-
Notifications
You must be signed in to change notification settings - Fork 31
/
COM_5ePack_DMG - Equipment.user
3473 lines (3078 loc) · 221 KB
/
COM_5ePack_DMG - Equipment.user
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="i5CDMGWoWa" name="Weapon of Warning" description="Weapon (any), uncommon (requires attunement)\nThis magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins." compset="MagicWep" summary="This magic weapon warns you of danger." buytemplate="BuyMoney" xactspecial="2">
<tag group="ItemRarity" tag="Uncommon" name="Uncommon" abbrev="Uncommon"/>
<tag group="Helper" tag="NeedAttune"/>
<child entity="gMagWeapon"></child>
</thing>
<thing id="io5CDMGSaC" name="Saddle of the Cavalier" description="Cannot be dismounted while mounted, attacker has disadvantage on attacking mount." compset="Wondrous" summary="Cannot be dismounted while mounted, attacker has disadvantage on attacking mount.">
<fieldval field="gWeight" value="25"/>
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="thing" tag="holder"/>
<tag group="Helper" tag="EquipMag"/>
</thing>
<thing id="io5CCapOWa" name="Cap of Water Breathing" description="As an action speak it's command word while underwater to make a bubble of air around your head that allows you to breathe normally underwater. The bubble leaves you if you speak the command word, removes the cap or are no longer underwater." compset="Wondrous">
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="EquipMag" name="EquipMag" abbrev="EquipMag"/>
</thing>
<thing id="io5CClInvi" name="Cloak of Invisibility" description="As an action pull the hood over your head to make you and anything you are carrying or wearing invisible. You become visible when you no longer wear the hood, or as an action pull back the hood." compset="Wondrous">
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="NeedAttune" name="Requires Attunement" abbrev="Requires Attunement"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Legendary"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="EquipMag" name="EquipMag" abbrev="EquipMag"/>
</thing>
<thing id="io5CDriftg" name="Driftglobe" description="Speak its command word within 60 feet of it to make it emanate the Light or Daylight spell.\n\nAnother command word once lit makes it float no more than 5 feet off the ground, following you once you move beyond 60 feet from it. It sinks to the ground and stops glowing if stopped from moving." compset="Wondrous">
<comment>Needs update (daylight is 1/day) to include spells</comment>
<fieldval field="trkMax" value="1"/>
<fieldval field="gWeight" value="1"/>
<usesource source="5eDMGCP"/>
<tag group="Usage" tag="Day"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="AlwaysAvl"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="User" tag="Tracker"/>
<tag group="ItemRarity" tag="Uncommon" name="Uncommon" abbrev="Uncommon"/>
</thing>
<thing id="i5CEfrChai" name="Efreeti Chain" description="You gain a +3 bonus to AC while you wear this armor, become immune to fire damage, can understand and speak Primordial and can walk on molten rock as if it were solid ground." compset="MagicArmor">
<fieldval field="miTypeDet" value="chain mail"/>
<fieldval field="Bonus" value="3"/>
<tag group="Helper" tag="Proficient" name="Proficient" abbrev="Proficient"/>
<tag group="ItemRarity" tag="Legendary"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="Helper" tag="ShowSpec"/>
<bootstrap thing="lPrimord"></bootstrap>
<eval phase="First">doneif (field[gIsEquip].value = 0)
doneif (field[gIsAttuned].value = 0)
perform hero.assign[DamageImm.dtFire]</eval>
<child entity="mSpecMagic">
<bootstrap thing="mChainMail"></bootstrap>
</child>
</thing>
<thing id="ip5CEliHea" name="Elixir of Health" description="Drinking this cures any disease and removes blided, deafened, paralyzed and poisoned conditions." compset="Potion" stacking="merge">
<usesource source="5eDMGCP"/>
<usesource source="5eDoSIA"/>
<tag group="ItemRarity" tag="Rare"/>
<tag group="ProductId" tag="Wizards"/>
</thing>
<thing id="io5CGloThi" name="Gloves of Thievery" description="While worn, gives +5 to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Invisible while worn." compset="Wondrous">
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Uncommon" name="Uncommon" abbrev="Uncommon"/>
<tag group="Helper" tag="EquipAvail"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="EquipMag" name="EquipMag" abbrev="EquipMag"/>
<eval phase="PreLevel" priority="10000"><![CDATA[
doneif (field[gIsEquip].value = 0)
#situational[hero.child[skSleight],"+5 to checks made to pick locks",field[thingname].text]
hero.child[skSleight].field[Bonus].value += 5]]></eval>
</thing>
<thing id="i5cMariArm" name="Mariner's Armor" description="You gain a swimming speed equal to your walking speed while wearing this armor. If at the start of your turn you have 0 hit points the armor makes you rise 60 feet." compset="MagicArmor" buytemplate="BuyMoney" xactspecial="2">
<fieldval field="miTypeDet" value="light, medium, or heavy"/>
<usesource source="5eDMGCP"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="User" tag="Activation" name="Activation" abbrev="Activation"/>
<tag group="User" tag="HideActChk" name="HideActChk" abbrev="HideActChk"/>
<tag group="ChooseSrc1" tag="Thing" name="All Things" abbrev="All Things"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="ActivMenu" name="ActivMenu" abbrev="ActivMenu"/>
<tag group="Helper" tag="EquipAvail"/>
<bootstrap thing="ab5CSwmMtch"></bootstrap>
<eval phase="First" index="2">doneif (field[gIsEquip].value = 0)
hero.childfound[ab5CSwmMtch].field[abValue].value += 1</eval>
<eval phase="Final" priority="20000"><![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
perform gizmo.findchild[BaseArmor].setfocus
field[livename].text = "Mariner's "
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]]>
<after name="gItemExpr Set"/>
</eval>
<child entity="gMagArmor"></child>
</thing>
<thing id="ipPotFireB" name="Potion of Fire Breathing" description="Over the next hour you can exhale fire as a bonus action three times, each time causing a target within 30 feet to make a DC 13 Dexterity saving throw or take 4d6 damage (half on success)." compset="Potion" stacking="merge">
<tag group="ItemRarity" tag="Uncommon"/>
</thing>
<thing id="ipPotInvul" name="Potion of Invulnerability" description="You gain resistance to all damage for one minute." compset="Potion" stacking="merge">
<tag group="ItemRarity" tag="Rare"/>
</thing>
<thing id="ipPotVital" name="Potion of Vitality" description="Any exhaustion, disease or poison is cured/removed. Over the next 24 hours you regain max hitpoints on all Hit Dies spent." compset="Potion" stacking="merge">
<tag group="ItemRarity" tag="Common" name="Common" abbrev="Common"/>
</thing>
<thing id="ioSendSton" name="Sending Stones" description="Always come in pairs. Touch one and spend an action to establish a Sending to the other stone (if no one holds the other stone you know it and the spell is not spent.) Recharges next dawn. If one stone is destroyed the other is dispelled permanently." compset="Wondrous">
<usesource source="5eDMGCP"/>
<tag group="ItemRarity" tag="Uncommon" name="Uncommon" abbrev="Uncommon"/>
<tag group="ProductId" tag="Wizards" name="Wizards of the Coast, LLC" abbrev="Wizards of the Coast, LLC"/>
<tag group="GearType" tag="gtWondrous" name="Wondrous Item" abbrev="Wondrous Item"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Helper" tag="AlwaysAvl"/>
<bootstrap thing="spSending">
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="Usage" tag="Day"/>
<assignval field="trkMax" value="1"/>
</bootstrap>
</thing>
<thing id="iJSentiShi" name="Sentinel Shield" description="You have advantage on Wisdom (Perception) rolls and initiative while it is equipped." compset="MagicArmor">
<fieldval field="miTypeDet" value="shield"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="Helper" tag="EquipAvail" name="EquipAvail" abbrev="EquipAvail"/>
<tag group="Helper" tag="ShowSpec"/>
<eval phase="Final" priority="20000"><![CDATA[
~ If we're disabled, do nothing &
doneif (tagis[Helper.Disable] = 1)
~ Situationals
#situational[hero.child[Initiative], "You have advantage while wielding the Sentinel Shield", field[thingname].text]
#situational[hero.child[skPercep], "You have advantage on perception while wielding the Sentinel Shield", field[thingname].text]]]></eval>
<child entity="mSpecMagic">
<bootstrap thing="mShield"></bootstrap>
</child>
</thing>
<thing id="ro5CRotPK1" name="Rod of Pact Keeper +1" description="Rod, very rare\n(requires attunement by a warlock)\n\nWhile holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod's rarity.\n\nIn addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest." compset="Rod">
<fieldval field="miAttunTxt" value="requires attunement by a warlock"/>
<fieldval field="trkMax" value="1"/>
<fieldval field="abValue5" value="1"/>
<usesource source="5eDMGCP"/>
<tag group="User" tag="HideActChk" name="HideActChk" abbrev="HideActChk"/>
<tag group="User" tag="Tracker" name="Tracker" abbrev="Tracker"/>
<tag group="Helper" tag="NeedAttune" name="Requires Attunement" abbrev="Requires Attunement"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="Usage" tag="LongRest" name="/long rest" abbrev="/long rest"/>
<eval phase="PreLevel" priority="5000"><![CDATA[
doneif (field[gIsEquip].value = 0)
doneif (field[gIsAttuned].value = 0)
doneif (#levelcount[Warlock] < 1)
hero.child[cHelpWlk].field[cSplAttack].value = field[abValue5].value
hero.child[cHelpWlk].field[cSplSaveDC].value = field[abValue5].value]]></eval>
</thing>
<thing id="ro5CRotPK2" name="Rod of Pact Keeper +2" description="Rod, very rare\n(requires attunement by a warlock)\n\nWhile holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod's rarity.\n\nIn addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest." compset="Rod">
<fieldval field="miAttunTxt" value="requires attunement by a warlock"/>
<fieldval field="trkMax" value="1"/>
<fieldval field="abValue5" value="2"/>
<usesource source="5eDMGCP" parent="p5ePack" name="5e Dungeon Master's Guide - Beta"/>
<tag group="User" tag="HideActChk" name="HideActChk" abbrev="HideActChk"/>
<tag group="User" tag="Tracker" name="Tracker" abbrev="Tracker"/>
<tag group="Helper" tag="NeedAttune" name="Requires Attunement" abbrev="Requires Attunement"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Rare"/>
<tag group="Usage" tag="LongRest" name="/long rest" abbrev="/long rest"/>
<eval phase="PreLevel" priority="5000"><![CDATA[
doneif (field[gIsEquip].value = 0)
doneif (field[gIsAttuned].value = 0)
doneif (#levelcount[Warlock] < 1)
hero.child[cHelpWlk].field[cSplAttack].value = field[abValue5].value
hero.child[cHelpWlk].field[cSplSaveDC].value = field[abValue5].value]]></eval>
</thing>
<thing id="ro5CRotPK3" name="Rod of Pact Keeper +3" description="Rod, very rare\n(requires attunement by a warlock)\n\nWhile holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod's rarity.\n\nIn addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest." compset="Rod">
<fieldval field="miAttunTxt" value="requires attunement by a warlock"/>
<fieldval field="trkMax" value="1"/>
<fieldval field="abValue5" value="3"/>
<usesource source="5eDMGCP" parent="p5ePack" name="5e Dungeon Master's Guide - Beta"/>
<tag group="User" tag="HideActChk" name="HideActChk" abbrev="HideActChk"/>
<tag group="User" tag="Tracker" name="Tracker" abbrev="Tracker"/>
<tag group="Helper" tag="NeedAttune" name="Requires Attunement" abbrev="Requires Attunement"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="VeryRare"/>
<tag group="Usage" tag="LongRest" name="/long rest" abbrev="/long rest"/>
<eval phase="PreLevel" priority="5000"><![CDATA[
doneif (field[gIsEquip].value = 0)
doneif (field[gIsAttuned].value = 0)
doneif (#levelcount[Warlock] < 1)
hero.child[cHelpWlk].field[cSplAttack].value = field[abValue5].value
hero.child[cHelpWlk].field[cSplSaveDC].value = field[abValue5].value]]></eval>
</thing>
<thing id="io5CAlcJug" name="Alchemy Jug" description="This apparently everfull ceramic jug seems to be able to hold a gallon of liquid and always weighs 12 pounds whether it is full or empty.\nAs an action select one of the liquids below and pour said liquid - at a rate of up to 2 gallons per minute - up to the amount given per liquid, per day.\nNote that once a liquid has been selected you must pour all of it before choosing another liquid.\n\nAcid, 8 ounces\nBasic poison, 1/2 ounce\nBeer, 4 gallons\nHoney, 1 gallon\nMayonnaise, 2 gallons\nOil, 1 quart\nVinegar, 2 gallons\nWater, 8 gallons\nWine, 1 gallons" compset="Wondrous" summary="Magic jug that can pour several types of liquid.">
<fieldval field="gWeight" value="12"/>
<usesource source="5eDMGCP"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="AlwaysAvl"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
</thing>
<thing id="is5CStAdde" name="Staff of the Adder" description="You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.\n\nThe snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form." compset="Staff">
<fieldval field="miAttunTxt" value="requires attunement by a cleric, druid, or warlock"/>
<fieldval field="gCost" value="1800"/>
<fieldval field="gWeight" value="10"/>
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="NeedAttune" name="Requires Attunement" abbrev="Requires Attunement"/>
<tag group="Helper" tag="NoCharge"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Usage" tag="Charges" name=" charges" abbrev=" charges"/>
<tag group="ItemRarity" tag="Uncommon"/>
<bootstrap thing="w5CStAdder"></bootstrap>
</thing>
<thing id="w5CStAdder" name="Staff of the Adder: Snake Head Attack" description="You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.\n\nThe snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form." compset="Weapon">
<fieldval field="wDamExtra" value=", target must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage."/>
<fieldval field="wDCntVers" value="1"/>
<fieldval field="wDSizVers" value="8"/>
<fieldval field="wFixDamage" value="1d6 piercing"/>
<tag group="Helper" tag="NoOutGear"/>
<tag group="wCategory" tag="Melee"/>
<tag group="EquipType" tag="Wood"/>
<tag group="DamageType" tag="dtPoison"/>
<tag group="Helper" tag="Helper"/>
<tag group="Helper" tag="NoSelect"/>
<tag group="wProperty" tag="Versatile"/>
</thing>
<thing id="mw5CSwAnsw" name="Sword of Answering" description="In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\n\nName Alignment Gem\nAnswerer | Chaotic good | Emerald\nBack Talker | Chaotic evil | jet\nConcluder | Lawful neutral | Amethyst\nLast Quip | Chaotic neutral | Tourmaline\nRebutter | Neutral good | Topaz\nReplier | Neutral | Peridot\nRetorter | Lawful good | Aquamarine\nScather | Lawful evil | Garnet\nSquelcher | Neutral evil | Spinel\n\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has." compset="MagicWep" buytemplate="BuyMoney" xactspecial="2">
<fieldval field="miTypeDet" value="any sword"/>
<fieldval field="gCost" value="36000"/>
<fieldval field="miAttunTxt" value="requires attunement by a creature with the same alignment as the sword"/>
<fieldval field="wDieCount" value="1"/>
<fieldval field="wDieSize" value="8"/>
<fieldval field="wAttBonus" value="3"/>
<fieldval field="gWeight" value="3"/>
<fieldval field="wDCntVers" value="1"/>
<fieldval field="wDSizVers" value="10"/>
<fieldval field="wDamBonus" value="3"/>
<usesource source="5eDMGCP"/>
<tag group="wCategory" tag="Melee"/>
<tag group="wProperty" tag="Versatile"/>
<tag group="DamageType" tag="dtSlashing"/>
<tag group="EquipType" tag="Metal"/>
<tag group="ItemRarity" tag="Rare" name="Rare" abbrev="Rare"/>
<tag group="Helper" tag="NeedAttune" name="Requires Attunement" abbrev="Requires Attunement"/>
<tag group="GearType" tag="gtWeapon"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="IsWeapon" tag="wLongsword"/>
<tag group="wGroup" tag="Sword"/>
<child entity="gMagWeapon"></child>
</thing>
<thing id="mw5CSwVeng" name="Sword of Vengeance" description="You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nCurse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.\n\nIn addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. \n\nYou can break the curse in the usual ways. \n\nAlternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties." compset="MagicWep" buytemplate="BuyMoney" xactspecial="2">
<fieldval field="miTypeDet" value="any sword"/>
<fieldval field="miAttunTxt" value="requires attunement"/>
<fieldval field="wAttBonus" value="1"/>
<fieldval field="wDamBonus" value="1"/>
<usesource source="5eDMGCP"/>
<tag group="wCategory" tag="Melee"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="Helper" tag="NeedAttune" name="Requires Attunement" abbrev="Requires Attunement"/>
<tag group="GearType" tag="gtWeapon"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="wGroup" tag="Sword"/>
<tag group="EquipType" tag="Metal"/>
<tag group="IsWeapon" tag="wGreatswrd"/>
<tag group="IsWeapon" tag="wLongsword"/>
<tag group="IsWeapon" tag="wShortswor"/>
<child entity="gMagWeapon"></child>
</thing>
<thing id="id5CRodTen" name="Tentacle Rod" description="Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. \n\nMoreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success." compset="Rod">
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Rare" name="Rare" abbrev="Rare"/>
<tag group="abSave" tag="aCON"/>
<tag group="abAction" tag="Action"/>
<tag group="Helper" tag="NeedAttune" name="Requires Attunement" abbrev="Requires Attunement"/>
</thing>
<thing id="io5CToStTo" name="Tome of the Stilled Tongue" description="This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. \n\nIf you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expend in a spell slot or using any verbal or somatic component Once used, this property of the tome can't be used again until the next dawn.\n\nWhile attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.\n\nVecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read." compset="Wondrous">
<fieldval field="miAttunTxt" value="requires attunement by a wizard"/>
<usesource source="5eDMGCP"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Legendary"/>
<tag group="Custom" tag="5CEbArcFoc"/>
</thing>
<thing id="io5CAnsHar" name="Instrument of the Bard (Anstruth Harp)" description="An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.\n\nYou can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nYou can play the instrument while casting a spell that forces any of its targets to be charmed on a failed save, thereby imposing disadvantage on that save. This only applies if the spell in question has a material or somatic component." compset="Wondrous">
<comment>Needs spells listed</comment>
<fieldval field="gCost" value="109000"/>
<fieldval field="miAttunTxt" value="requires attunement by a bard"/>
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="VeryRare"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="NeedAttune"/>
<bootstrap thing="spInvisibi">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spLevitate">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spProtGoEv">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spContWeat">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spCureWoun">
<autotag group="Usage" tag="AtWill"/>
<autotag group="sLevel" tag="5"/>
</bootstrap>
<bootstrap thing="spWallThor">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spFly">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="io5CCanMan" name="Instrument of the Bard (Canaith Mandolin)" description="An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.\n\nYou can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nYou can play the instrument while casting a spell that forces any of its targets to be charmed on a failed save, thereby imposing disadvantage on that save. This only applies if the spell in question has a material or somatic component." compset="Wondrous">
<comment>Needs spells listed</comment>
<fieldval field="gCost" value="30000"/>
<fieldval field="miAttunTxt" value="requires attunement by a bard"/>
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Rare"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="NeedAttune"/>
<bootstrap thing="spInvisibi">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spLevitate">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spProtGoEv">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spCureWoun">
<autotag group="Usage" tag="AtWill"/>
<autotag group="sLevel" tag="3"/>
</bootstrap>
<bootstrap thing="spDispMagi">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spProtEner">
<autotag group="Usage" tag="AtWill"/>
<assignval field="CustDesc" value="For the duration, the willing creature you touch has resistance to lightning damage type. "/>
</bootstrap>
<bootstrap thing="spFly">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="io5CFocBan" name="Instrument of the Bard (Fochulan Bandlore)" description="An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.\n\nYou can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nYou can play the instrument while casting a spell that forces any of its targets to be charmed on a failed save, thereby imposing disadvantage on that save. This only applies if the spell in question has a material or somatic component." compset="Wondrous">
<comment>Needs spells listed</comment>
<fieldval field="gCost" value="26500"/>
<fieldval field="miAttunTxt" value="requires attunement by a bard"/>
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="NeedAttune"/>
<bootstrap thing="spInvisibi">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spLevitate">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spProtGoEv">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spEntangle">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spFaerFire">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spShillela">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spSpeaAnim">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spFly">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="io5CMaFuCi" name="Instrument of the Bard (Mac-Fuirmidh Cittern)" description="An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.\n\nYou can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nYou can play the instrument while casting a spell that forces any of its targets to be charmed on a failed save, thereby imposing disadvantage on that save. This only applies if the spell in question has a material or somatic component." compset="Wondrous">
<comment>Needs spells listed</comment>
<fieldval field="gCost" value="27000"/>
<fieldval field="miAttunTxt" value="requires attunement by a bard"/>
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="NeedAttune"/>
<bootstrap thing="spInvisibi">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spLevitate">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spProtGoEv">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spBarkskin">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spCureWoun">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spFogClou">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spFly">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="io5CDosLut" name="Instrument of the Bard (Doss Lute)" description="An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.\n\nYou can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nYou can play the instrument while casting a spell that forces any of its targets to be charmed on a failed save, thereby imposing disadvantage on that save. This only applies if the spell in question has a material or somatic component." compset="Wondrous">
<comment>Needs spells listed</comment>
<fieldval field="gCost" value="28500"/>
<fieldval field="miAttunTxt" value="requires attunement by a bard"/>
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Uncommon"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="NeedAttune"/>
<bootstrap thing="spInvisibi">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spLevitate">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spProtGoEv">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="sp5CAnimFr">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spProtEner">
<autotag group="Usage" tag="AtWill"/>
<assignval field="CustDesc" value="For the duration, the willing creature you touch has resistance to fire damage type. "/>
</bootstrap>
<bootstrap thing="spProtPois">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spFly">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="io5CCliLyr" name="Instrument of the Bard (Cli Lyre)" description="An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.\n\nYou can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nYou can play the instrument while casting a spell that forces any of its targets to be charmed on a failed save, thereby imposing disadvantage on that save. This only applies if the spell in question has a material or somatic component." compset="Wondrous">
<comment>Needs spells listed</comment>
<fieldval field="gCost" value="35000"/>
<fieldval field="miAttunTxt" value="requires attunement by a bard"/>
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Rare"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="NeedAttune"/>
<bootstrap thing="spInvisibi">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spLevitate">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spProtGoEv">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spStonShap">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spWallFire">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spWindWall">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spFly">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="io5COllHar" name="Instrument of the Bard (Ollamh Harp)" description="An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.\n\nYou can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nYou can play the instrument while casting a spell that forces any of its targets to be charmed on a failed save, thereby imposing disadvantage on that save. This only applies if the spell in question has a material or somatic component." compset="Wondrous">
<comment>Needs spells listed</comment>
<fieldval field="gCost" value="125000"/>
<fieldval field="miAttunTxt" value="requires attunement by a bard"/>
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="ItemRarity" tag="Rare"/>
<tag group="GearType" tag="gtWondrous"/>
<tag group="Helper" tag="NeedAttune"/>
<bootstrap thing="spInvisibi">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spLevitate">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spProtGoEv">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spConfusio">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spContWeat">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spFireStor">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="spFly">
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="mw5CDMGBla" name="Blackrazor" description="Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. \n\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.\n\n{b}Devour Soul{/b}. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by {i}Blackrazor{/i} can be restored to life only by a wish spell. \n\nWhen it devours a soul, {i}Blackrazor{/i} grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep {i}Blackrazor{/i} in hand, you have advantage on attack roll, saving throws, and ability checks.\n\nIf you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, {i}Blackrazor{/i} devours your soul.\n\n{b}Soul Hunter{/b}. While you hold the weapon. you are aware of the presence of tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. \n\nBlackrazor can cast the {i}haste{/i} spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.\n\n{b}Sentience{/b}. {i}Blackrazor{/i} is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.\n\nThe weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, {i}Blackrazor{/i} also understands every language you know.\n\n{b}Personality{/b}. {i}Blackrazor{/i} speaks with an imperious tone, as though accustomed to being obeyed. \n\nThe sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. \n\n{i}Blackrazor{/i} is meant to hurry that process along. Despite its nihilism, {i}Blackrazor{/i} feels a strange kinship to {i}Wave{/i} and {i}Whelm{/i}, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with {i}Whelm{/i} and finds {i}Wave{/i} tedious.\n\n{i}Blackrazor's{/i} hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset." compset="MagicWep">
<fieldval field="miAttunTxt" value="requires attunement by a creature of non-lawful alignment"/>
<fieldval field="Bonus" value="3"/>
<fieldval field="miTypeDet" value="greatsword"/>
<usesource source="5eDMGCP"/>
<tag group="ItemRarity" tag="Legendary"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="abAction" tag="Action"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="IsWeapon" tag="wGreatswrd"/>
<tag group="CondImm" tag="pcnCharmed" name="Charmed" abbrev="Charmed"/>
<tag group="CondImm" tag="pcnFright" name="Frightened" abbrev="Frightened"/>
<bootstrap thing="spHaste">
<autotag group="Usage" tag="Day"/>
<autotag group="Helper" tag="EquipAvail"/>
<assignval field="sNameMod" value="Blackrazor - 1/day"/>
</bootstrap>
<eval phase="PostLevel" priority="10000"><![CDATA[doneif (field[gIsEquip].value = 0)
doneif (tagis[Helper.Disable] <> 0)
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
perform forward[CondImm.?]]]></eval>
<child entity="wSpecMagic">
<bootstrap thing="wGreatswrd"></bootstrap>
</child>
</thing>
<thing id="mw5CDMGMoo" name="Moonblade" description="{i}Weapon (longs word), legendary (requires attunement by an elf or half-elf of neutral good alignment){/i}\n\nOf all the magic items created by the elves, one of the most prized and jealously guarded is a {i}moonblade{/i}. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. \n\nA {i}moonblade{/i} passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power. \n\nA moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.\n\nA {i}moonblade{/i} won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make abil ity checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.\n\nA {i}moonblade{/i} has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the {i}Moonblade Properties Table{/i}.\n\n{i}{b}MOONBLADE PROPERTIES{/b}\nd100 - Property\n01-40 - Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. \n41-80 - The moonblade gai ns a randomly determined minor property (see "Special Fe atures" earlier in this chapter).\n81-82 - The moonblade gains the finesse property.\n83-84 - The moonblade gains the thrown property (range 20/60 feet).\n85-86 - The moonblade functions as a defender.\n87-90 - The moon blade scores a critical hit on a roll of 19 or 20.\n91-92 - When you hit with an attack using the moon blade, the attack an extra 1d6 slashing damage.\n93-94 - When you hit a creature of a specific type (such as dragon , fiend , or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid , cold, fire, lightning, or thunder. 95-96 You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon.\n97-98 - The moonblade fun ctions as a ring of spell storing. \n99 - You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral , immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action .\n00 - The moonblade functions as a vorpal sword.{/i}\n\nSentience. A {i}moonblade{/i} is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. \n\nThe weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. \n\n{b}Personality{/b}. Every {i}moonblade{/i} seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute. \n\nIf a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals." compset="MagicWep">
<fieldval field="Bonus" value="1"/>
<tag group="ItemRarity" tag="Legendary"/>
<tag group="IsWeapon" tag="wLongsword"/>
<child entity="wSpecMagic">
<bootstrap thing="wLongsword"></bootstrap>
</child>
</thing>
<thing id="mw5CDMGWav" name="Wave" description="{i}Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea){/i}\n\nHeld in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, {i}Wave{/i} happily accepts new converts. \n\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. \n\nThe weapon also functions as a {i}trident of fish command{/i} and a {i}weapon of warning{/i}. It can confer the benefit of a {i}cap of water breathing{/i} while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. \n\n{b}Sentience{/b}. {i}Wave{/i} is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.\n\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.\n\n{b}Personality{/b}. When it grows restless, {i}Wave{/i} has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. \n\n{i}Wave{/i} zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. \n\nThe trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to-or rebellion against-that god. \n\n{i}Wave{/i} harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, {i}Wave{/i} fears that it was intended to bring about a particular sea god's demise. This destiny is something {i}Wave{/i} might not be able to avert." compset="MagicWep">
<comment>Needs to get all the benefits of the mentioned items.</comment>
<fieldval field="Bonus" value="3"/>
<tag group="ItemRarity" tag="Legendary"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="IsWeapon" tag="wTrident"/>
<child entity="wSpecMagic">
<bootstrap thing="wTrident"></bootstrap>
</child>
</thing>
<thing id="mw5CDMGWhe" name="Whelm" description="{i}Weapon (warhammer), legendary (requires attunement by a dwarf){/i}\n\n{i}Whelm{/i} is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. \n\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with {i}Whelm{/i}, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.\n\n{b}Thrown Weapon{/b}. {i}Whelm{/i} has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.\n\n{b}Shock Wave{/b}. You can use an action to strike the ground with {i}Whelm{/i} and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. \n\n{b}Supernatural Awareness{/b}. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. \n\n{b}Sentience{/b}. {i}Whelm{/i} is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. \n\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.\n\n{b}Personality{/b}. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.\n\nWhelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. \n\nThe hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan." compset="MagicWep">
<fieldval field="Bonus" value="3"/>
<fieldval field="miAttunTxt" value="requires attunement by a dwarf"/>
<usesource source="5eDMGCP"/>
<tag group="Helper" tag="NeedAttune"/>
<tag group="IsWeapon" tag="wWarhammer"/>
<child entity="wSpecMagic"></child>
</thing>
<thing id="w5CShtgn" name="Shotgun" compset="Weapon">
<fieldval field="wRangeNorm" value="30"/>
<fieldval field="wRangeLong" value="90"/>
<fieldval field="gWeight" value="7"/>
<fieldval field="wDieCount" value="2"/>
<fieldval field="wDieSize" value="8"/>
<fieldval field="wCapacity" value="2"/>
<usesource source="5eDMGCP"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wGroup" tag="Firearm"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="RangeProj" name="Projectile Weapon" abbrev="Projectile"/>
<tag group="wProfReq" tag="Special"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="wProperty" tag="AWReload"/>
<tag group="wProperty" tag="TwoHanded"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="Helper" tag="Always2H"/>
</thing>
<thing id="w5CAntMtRfl" name="Antimatter Rifle" compset="Weapon">
<fieldval field="wRangeNorm" value="120"/>
<fieldval field="gWeight" value="10"/>
<fieldval field="wDieCount" value="6"/>
<fieldval field="wDieSize" value="8"/>
<fieldval field="wRangeLong" value="360"/>
<fieldval field="wCapacity" value="2"/>
<usesource source="5eDMGCP"/>
<tag group="wCategory" tag="RangeProj" name="Projectile Weapon" abbrev="Projectile"/>
<tag group="wProfReq" tag="Special"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="DamageType" tag="dtNecrotic"/>
<tag group="wProperty" tag="AWReload"/>
<tag group="wProperty" tag="TwoHanded"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wGroup" tag="Firearm"/>
<tag group="Helper" tag="Always2H"/>
<bootstrap thing="trk5CReload"></bootstrap>
</thing>
<thing id="w5CAutoPistol" name="Automatic Pistol" compset="Weapon">
<fieldval field="wRangeNorm" value="50"/>
<fieldval field="wRangeLong" value="150"/>
<fieldval field="gWeight" value="3"/>
<fieldval field="wDieCount" value="2"/>
<fieldval field="wDieSize" value="6"/>
<fieldval field="wCapacity" value="15"/>
<usesource source="5eDMGCP"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wGroup" tag="Firearm"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="RangeProj" name="Projectile Weapon" abbrev="Projectile"/>
<tag group="wProfReq" tag="Special"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="wProperty" tag="AWReload"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
</thing>
<thing id="w5CAutoRfl" name="Automatic Rifle" compset="Weapon">
<fieldval field="wRangeNorm" value="80"/>
<fieldval field="wRangeLong" value="240"/>
<fieldval field="gWeight" value="8"/>
<fieldval field="wDieCount" value="2"/>
<fieldval field="wDieSize" value="8"/>
<fieldval field="wCapacity" value="30"/>
<usesource source="5eDMGCP"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wGroup" tag="Firearm"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="RangeProj" name="Projectile Weapon" abbrev="Projectile"/>
<tag group="wProfReq" tag="Special"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="wProperty" tag="AWReload"/>
<tag group="wProperty" tag="TwoHanded"/>
<tag group="wProperty" tag="AWBurstRF"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="Helper" tag="Always2H"/>
</thing>
<thing id="w5CHntRfl" name="Hunting Rifle" compset="Weapon">
<fieldval field="wRangeNorm" value="80"/>
<fieldval field="wRangeLong" value="240"/>
<fieldval field="gWeight" value="8"/>
<fieldval field="wDieCount" value="2"/>
<fieldval field="wDieSize" value="10"/>
<fieldval field="wCapacity" value="5"/>
<usesource source="5eDMGCP"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wGroup" tag="Firearm"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="RangeProj" name="Projectile Weapon" abbrev="Projectile"/>
<tag group="wProfReq" tag="Special"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="wProperty" tag="AWReload"/>
<tag group="wProperty" tag="TwoHanded"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="Helper" tag="Always2H"/>
</thing>
<thing id="w5CLzrPstl" name="Laser Pistol" compset="Weapon">
<fieldval field="wRangeNorm" value="30"/>
<fieldval field="gWeight" value="2"/>
<fieldval field="wDieCount" value="3"/>
<fieldval field="wDieSize" value="6"/>
<fieldval field="wRangeLong" value="120"/>
<fieldval field="wCapacity" value="50"/>
<usesource source="5eDMGCP"/>
<usesource source="p5eIDRotFP"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wCategory" tag="RangeProj" name="Projectile Weapon" abbrev="Projectile"/>
<tag group="wProfReq" tag="Special"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="DamageType" tag="dtRadiant"/>
<tag group="wProperty" tag="AWReload"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wGroup" tag="Firearm"/>
</thing>
<thing id="w5CLzrRfl" name="Laser Rifle" compset="Weapon">
<fieldval field="wRangeNorm" value="100"/>
<fieldval field="wRangeLong" value="300"/>
<fieldval field="gWeight" value="7"/>
<fieldval field="wDieCount" value="3"/>
<fieldval field="wDieSize" value="8"/>
<fieldval field="wCapacity" value="30"/>
<usesource source="5eDMGCP"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wGroup" tag="Firearm"/>
<tag group="wProfReq" tag="Special"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="DamageType" tag="dtRadiant"/>
<tag group="wProperty" tag="AWReload"/>
<tag group="wProperty" tag="TwoHanded"/>
<tag group="wCategory" tag="RangeProj" name="Projectile Weapon" abbrev="Projectile"/>
<tag group="Helper" tag="Always2H"/>
</thing>
<thing id="w5CMskt" name="Musket" compset="Weapon">
<fieldval field="wRangeNorm" value="40"/>
<fieldval field="gSizeCost" value="500"/>
<fieldval field="gWeight" value="10"/>
<fieldval field="wDieCount" value="1"/>
<fieldval field="wDieSize" value="12"/>
<fieldval field="wRangeLong" value="120"/>
<usesource source="5eDMGCP"/>
<usesource source="5eLgtXry"/>
<tag group="wGroup" tag="Firearm"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="RangeProj" name="Projectile Weapon" abbrev="Projectile"/>
<tag group="wProfReq" tag="Special"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="wProperty" tag="Loading"/>
<tag group="wProperty" tag="TwoHanded"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="Helper" tag="Always2H"/>
<tag group="wCategory" tag="Firearm"/>
</thing>
<thing id="w5CPstl" name="Pistol" compset="Weapon">
<fieldval field="wRangeNorm" value="30"/>
<fieldval field="wRangeLong" value="90"/>
<fieldval field="gSizeCost" value="250"/>
<fieldval field="gWeight" value="3"/>
<fieldval field="wDieCount" value="1"/>
<fieldval field="wDieSize" value="10"/>
<usesource source="5eDMGCP"/>
<usesource source="5eLgtXry"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="RangeProj" name="Projectile Weapon" abbrev="Projectile"/>
<tag group="wProfReq" tag="Special"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="wProperty" tag="Loading"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wGroup" tag="Firearm"/>
</thing>
<thing id="w5CRvlvr" name="Revolver" compset="Weapon">
<fieldval field="wRangeNorm" value="40"/>
<fieldval field="wRangeLong" value="120"/>
<fieldval field="gWeight" value="3"/>
<fieldval field="wDieCount" value="2"/>
<fieldval field="wDieSize" value="8"/>
<fieldval field="wCapacity" value="6"/>
<usesource source="5eDMGCP"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wGroup" tag="Firearm"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="RangeProj" name="Projectile Weapon" abbrev="Projectile"/>
<tag group="wProfReq" tag="Special"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="wProperty" tag="AWReload"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
</thing>
<thing id="trk5CReload" name="Shots Taken" compset="Tracker"></thing>
<thing id="g5CRenBlt" name="Renaissance Bullets" compset="Gear" lotsize="10" stacking="merge">
<fieldval field="gWeight" value="0.2"/>
<fieldval field="gCost" value=".3"/>
<usesource source="5eDMGCP"/>
<usesource source="5eLgtXry"/>
<tag group="GearType" tag="gtAmmo" name="Ammo" abbrev="Ammo"/>
<tag group="User" tag="Tracker"/>
<tag group="Helper" tag="UsesQty" name="UsesQty" abbrev="UsesQty"/>
</thing>
<thing id="g5CModBlt" name="Modern Bullets" compset="Gear" lotsize="10" stacking="merge">
<fieldval field="gWeight" value="0.1"/>
<usesource source="5eDMGCP"/>
<tag group="GearType" tag="gtAmmo" name="Ammo" abbrev="Ammo"/>
<tag group="Helper" tag="UsesQty" name="UsesQty" abbrev="UsesQty"/>
<tag group="User" tag="Tracker"/>
</thing>
<thing id="wHdrSpecR" name="Special Ranged Weapons" compset="Weapon" isshowonly="yes">
<tag group="wProfReq" tag="Special"/>
<tag group="wCategory" tag="RangeProj"/>
</thing>
<thing id="wHdrSpecM" name="Special Melee Weapons" compset="Weapon" isshowonly="yes">
<tag group="wProfReq" tag="Special"/>
<tag group="wCategory" tag="Melee"/>
</thing>
<thing id="cfg5CNckPryr" name="Necklace of Prayer Beads" compset="Configure" uniqueness="unique">
<fieldval field="cfgObject1" value="Prayer Beads"/>
<tag group="AllowRCust" tag="cfg5CNckPryr"/>
<eval phase="Final">perform hero.childfound[io5CNeckPray].setfocus
if (focus.field[usrIndex].value = 0) then
field[cfgMax1].value = 3
elseif (focus.field[usrIndex].value = 1) then
field[cfgMax1].value = 4
elseif (focus.field[usrIndex].value = 2) then
field[cfgMax1].value = 5
elseif (focus.field[usrIndex].value = 3) then
field[cfgMax1].value = 6
endif</eval>
</thing>
<thing id="io5CNeckPray" name="Necklace of Prayer Beads" description="This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\nSix types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.\n\n{b}d20 Bead of....{/b}\n1-6 Blessing - Bless\n7-12 Curing - Cure wounds (2nd level) or lesser restoration\n13-16 Favor - Greater restoration\n17-18 Smiting - Branding smite\n19 Summons - Planar ally\n20 Wind walking - Wind walk" compset="Wondrous" replaces="miNeckPray">
<fieldval field="miAttunTxt" value="requires attunement by a cleric, druid, or paladin"/>
<arrayval field="usrArray" index="0" value="3 Beads"/>
<arrayval field="usrArray" index="1" value="4 Beads"/>
<arrayval field="usrArray" index="2" value="5 Beads"/>
<arrayval field="usrArray" index="3" value="6 Beads"/>
<tag group="ItemRarity" tag="Rare" name="Rare" abbrev="Rare"/>
<tag group="User" tag="NoAutoName"/>
<tag group="Helper" tag="EquipMag" name="Magic Armor" abbrev="Magic Armor"/>
<tag group="Helper" tag="NeedAttune" name="Requires Attunement" abbrev="Requires Attunement"/>
<tag group="Helper" tag="ShowSpec"/>
<bootstrap thing="cfg5CNckPryr">
<containerreq phase="First" priority="450"><![CDATA[fieldval:gIsAttuned <> 0]]></containerreq>
</bootstrap>
</thing>
<thing id="c5CBeadBls" name="Prayer Bead" compset="CustomSpec">
<fieldval field="usrLabelAr" value="Bead of"/>
<arrayval field="usrArray" index="0" value="Blessing (bless)"/>
<arrayval field="usrArray" index="1" value="Curing (cure wounds)"/>
<arrayval field="usrArray" index="2" value="Curing (lesser restoration)"/>
<arrayval field="usrArray" index="3" value="Favor (greater restoration)"/>
<arrayval field="usrArray" index="4" value="Smiting (branding smite)"/>
<arrayval field="usrArray" index="5" value="Summons (planar ally)"/>
<arrayval field="usrArray" index="6" value="Wind walking (wind walk)"/>
<tag group="AllowRCust" tag="cfg5CNckPryr"/>
<tag group="Helper" tag="SpecUp"/>
<tag group="Helper" tag="Primary"/>
<tag group="User" tag="NoAutoName"/>
<bootstrap thing="spBless">
<containerreq phase="First" priority="500">fieldval:usrIndex = 0</containerreq>
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="Usage" tag="Day"/>
<assignval field="trkMax" value="1"/>
<assignval field="sNameMod" value="Prayer Bead"/>
</bootstrap>
<bootstrap thing="spCureWoun">
<containerreq phase="First" priority="500">fieldval:usrIndex = 1</containerreq>
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="Usage" tag="Day"/>
<assignval field="trkMax" value="1"/>
<assignval field="sNameMod" value="Prayer Bead"/>
</bootstrap>
<bootstrap thing="spLessRest">
<containerreq phase="First" priority="500">fieldval:usrIndex = 2</containerreq>
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="Usage" tag="Day"/>
<assignval field="trkMax" value="1"/>
<assignval field="sNameMod" value="Prayer Bead"/>
</bootstrap>
<bootstrap thing="spGreaRest">
<containerreq phase="First" priority="500">fieldval:usrIndex = 3</containerreq>
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="Usage" tag="Day"/>
<assignval field="trkMax" value="1"/>
<assignval field="sNameMod" value="Prayer Bead"/>
</bootstrap>
<bootstrap thing="sp5CBrandS">
<containerreq phase="First" priority="500">fieldval:usrIndex = 4</containerreq>
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="Usage" tag="Day"/>
<assignval field="trkMax" value="1"/>
<assignval field="sNameMod" value="Prayer Bead"/>
</bootstrap>
<bootstrap thing="spPlanAlly">
<containerreq phase="First" priority="500">fieldval:usrIndex = 5</containerreq>
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="Usage" tag="Day"/>
<assignval field="trkMax" value="1"/>
<assignval field="sNameMod" value="Prayer Bead"/>
</bootstrap>
<bootstrap thing="spWindWalk">
<containerreq phase="First" priority="500">fieldval:usrIndex = 6</containerreq>
<autotag group="Helper" tag="ItemSpell"/>
<autotag group="Usage" tag="Day"/>
<assignval field="trkMax" value="1"/>
<assignval field="sNameMod" value="Prayer Bead"/>
</bootstrap>
</thing>
<thing id="cfg5CArtPrp" name="Artifact Properties" compset="Configure" uniqueness="unique">
<fieldval field="cfgObject1" value="Minor Beneficial Properties"/>
<fieldval field="cfgObject2" value="Major Beneficial Properties"/>
<fieldval field="cfgObject3" value="Minor Detrimental Properties"/>
<fieldval field="cfgObject4" value="Major Detrimental Properties"/>
<fieldval field="cfgAllwSp1" value="(Helper.Helper & !Helper.Helper)"/>
<tag group="AllowSkl1" tag="Any"/>
<eval phase="Final" priority="50000" index="2"><![CDATA[
doneif (field[cfgMaxSp1].value = field[cfgLeftSp1].value)
doneif (tagis[Helper.Disable] <> 0)
var searchexpr as string
var blep as number
searchexpr = "("
foreach pick in hero from BaseSpell where "hasagent.cfg5CArtPrp"
if (blep > 0) then
searchexpr &= " | "
endif
searchexpr &= eachpick.tagids[thingid.?]
blep += 1
nexteach
searchexpr &= ") & !sLevel.0"
foreach pick in hero from BaseSpell where searchexpr
perform eachpick.assign[Helper.Free]
perform eachpick.assign[Helper.SpellLike]
eachpick.field[trkMax].value = 1
perform eachpick.assign[Usage.Day]
eachpick.field[CustDesc].text = eachpick.field[descript].text & "\n\n Once this spell is cast, roll a d6. On a roll of 1-5, you cannot cast the spell again until the next dawn."
nexteach]]></eval>
<eval phase="Final" priority="50001"><![CDATA[
doneif (field[cfgMaxSp1].value = field[cfgLeftSp1].value)
doneif (tagis[Helper.Disable] <> 0)
var searchexpr as string
var blep as number
searchexpr = "("
foreach pick in hero from BaseSpell where "hasagent.cfg5CArtPrp"
if (blep > 0) then
searchexpr &= " | "
endif
searchexpr &= eachpick.tagids[thingid.?]
blep += 1
nexteach
searchexpr &= ") & sLevel.0"
foreach pick in hero from BaseSpell where searchexpr
perform eachpick.assign[Helper.SpellLike]
nexteach]]></eval>
</thing>
<thing id="c5CAPAD01" name="01-05 - Rotting Body" description="While you're attuned to this artifact, your body rots over the course of four days. By the end of day 1, you lose your hair. By the end of day 2, your finger and toe tips rot off. Your lips and nose are gone by the end of day 3, and your ears rot off by the end of day 4. After that, the rotting ends. The {i}regenerate{/i} spell can restore these lost body parts." compset="CustomSpec">
<fieldval field="usrCandid1" value="Custom.5CAPEAD & Helper.NeedAttune"/>
<tag group="ChooseSrc1" tag="Hero"/>
<tag group="AllowRCust" tag="cfg5CArtPrp"/>
<tag group="AllowRCust" tag="cfg5CArtPrp"/>
<tag group="User" tag="NoAutoName"/>
<tag group="Helper" tag="Quaternary"/>
<tag group="Custom" tag="5CAPAD"/>
<tag group="Helper" tag="SpecUp"/>
<eval phase="First"><![CDATA[
~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)
doneif (field[usrChosen1].ischosen = 0)
perform field[usrChosen1].chosen.setfocus
perform focus.assign[Custom.5CAPAD]
doneif (field[usrChosen1].chosen.field[gIsAttuned].value = 0)
perform delete[Helper.SpecUp]]]></eval>
<eval phase="Render" index="2"><![CDATA[
~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)
doneif (field[usrChosen1].ischosen = 0)
doneif (field[usrChosen1].chosen.field[gIsAttuned].value = 0)
perform field[usrChosen1].chosen.setfocus
field[livename].text = focus.field[name].text & " - Rotting Body"]]></eval>
<eval phase="Render" priority="999999" index="3">perform delete[Helper.ActivMenu]</eval>
</thing>
<thing id="c5CAPID01" name="01-05 - Spell Disadvantage" description="While you're attuned to this artifact, you make your saving throws against spells with disadvantage." compset="CustomSpec">
<fieldval field="usrCandid1" value="Custom.5CAPEID & Helper.NeedAttune"/>
<tag group="ChooseSrc1" tag="Hero"/>
<tag group="AllowRCust" tag="cfg5CArtPrp"/>
<tag group="User" tag="NoAutoName"/>
<tag group="Helper" tag="Tertiary"/>
<tag group="Custom" tag="5CAPID"/>
<tag group="Helper" tag="SpecUp"/>
<eval phase="First"><![CDATA[
~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)
doneif (field[usrChosen1].ischosen = 0)
perform field[usrChosen1].chosen.setfocus
perform focus.assign[Custom.5CAPID]
doneif (field[usrChosen1].chosen.field[gIsAttuned].value = 0)
perform delete[Helper.SpecUp]]]></eval>
<eval phase="Render" index="2"><![CDATA[
~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)