavor":"","emote":false,"_id":"h2bDtOXtPb2yOAiO"} {"user":"IDpjcIR3GCHRRpaC","content":"\n
As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\n \n\\n
As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\\n \\n\n
As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\n \n\\n
As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\\n \\n