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\nJede Kreatur, die sich in dem Bereich aufhält, wenn du den Zauber wirkst, muss einen erfolgreichen Stärkerettungswurf ablegen, um nicht für die Wirkungsdauer von den umschlingenden Pflanzen festgesetzt zu werden. Eine Kreatur, die von den Pflanzen festgesetzt ist, kann als Aktion einen Stärkewurf gegen den SG zum Widerstehen deiner Zauber ablegen. Bei einem Erfolg kann sie sich befreien.
\nWenn der Zauber endet, verdorren die beschworenen Pflanzen.
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\nFür die Wirkungsdauer erhalten alle Kreaturen deiner Wahl innerhalb von 9m (inklusive dir) einen Bonus von +10 auf Würfe auf Geschicklichkeit (Heimlichkeit). Außerdem können ihre Spuren nur auf magische Weise gelesen werden. Eine Kreatur, die vom Effekt des Zaubers betroffen ist, hinterlässt keine Fährten oder andere Spuren ihrer Anwesenheit.
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\nDie {Kreatur} greift mit ihrer Keule an.
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\nImmer wenn die Dryade oder ihre Verbündeten etwas tun, das dem Ziel schadet, kann es den Rettungswurf wiederholen und den Effekt bei einem Erfolg beenden. Ansonsten hält der Effekt 24 Stunden an oder bis die Dryade stirbt, sich auf einer anderen Existenzebene befindet als das Ziel oder den Effekt als Bonusaktion beendet. Wenn der Rettungswurf des Ziels erfolgreich ist, ist es für die nächsten 24 Stunden gegen den Charm der Feen der Dryade immun.
\nDie Dryade kann nicht mehr als einen Humanoiden und drei Tiere auf einmal bezaubert haben.
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\nAn Bäume gebunden. Mächtige Feen binden manchmal niedere Feen an Bäume und verwandeln Sie dabei in Dryaden. Dies geschieht unter anderem als Bestrafung, wenn die Fee sich in einen Sterblichen verliebt, und diese Liebe verboten ist.
\nEine Dryaden kann ihren Baum verlassen und sich in seiner Umgebung aufhalten, aber der Baum bleibt ihr zu Hause und ihre Wurzel in der Welt. Solange der Baum gesund und unbeschädigt ist, bleibt die Dryaden für immer jung und anziehend. Wenn der Baum beschädigt wird, dann leidet sie. Wird der Baum sogar zerstört, verfällt sie in Wahnsinn.
\nZurückgezogenes Feenwesen. Dryaden sind die Wächter ihrer Domäne im Wald. Sie sind scheu und zurückgezogen und beobachten Eindringlinge von den Bäumen aus. Eine Dryaden, die von der Schönheit eines Fremden beeindruckt ist, möchte ihn vielleicht genauer betrachten, und vielleicht die Person sogar weglocken, um sie zu bezaubern.
\nDryaden arbeiten mit anderen Geschöpfen des Waldes zusammen, ihre Wälder zu schützen. Einhörner, Baumhirten und Satyrn leben mit ihnen Seite an Seite, zusammen mit den Druiden, die Hingabe der Dryaden an die Wälder, die sie Heimat nennen, teilen.
\nMagie des Waldes. Dryaden können mit Pflanzen und Tieren sprechen. Sie können sich von einem Baum zum anderen teleportieren, um Eindringlinge und ihren Hainen wegzulocken. Wenn sie gedrängt werden, können Dryaden Humanoide mit ihrem Bezauberungen verführen und so Feinde in Freunde verwandeln. Sie kennen auch einige nützliche Zauber.
\nMade of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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Raubsaurier sind wilde, territoriale Jäger. Pflanzenfressende Dinosaurier sind weniger aggressiv, aber könnten angreifen, um ihre Jungen zu verteidigen oder wenn sie erschreckt oder belästigt werden.
Dinosaurier gibt es in vielen Größen und Formen. Größere Varianten haben oft eine einfache Färbung, während kleinere Dinosaurier farbenfroh gezeichnet wie Vögel sind. Dinosaurier streifen durch raue und isolierte Gegenden, die selten von Humanoiden besucht werden, wie abgelegene Gebirgstäler, unerreichbare Plateaus, tropische Inseln und tiefe Sümpfe.
Dieser massive Vierbeiner ist so groß, dass die meisten Räuber einen Bogen um ihn machen. Sein tödlicher Schwanz kann kleinere Gefahren vertreiben oder umbringen.
Nahkampf-Waffenangriff: +8 zum Treffen, Reichweite: 6m, eine Kreatur. Treffer: 27 ([[/r 5d8+5]]) Wuchtschaden, und das Ziel muss einen Stärkerettungswurf gegen SG 14 bestehen, oder es wird umgestoßen (Zustand: @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.7Iizq65rBiA1UJxc]{liegend})
Nahkampf-Waffenangriff: +8 zum Treffen, Reichweite 6m, ein Ziel, Treffer: 32 ([[/r 6d8+5]]) Wuchtschaden
Die Kreatur schlägt mit ihrem Schwanz zu.
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\nDer schlafende Baum ist erwacht. Ein Baum, dessen Schicksal es ist, ein Baumhirte zu werden, meditiert durch einen langen Zyklus van Jahreszeiten und lebt normalerweise für Jahrzehnte oder Jahrhunderte, ehe er sein Potenzial erkennt. Bäume, die erwachten, tun dies unter besonderen Umständen und an Orten, die von Magie erfüllt sind. Baumhirten und Druiden können spüren, wenn ein Baum den Funken dieses Potenzials in sich trägt, und sie schützen solche Bäume in geheimen Hainen, wenn sie sich dem Augenblick des Erwachens nähern. Während dieses langen Prozesses des Erwachens entwickelt der Baum gesichtsartige Merkmale auf seiner Rinde, der untere Stamm teilt sich zu Beinen, und lange Zweige beugen sich herab, um zu Armen zu werden. Wenn der Baum bereit ist, zieht er seine Beine aus der greifenden Erde und schließt sich seinesgleichen an, um den Wald zu schützen.
\nLegendäre Wächter. Nachdem ein Baumhirte erwacht ist, wächst er genauso weiter, als sei er ein Baum. Baumhirten, die aus den mächtigsten Bäumen erschaffen werden, können sehr groß werden, während sie eine angeborene magische Macht über Pflanzen und Tiere erlangen. Solche Baumhirten können Pflanzen beleben und sie nutzen, um Eindringlinge zu umschlingen und zu fangen. Sie können wilde Kreaturen zur Unterstützung rufen oder Botschaften über große Entfernungen überbringen.
\nBewahrer der Wildnis. Selbst nach dem Erwachen verbringt ein Baumhirte den Großteil seines Lebens als Baum. Solange er verwurzelt ist, ist sich ein Baumhirte seiner Umgebung bewusst, und er kann die Auswirkungen von Ereignissen, die Kilometer entfernt stattfinden, anhand von subtilen Veränderungen in der Nähe spüren.
\nHolzfäller, die es meiden, gesunde Bäume zu schlagen, und Jäger, die nur das, was sie brauchen, vom Reichtum des Waldes nehmen, werden vermutlich nicht den Zorn eines Baumhirten erwecken. Kreaturen, die sorglos mit Feuer umgehen, die den Wald vergiften und die großen Bäume zerstören, besonders Bäume, die kurz vor dem Erwachen stehen, müssen sich dem Zorn des Baumhirten stellen.
\nDer Hund teleportiert sich zusammen mit aller Ausrüstung, die er trägt oder hält, auf magische Weise bis zu 12m weit in einen nicht besetzten Bereich, den er sehen kann. Vor oder nach der Teleportation kann der Hund einen Biss-Angriff durchführen
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\nSolange der Baumhirte bewegungslos bleibt, ist er nicht von einem normalen Baum zu unterscheiden.
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Diese eigenartigen, normalerweise gutmütigen Kreaturen können eisenhaltige Metalle korrodieren lassen und verschlingen den Rost, den sie erschaffen. Dabei haben sie die Rüstungen, Schilde und Waffen zahlloser Abenteurer zerstört. Der Körper eines Rostmonsters ist von dicker, knubbeliger Panzerung bedeckt, sein langer Schwanz endet in einem knochigen Auswuchs, und zwei fedrige Fühler ragen aus dem insektenartigen Kopf.
\nUnterirdische Plünderer. Rostmonster streifen durch unterirdische Tunnel auf der Suche nach eisenhaltigen Metallen wie Eisen, Stahl, Adamant und Mithril, die sie verzehren können. Sie ignorieren Kreaturen, die keine solchen Metalle bei sich tragen, doch können sie aggressiv gegenüber Wesen werden, die stählerne Waffen und Rüstungen tragen. Ein Rostmonster kann seine Nahrung auf große Entfernung riechen und stürmt sofort auf die Quelle des Geruchs zu, um den Gegenstand zu korrodieren und zu verschlingen.
\nEin Rostmonster kümmert es nicht, ob der Rost, den er verzehrt, von einem Nagel oder einem Schwert stammt. Abenteurer können dir Kreatur ablenken, indem sie einige eisenhaltige Gegenstände hinter sich fallen lassen.
\nUnterirdische Wanderer. Rostmonster treten selten in großer Zahl auf, weil sie es vorziehen, alleine oder in kleiner Gruppe zu jagen. Sie streifen ziellos durch Tunnel und bewegen sich auf ihrer unermüdlichen Suche nach eisenhaltigen Metallen, die sie verschlingen können, von Höhle zu Höhle. Ihre Wanderungen bringen sie oft in Kontakt mit anderen Bewohnern des Unterreichs, welche sie harmlos oder unappetitlich finden. Somit findet man Rostmonster oft in unmittelbarer Nähe zu anderen unterirdischen Monstern. Wenn sie gut behandelt und gefüttert werden, können sie auch zu freundlichen Begleitern oder Haustieren werden.
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\nTödliche Wildheit. Der Ruf des Eulenbären, wild, aggressiv, stur und übellaunig zu sein, macht ihn zu einem der am meisten gefürchteten Raubtiere in der Wildnis. Es gibt wenig oder sogar gar nichts, was ein hungriger Eulenbär fürchtet. Selbst Monster, die größer und stärker als ein Eulenbär sind, legen sich nicht mit einer Kreatur an, denn sie interessiert sich nicht für die größere Stärke eines Gegners und greift ohne jede Provokationen an.
\nUnübertroffene Raubtiere. Ein Eulenbär verlässt seine Behausung bei Sonnenuntergang und jagt in den dunkelsten Stunden der Nacht. Er ruft wie eine Eule und kreischt, um sein Revier zu bestimmen, einen Partner zu finden oder Beute in sein Revier zu treiben. Seine Jagdgebiete sind normalerweise Wälder, die dem Eulenbär vertraut und dicht genug sind, dass sie die Fluchtwege der Beute einschränken.
\nEin Eulenbär legt eine Behausung in eine Höhle oder Ruine an, die mit den Knochen seiner Beute übersät ist. Er schleppt halb gefressene Beute zurück in die Behausung und lagert Teile des Kadavers zwischen den Felsen, Büschen und Bäumen der Umgebung. Der Geruch von Blut und verfaultem Fleisch erfüllt die Luft in der Nähe der Behausung eines Eulenbären. Dies zieht Aasfresser an, die wiederum Beute darstellen.
\nEulenbären jagen alleine oder in festen Paaren. Wenn es viel Beute gibt, könnte eine Familie von Eulenbären länger zusammenbleiben, als es nötig ist, um ihre Nachkommen aufzuziehen. Ansonsten trennen sie sich, sobald die Jungen bereit zur Jagd sind.
\nWilde Begleiter. Auch wenn sie intelligenter sind als die meisten Tiere, ist es schwer, sie auszubilden. Mit ausreichen Zeit, Futter und Glück kann eine intelligente Kreatur einen Eulenbären ausbilden, sodass er sie als Meister anerkennt. Er wird dann zu einem unermüdlichen Wächter oder einem schnellen und zähen Reittier. Die Bewohner von abgelegenen Grenzsiedlungen waren sogar erfolgreich darin, Eulenbären-Rennen zu veranstalten, doch die Zuschauer wetten ebenso oft darauf, welcher Eulenbär seinen Führer zuerst angreift, wie darauf, welcher zuerst die Ziellinie überquert.
\nElfische Gemeinschaften ermutigen Eulenbären dazu, ihre Behausung unter ihrer Siedlungen in den Baumwipfeln zu errichten. Sie verwenden dabei die Tiere als natürlichen Schutz der Siedlung bei Nacht. Hobgoblins schätzen Eulenbären als Kriegsbestien, und Hügelriesen und Frostriesen halten sie manchmal als Haustiere. Ein hungriger Eulenbär könnte eine Attraktion in einer Gladiatorenarena sein und ohne Gnade seine Feinde vor einem blutgierigem Publikum ausweiden und verschlingen.
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\n- Du bewirkst, dass augenblicklich eine Blume erblüht, eine Samenkapsel sich öffnet oder eine Blattknospe aufblüht
\n- Du erschaffst einen harmlosen sensorischen Effekt, wie fallende Blätter, einen Windhauch, die Geräusche eines kleinen Tieres oder den leichten Geruch eines Stinktiers. Der Effekt muss in einem Würfel von 1,50m Kantenlänge passen
\n- Du kannst augenblicklich eine Kerze, eine Fackel oder ein kleines Lagerfeuer entzünden oder löschen
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\nDu kannst den Zauber vorzeitig beenden, indem du einen der folgenden speziellen Effekte nutzt.
\nVerzauberung brechen: Als Aktion berührst du eine Kreatur, die von einem himmlischen Wesen, einem Elementar, einem Feenwesen, einem Unhold oder einem Untoten bezaubert, verängstigt oder besessen ist. Die Kreatur, die du berührst, ist nicht länger bezaubert, verängstigt oder besessen.
\nVertreiben: Als Aktion kannst du einen Nahkampf-Zauberangriff gegen ein himmlisches Wesen, einen Elementar, ein Feenwesen, einen Unhold oder einen Untoten ausführen, den du erreichen kannst. Bei einem Treffer muss die Kreatur einen erfolgreichen Charismarettungswurf ablegen, um nicht zurück auf ihre Heimatebene geschickt zu werden (falls sie nicht bereits dort ist). Wenn sie nicht auf ihrer Heimatebene sind, werden Untote in den Schattensaum geschickt und Feenwesen in die Feenwildnis.
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\nUmschlingende Gräser und Ranken wachsen in einem quadratischen Bereich mit 6 m Seitenlänge in Reichweite aus dem Boden. Für die Wirkungsdauer verwandeln diese Pflanzen den Boden in schwieriges Gelände.
\nJede Kreatur, die sich in dem Bereich aufhält, wenn du den Zauber wirkst, muss einen erfolgreichen Stärkerettungswurf ablegen, um nicht für die Wirkungsdauer von den umschlingenden Pflanzen festgesetzt zu werden. Eine Kreatur, die von den Pflanzen festgesetzt ist, kann als Aktion einen Stärkewurf gegen den SG zum Widerstehen deiner Zauber ablegen. Bei einem Erfolg kann sie sich befreien.
\nWenn der Zauber endet, verdorren die beschworenen Pflanzen.
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\nDas Einhorn greift mit seinem Horn an.
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\nHufe
\n@Compendium[SharedData_global.Monsterfähigkeiten.3plFR4kzIrvCNyfM]{Schimmernder Schild} (kostet 2 Aktionen)
\n@Compendium[SharedData_global.Monsterfähigkeiten.ljSdbCSkcbMfR22u]{Selbstheilung} (kostet 3 Aktionen)
\nDas Einhorn erschafft ein schimmerndes, magisches Feld um sich selbst oder eine andere Kreatur innerhalb von 18m, die es sehen kann. Das Ziel erhält bis zum Ende des nächsten Zuges des Einhorns einen Bonus von +2 auf RK.
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\nAuf der Stirn des Einhorns wächst ein einzelnes, gedrehtes Horn aus Elfenbein, dessen magische Berührung die Kranken und Verwundeten heilen kann. Seine Ohren hören die Worte und das Flüstern der Kreaturen, die sein Reich teilen, und es kennt die Sprachen der Elfen und Waldbewohner. Einhörner erlauben es guten Kreaturen, ihre Wälder zu betreten, um zu jagen oder Nahrung zu sammeln, doch halten sie das Böse fern. Verderbte Kreaturen verlassen die Domäne eines Einhorns nur selten lebend.
\nGöttliche Wächter. Gute Gottheiten haben Einhörner auf die Materielle Ebene gesetzt, um das Böse abzuhalten und heilige Orte zu beschützen. Die meisten Einhörner beschützen ein abgeschlossenes Reich wie einen verzauberten Wald. Die Götter schicken aber manchmal ein Einhorn, um heilige Artefakte zu bewachen oder bestimmte Kreaturen zu schützen. Wenn die Mächte der Dunkelheit gegen Personen vorgehen, die die Götter schützen möchten, schicken sie diese Person vielleicht in den Wald eines Einhorns, wo die bösen Kreaturen in großer Gefahr sind.
\nEinhörner dienen meistens den Gottheiten des Waldes, darunter auch den Göttern guter Feen. Auch wenn alle Einhörner über natürliche Heilkräfte verfügen, dienen manche den Göttern in höheren Positionen und wirken Wunder, die normalerweise nur Hohepriestern zu Verfügung stehen.
\nHerren des Waldes. Der Wald des Einhorns ist ein himmlisches Reich, wo nichts, das unter den sonnengesprenkelten Blättern geschieht, der Aufmerksamkeit der Kreatur entgeht. Ein Einhorn hört jedes gehauchte Lied, das von den Elfen in den Baumwipfeln gesungen wird. Es fühlt, wo jede Raupe ihren Kokon spinnt, jedes Blatt und jeden Stamm, auf denen der helle Schmetterling seine müden Schwingen ausruht.
\nIm Wald eines Einhorns herrscht ein Gefühl der Ruhe. Von Wölfen und Füchsen bis hin zu Vögeln, Eichhörnchen und winzigen Insekten scheinen die Kreaturen der Domäne eines Einhorns recht zahm zu sein. Pixies, Feengeister, Satyrn, Dryaden und andere, normalerweise launische Feen sind loyale Diener eines Einhorns, wenn sie in seinem Wald leben. Unter dem Schutz eines Einhorns fühlen sich Kreaturen sicher vor Gefahr der heranrückenden Zivilisation und der hinterhältigen Ausbreitung des Bösen.
\nEin Einhorn streift die ganze Zeit durch seine Domäne und bewegt sich recht vorsichtig, um seine anderen Bewohner nicht aufzuschrecken. Eine Kreatur könnte einen flüchtigen Blick auf ein Einhorn erhaschen und dann plötzlich nichts mehr sehen als den wilden Wald.
\nHeilige Hörner. Das Horn des Einhorns ist der Fokus seiner Macht, ein Splitter göttlicher Magie, der in gedrehtes Elfenbein gewirkt ist. Stäbe aus dem Horn eines Einhorns kanalisieren mächtige Magie, und Waffen aus dem Horn schlagen mit göttlicher Gewalt zu.
\nMagier können das zerstoßene Horn in mächtige Tränke und die Tinte für Schriftrollen mischen, oder es als Komponenten für unheimliche Rituale nutzen. Allerdings wird jede Kreatur, die beim Tod des Einhorns mitgewirkt hat, egal wie klein ihre Rolle gewesen sein mag, höchstwahrscheinlich das Ziel göttlicher Vergeltung.
\nGesegnete Reittiere. Wenn die Dunkelheit und das Böse drohen, die sterbliche Welt zu überwältigen, dann sehen es die Götter manchmal als erforderlich, ein Einhorn als Reittier mit einem Recken zu vereinen. Ein Paladin auf dem Rücken eines Einhorns ist ein Zeichen der direkten Intervention der Götter in die Angelegenheiten der sterblichen Reiche. Es ist ein heiliges Bündnis, um Dämonen die Köpfe vom Leib zu trennen und Teufel zurück in die Neun Höllen zu verbannen.
\nSobald die schwierigen Zeiten der Dunkelheit weiter bestehen, bleibt das Einhorn bei dem Recken, und sein Horn leuchtet hell, um die Nacht zurückzutreiben. Wenn der Recke der Götter aber aus ihrer Gunst fällt oder sich vom Pfad der Rechtschaffenheit und des Guten abwendet, dann verlässt ihn das Einhorn und kehrt niemals zurück.
\n\n
Die Behausung eines Einhorns könnte eine uralte Ruine sein, die von Ranken überwuchert ist, eine neblige Lichtung, die von Eichen umgeben ist, ein mit Blumen bedeckter Hügel voller Schmetterlinge, oder ein anderer Ort im Wald.
\n\n
Die Domäne eines Einhorns wird von der himmlischen Präsenz der Kreatur verwandelt und könnte einen oder mehrere der folgenden magischen Effekte enthalten:
\nWenn das Einhorn stirbt, enden all diese Effekte sofort.
\nHarengon-Räuber lauern meist in kleinen Gruppen entlang von Wegen und Straßen, wo sie ihre Opfer leicht entdecken und überfallen können. Es macht ihnen Spaß, Reisende für eine sichere Durchreise zu erpressen, während sie sie auf unhöfliche Weise verhöhnen. Diese Tyrannen sind besonders feindselig gegenüber Menschen, die sich verlaufen haben oder in Eile sind.
\nDie beste Art, mit Harengon-Räubern umzugehen, ist, ihnen zahlenmäßig überlegen zu sein oder sie zu verprügeln. Sie fliehen schnell, wenn der Spieß gegen sie umgedreht wird.
\n\n
Harengons sind ein Hasenvolk, das in der Feenwelt beheimatet ist, aber oft in die materielle Ebene abwandert. Sie lieben es, zu Fuß zu reisen und bleiben selten lange an einem Ort.
\nNicht alle Harengons sind bösartige Tyrannen wie die hier vorgestellten. Jeder Harengon folgt seinem eigenen Lebensweg, und seine Veranlagung wird zum Teil von der Gesellschaft geprägt, in der er lebt. Ein Harengon reist vielleicht in ferne Länder, findet unterwegs Freunde, erfreut sich an der Freiheit und dem offenen Weg und findet inneren Frieden. Ein anderer wird vielleicht ein Abenteurer mit einem starken Herzen und glühenden Träumen.
\nBrust- und Schulterschutz dieser Rüstung sind aus Leder gemacht, das versteift wurde, bevor man es in Öl gekocht hat. Die übrigen Teile der Rüstung sind auch weichen und flexiblen Materialien gefertigt.
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\nDinosaurier oder Behemoths gehören zu den ältesten Reptilien auf der Welt. Raubsaurier sind wilde, territoriale Jäger. Pflanzenfressende Dinosaurier sind weniger aggressiv, aber könnten angreifen, um ihre Jungen zu verteidigen oder wenn sie erschreckt oder belästigt werden.
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Der Zygentoma kann sich durch die dicken Netze von Fablerise winden und hinterlässt einen Tunnel mit einem Durchmesser von 3 Metern.
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","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":0,"condition":"mindestens 6m auf Kreatur zugerollt und mit Hieb-Angriff getroffen"},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":6,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":16,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"pqohXthArUqAiMqS","name":"Felsbrocken erschaffen (1/Tag)","type":"feat","img":"icons/magic/earth/construct-stone.webp","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"Der Galeb Duhr belebt auf magische Weise bis zu zwei @Compendium[SharedData_global.Monster.mqPqhYFDrrSW8HF8]{Felsbrocken} innerhalb von 18m, die er sehen kann. Ein Felsbrocken hat die gleichen Spielwerte wie ein Galeb Duhr, nur dass er Intelligenz und Charisma von 1 hat und nicht @Compendium[SharedData_global.Regelwerk.ME38RjtkALVcwxtU]{bezaubert} oder @Compendium[SharedData_global.Regelwerk.GguxomPrWkGOLo9a]{verängstigt} werden kann. Er besitzt auch nicht diese Aktionsoption. Ein Felsbrocken bleibt so lange belebt, wie der Galeb Duhr die Konzentration aufrechterhält (als würde er sich auf einen Zauber konzentrieren), bis zu 1 Minute.
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":18,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":null,"sort":0,"flags":{"tidy5e-sheet":{},"core":{"sourceId":"Actor.ucjMcGRdFihNu8N4"}},"system":{"abilities":{"str":{"value":20,"proficient":0,"bonuses":{"check":"","save":""}},"dex":{"value":14,"proficient":0,"bonuses":{"check":"","save":""}},"con":{"value":20,"proficient":0,"bonuses":{"check":"","save":""}},"int":{"value":11,"proficient":0,"bonuses":{"check":"","save":""}},"wis":{"value":12,"proficient":0,"bonuses":{"check":"","save":""}},"cha":{"value":11,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":16,"calc":"natural","formula":""},"hp":{"value":85,"min":0,"max":85,"temp":0,"tempmax":0,"formula":"9d8+45"},"init":{"ability":"","bonus":0,"value":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":4.5,"units":"m","hover":false},"attunement":{"max":3},"senses":{"darkvision":18,"blindsight":0,"tremorsense":18,"truesight":0,"units":"m","special":""},"spellcasting":"int"},"details":{"biography":{"value":"Der Galeb Duhr ist eine felsartige Kreatur mit stummeligen Gliedmaßen, die als Arme und Beine dienen. Sie hat die Fähigkeit, Felsen und Steine in ihrer Umgebung zu beleben und deshalb trifft man sie normalerweise in felsigem Gelände an.
\nMächtige Magier erlauben es einem Zauberwirker, einen Galeb Duhr von der Ebene der Erde zu beschwöre. Einige Galeb Duhr bilden sich auch auf natürliche Weise an Orten, die von dieser Ebene berührt werden. Der Galeb Duhr ist intelligenter als die meisten Elementare, sodass er besser Bedrohungen einschätzen und mit Kreaturen kommunizieren kann, die in das Gebiet eindringen, das er bewacht.
\nSteinerner Wächter. Ein Galeb Duhr altert nicht und muss nicht essen, sodass er ein hervorragender Wächter ist. Ein mächtiger Druide könnte einen Galeb Duhr auftragen, einen Steinkreis oder heiligen Hügel zu beschützen. Ein anderer Galeb Duhr wurde vielleicht erschaffen, um eine unterirdische Gruft oder einen Magierturm zu beschützen. Wenn er es möchte, kann der Galeb Duhr wie ein normaler Felsen erscheinen und für Jahre vollkommen regungslos bleiben.
\nEin Galeb Duhr ist dauerhaft an die Materielle Ebene gebunden und wenn er stirbt, kehrt er nicht auf die Ebene der Erde zurück. Er hat ein ausgezeichnetes Gedächtnis und ist mehr als gerne dazu bereit Informationen über seine Umgebung mit Kreaturen zu teilen, die er nicht als Bedrohung betrachtet.
\nVerbindung mit den Steinen. Ein Galeb Duhr kann eins mit der Erde in seiner Umgebung werden, sodass er Felsen und Steine in der Umgebung mit einem Anschein des Lebens erfüllen kann. Der Galeb Duhr verwendet seine belebten Felsen, um Eindringlinge zu vertreiben und zu beschützen, was ihm aufgetragen wurde. Wenn er sich diesen Eindringlingen nähern muss, drückt er seine Glieder eng an seinen Körper und rollt mit erstaunlicher Geschwindigkeit nach vorne.
\nDer Schiffsmagier ist bei Attributswürfen und Rettungswürfen im Vorteil, die verhindern, dass er umgestoßen wird.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Xd5CuUMNi3roDAFu","name":"Zauberwirken","type":"feat","img":"icons/magic/unholy/hands-cloud-light-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"Der Schiffsmagier ist ein Zauberwirker der 4.Stufe. Sein Attribut zum Zauberwirken ist Intelligenz (Zauberrettungswurf-SG 13, +5 zum Treffen mit Zauberangriffen). Er hat die folgenden Magierzauber vorbereitet:
\nZaubertricks (beliebig oft): @Compendium[SharedData_global.Zauber.nR7Yn5yCJHGjtC91]{Freundschaft}, @Compendium[SharedData_global.Zauber.xSQ4TecjLEvaPkQm]{Kältestrahl}, @Compendium[SharedData_global.Zauber.QhEXXXVaonLwKHVv]{Magierhand}, @Compendium[SharedData_global.Zauber.DUX558vlvTZCvjvG]{Taschenspielerei}
\n1.Stufe (4 Plätze): @Compendium[SharedData_global.Zauber.jTADRATGnCfLuwx0]{Hexenpfeil}, @Compendium[SharedData_global.Zauber.ME2e7Mlw4efFvzX5]{Nebelwolke}, @Compendium[SharedData_global.Zauber.J0j1M3BMksLpV1zM]{Magierrüstung}, @Compendium[SharedData_global.Zauber.74gShcZ3DqANi6io]{Selbstverkleidung}
\n2.Stufe (3 Plätze): @Compendium[SharedData_global.Zauber.zQWsDO9IvqwDjWG4]{Melfs Säurepfeil}, @Compendium[SharedData_global.Zauber.KWBIhvGfHfpmLkWp]{Nebelschritt}, @Compendium[SharedData_global.Zauber.hYtbn7bpw9RWROqQ]{Windstoß}
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Jz4qCVHCgDK5F1dG","name":"Freundschaft","type":"spell","img":"modules/SharedData_global/icons/spells/air-burst-sky-2.jpg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.a5MwswrfKVIxYCaV"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"babele":{"translated":true,"hasTranslation":false,"originalName":"Freundschaft"}},"system":{"description":{"value":"Für die Wirkungsdauer hast du einen Vorteil auf alle Charisma-Würfe, die auf eine Kreatur deiner Wahl gewirkt werden, die dir nicht feindlich gesonnen sind. Wenn der Zauber endet, begreift die Kreatur, dass du Magie verwendet hast, um ihre Stimmung zu beeinflussen und wird feindselig. Eine Kreatur, die zu Gewalt neigt, könnte dich angreifen. Andere Kreaturen könnten sich (nach Entscheidung des SLs) andere Möglichkeiten suchen, um sich zu rächen, abhängig von der Art, wie du mit ihr interagiert hast.
","chat":"","unidentified":""},"source":"SHB S.232","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"eine kleine Menge Schminke, die beim Wirken des Zaubers auf das Gesicht aufgetragen wird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625372935,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"bj9SLfGRaZ4xJfwM","name":"Kältestrahl","type":"spell","img":"modules/SharedData_global/icons/spells/beam-blue-1.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":false,"originalName":"Kältestrahl"},"core":{"sourceId":"Compendium.dnd5e.spells.ctW81uiX56xZR2c5"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Ein eisiger Strahl aus blau-weißem Licht schießt auf eine Kreatur in Reichweite zu. Führe einen Fernkampf-Zauberangriff gegen das Ziel aus. Bei einem Treffer erleidet die Kreatur 1D8 Kälteschaden und ihr Bewegungsrate wird bis zum Beginn deines nächsten Zuges um 3m verringert.
\nDer Schaden dieses Zaubers steigt jeweils um 1D8 bei Erreichen der 5. (2D8), 11. (3D8) und 17.Stufe (4D8)
","chat":"","unidentified":""},"source":"SHB S. 243 (PHB S. 271)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":18,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rsak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625376942,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"nvDWG5VHaCRRkJvq","name":"Magierhand","type":"spell","img":"icons/magic/water/water-hand.webp","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":false,"originalName":"Magierhand"},"core":{"sourceId":"Compendium.dnd5e.spells.Utk1OQRwYkMkFRD3"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Eine geisterhafte, schwebende Hand erscheint an einem Punkt deiner Wahl in Reichweite. Die Hand bleibt für die Wirkungsdauer bestehen oder bis du sie mit einer Aktion fortschickst. Sie verschwindet auch, wenn sie sich weiter als 9m von dir entfernt oder du den Zauber erneut wirkst.
\nAls Aktion kannst du die Hand kontrollieren und sie verwenden, um mit Gegenständen zu interagieren, geschlossene Türen oder Behälter zu öffnen, einen Gegenstand aus einem geöffneten Behälter zu holen oder ihn darin zu verstauen oder den Inhalt einer Phiole auszugießen. Immer wenn du die Hand kontrollierst, darfst du sie bis zu 9m bewegen.
\nDie Hand kann nicht angreifen, keine magischen Gegenstände aktivieren oder mehr als 10 Pfund tragen
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\n\n
\n
Wenn du diesen Zauber mehrmals wirkst, kannst du bis zu drei der nicht sofortigen Effekte gleichzeitig aktiviert haben und du kannst solche Effekte als Aktion aufheben.
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Humanoide, die in Höhlen, verlassenen Minen, ausgeplünderten Gewölben und anderen elenden Orten hausen. Goblins sind für sich genommen schwach, versammeln sich aber in großer - oft überwältigender - Zahl. Sie gieren nach Macht und missbrauchen oft die Autorität, die sie erhalten.
\nGoblinoide. Goblins gehören zu einer Kreaturenfamilie, die Goblinoide genannt wird. Ihre größeren Vettern, Grottenschrate und Hobgoblins, mögen es, Goblins bis zu absoluten Unterwürfigkeit einzuschüchtern. Goblins sind faul und undiszipliniert, was sie zu schlechten Dienern, Arbeitern oder Wachen macht.
\nBösartige Freude. Goblins sind von Gier und Bosheit angetrieben und können nicht anders, als die wenigen Male zu feiern, die sie die Oberhand haben. Sie tanzen und springen vor schierer Freude, wenn sie gewonnen haben. Sobald ihre Freude endet, erfreuen sich Goblins daran, andere Kreaturen zu quälen, und genießen verschiedene Formen der Bösartigkeit.
\nAnführer und Gefolgsleute. Goblins werden von den Stärksten oder Schlausten unter ihnen beherrscht. Ein Goblin-Boss könnte einen einzelnen Bau beherrschen, während ein Goblinkönig oder eine Goblinkönigin (was nicht mehr ist als ein glorifizierter Goblinboss) Hunderte von Goblins regieren könnte, die auf mehrere Bauten erteilt sind, um das Überleben des Stammes zu garantieren. Goblin-Bosse sind schnell gestürzt, und viele Goblinstämme werden von Hobgoblin-Kriegsherren oder Grottenschrat-Häuptlingen übernommen.
\nHerausfordernde Behausungen. Goblins sichern ihre Behausungen mit Alarmsystemen, die vor der Ankunft von Eindringlingen warnen soll. Diese Behausungen sind durchzogen von engen Tunneln und Fluchtlöcher, die menschengroße Wesen nicht nutzen können, durch die Goblins aber ohne große Schwierigkeiten kriechen können. So können sie entkommen oder ihre Gegner von hinten überraschen.
\nRattenhalter und Wolfsreiter. Goblins haben eine Affinität für Ratten und Wölfe und züchten sie als Gefährten und Reittiere. Wie Ratten meiden Goblins das Sonnenlicht und schlafen während des Tages unter der Erde. Wie Wölfe sind sie Rudeljäger, die durch Überzahl mutiger werden. Wenn sie vom Rücken ihrer Wölfe aus jagen, verwenden Goblins Überfalltaktiken.
\nAnhänger von Maglubiyet. Maglubiyet, der Mächtige, der Fürst der Tiefe und Dunkelheit, ist der höchste Gott der Goblinoiden. Die meisten Goblins stellen ihn sich als fast vier Meter großen, von Kampfnarben bedeckten Goblin mit schwarzer Haut vor, aus dessen Augen Flammen lodern. Er wird nicht aus Respekt angebetet, sondern aus Furcht. Goblins glauben, dass ihre Seelen, wenn sie im Kampf sterben, sich den Reihen von Maglubiyets Armee auf der Ebene Acheron anschließen. Dies ist ein \"Privileg\", dass die meisten Goblins fürchten, da sie die ewige Tyrannei des Mächtigen sogar noch mehr fürchten als den Tod.
\nAus ineinandergreifenden Metallringen gearbeitet, wird das Kettenhemd über Schichten aus Stoff oder Leder getragen. Diese Rüstung bietet dem Oberkörper der Trägers wirksamen Schutz und dämpft durch äußere Schichten des Geräusch der aneinanderschlagenden Ringe.
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Dinosaurier gibt es in vielen Größen und Formen. Größere Varianten haben oft eine einfache Färbung, während kleinere Dinosaurier farbenfroh gezeichnet wie Vögel sind. Dinosaurier streifen durch raue und isolierte Gegenden, die selten von Humanoiden besucht werden, wie abgelegene Gebirgstäler, unerreichbare Plateaus, tropische Inseln und tiefe Sümpfe.
Dieses gewaltige Raubtier terrorisiert alle anderen Kreaturen in seiner Umgebung. Trotz seiner Größe und seines Gewichts ist der Tyrannosaurus ein schneller Läufer. Er jagt alles, was er glaubt, fressen zu können, und es gibt wenige Wesen, bei denen er nicht versuchen wird, sie ganz zu schlucken. Während er nach richtiger Beute sucht, ernährt sich ein Tyrannosaurus von Aas und von kleineren Kreaturen, die versuchen, ihm seine Mahlzeit streitig zu machen.
Der Tyrannosaurus führt zwei Angriffe aus: einen mit seinem Biss und einen mit seinem Schwanz. Er kann nicht beide Angriffe gegen dasselbe Ziel richten.
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Wenn das Ziel eine mittelgroße oder kleinere Kreatur ist, wird es @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.dCGsO43tT4BQUZvW]{gepackt} (Rettungswurf zum Entkommen 17). Bis der Haltegriff endet, ist das Ziel @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.wZBY81wkxYT2l1tv]{festgesetzt}, und der Tyrannosaurus kann kein weiteres Ziel beißen.
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{"_id":"KqHZdEjKRy5Xwif6","name":"Wassergeist","type":"npc","img":"modules/SharedData_resources/pictures/creatures/Wassergeist.png","data":{"abilities":{"str":{"value":17,"proficient":0,"bonuses":{"check":"","save":""}},"dex":{"value":16,"proficient":0,"bonuses":{"check":"","save":""}},"con":{"value":13,"proficient":0,"bonuses":{"check":"","save":""}},"int":{"value":11,"proficient":0,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":0,"bonuses":{"check":"","save":""}},"cha":{"value":10,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":58,"min":0,"max":58,"temp":null,"tempmax":null,"formula":"9d10+9"},"init":{"value":0,"bonus":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":18,"walk":0,"units":"m","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":9,"tremorsense":0,"truesight":0,"units":"m","special":""},"spellcasting":"int"},"details":{"biography":{"value":"Ein Wassergeist ist ein elementarer Wächter, der an einen bestimmten mit Wasser gefüllten Ort gebunden ist, wie einen Tümpel oder einen Brunnen. Er ist unsichtbar, solange er sich im Wasser befindet. Seine schlangenhafte Gestalt wird nur sichtbar, wenn er hervorkommt, um anzugreifen. Dabei verwendet er seine Windungen, um jede Kreatur zu zerquetschen, mit Ausnahme des Beschwörers und all jener, die der Beschwörer als Tabu stimmt hat. Wenn ein Wassergeist erschlagen wird, wird er zu einem leblosen Wassertümpel.
\nGute und böse Wassergeister. Wie die meisten Elementare haben Wassergeister keine Vorstellung von Gut und Böse. Allerdings beginnt ein Wassergeist, der an einer heilige oder verderbte Wasserquelle gebunden ist, das Wesen des Ortes anzunehmen und wird neutral gut oder neutral böse.
\nEin neutral guter Wassergeist versucht, Eindringlinge zu verscheuchen und statt sie zu töten, während ein neutral böser Wassergeist zum Vergnügen tötet und sich gegen seinen Beschwörer richten könnte. Ein Wassergeist verliert seine böse Gesinnung, wenn sein Wasser mit dem Zauber Nahrung und Wasser reinigen gereinigt wird.
\nElementare Natur. Ein Wassergeist muss nicht atmen, essen, trinken oder schlafen.
\nDer Wassergeist ist unsichtbar, solange er voll im Wasser untergetaucht ist.
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\nWenn das Ziel mittelgroß oder kleiner ist, wird es @Compendium[SharedData_global.Regelwerk.7GpNWUPOnUVUJPPa]{gepackt} (SG zum entkommen 10) und 1,5m in Richtung des Wassergeistes gezogen. Bis der Haltegriff endet, ist das Ziel @Compendium[SharedData_global.Regelwerk.sCBBBqh7TG7wV4QJ]{festgesetzt}, der Wassergeist versucht es zu ertränken, und der Wassergeist kann kein anderes Ziel umschlingen.
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Meervolk sind aquatische Humanoide mit dem Oberkörper eines Menschen und dem Unterleib eines Fischs. Sie schmücken ihre Schuppen und Haut mit Dekorationen aus Muscheln.
\nStämme und Königreiche des Meervolks erstrecken sich über die ganze Welt und ihre Völker sind so variantenreich, was Farben, Kultur und Einstellungen angeht, wie Menschenvölker an der Oberfläche. Landbewohner und Meervolk treffen sich normalerweise nur selten und zufällig, doch romantische Seeleute erzählen Geschichten über Romanzen mit diesen Kreaturen an den Untiefen weit entfernter Insel.
\nDer Meervolk verfügt nicht über die Materialien und sie praktischen Möglichkeiten, Waffen unter den Wellen zu schmieden, Bücher zu schreiben und Wissen aufzubewahren, oder Steine zu formen, um Gebäude und Städte zu errichten. Als Folge leben die meisten in kleinen Stämmen von Sammlern und Jägern, die allesamt einzigartige Werte und Ansichten haben.
\nNur gelegentlich kommt es vor, dass sich das Meervolk unter der Herrschaft einer einzelnen Anführers vereint. Dies tun sie, um sich einer gemeinsamen Bedrohung zu stellen oder eine Eroberung durchzuführen. Solche Vereinigungen können der Anfang eines Unterwasserkönigreichs sein, um Dynastien, die Hunderte von Jahren bestehen.
\nMeervolk-Siedlungen. Der Meervolk baut seine Siedlungen in gewaltigen Kavernen unter Wasser, in Irrgärten aus Korallen, den Ruinen versunkener Städte oder in Bauwerken, die sie aus dem felsigen Meeresboden schlagen. Sie leben in Wasser, das flach genug ist, dass des Verstreichen von Zeit durch das Leuchten und Schwinden des Sonnenlichts unter Wasser wahrgenommen werden kann. In den Riffen und Gräben in der Nähe ihrer Siedlungen erntet das Meervolk Korallen und bestellt den Meeresboden, und sie hüten Fischschwärme, so wie Bauern an Land sich um ihre Schafe sorgen. Nur selten dringen Mitglieder des Meervolks in die dunkelsten Tiefen des Meeres vor. In solcher Tiefe und in ihren Unterwasserkavernen verlässt sich das Meervolk auf leuchtende Tiere und Pflanzen, um ihre Umgebung zu erhellen. Ein Beispiel sind leuchtende Quallen, deren langsame, pulsierende Bewegungen den Siedlungen des Meervolks eine unweltliche Ästhetik verleihen.
\nDas Meervolk verteidigt seine Gemeinden mit Speeren, die aus den Materialien bestehen, die sie in Schiffswracks, an Stränden und von toten Unterwasserkreaturen erbeuten können.
\nDas Meervolk kann Luft und Wasser atmen.
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\n
Wenn du diesen Zauber mehrmals wirkst, kannst du bis zu drei der nicht sofortigen Effekte gleichzeitig aktiviert haben und du kannst solche Effekte als Aktion aufheben.
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\nAuf höheren Graden. Wenn du diesen Spruch mit einem Zauberplatz des 7. oder eines höheren Grades wirkst, steigt die Anzahl der geheilten Trefferpunkte für jeden Grad über den 6. hinaus um 10.
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\nWenn eine Kreatur den Gegenstand trägt oder in der Hand hält und den Schaden erleidet, muss ihr ein Konstitutionsrettungswurf gelingen, damit sie ihn nicht fallen lässt (falls dies möglich ist). Lässt sie den Gegenstand nicht fallen, ist sie im Nachteil bei Angriffs- und Attributswürfen bis zum Beginn deines nächsten Zuges.
\nAuf höheren Graden. Wenn du diesen Spruch mit einem zauberplatz des 3. oder eines höheren Grades wirkst, steigt der Schaden für jeden Grad über den 2. hinaus um 1D8.
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\nImmer wenn du während der Wirkungsdauer Ziel eines Angriffes wirst, Würfel mit einem [[/r 1d20 # Spiegelbild]], um zu bestimmen, ob der Angriff dir gilt oder einem deiner Duplikate.
\nVerfügst du über alle drei Duplikate, wird ein Angriff auf eines von ihnen übertragen, wenn du eine 6 oder höher würfelst. Bei zwei Duplikaten musst du eine 8 oder höher würfeln, bei einem Duplikat eine 11 oder höher.
\nDie RK einer Duplikats ist 10+ dein Geschicklichkeitsmodifikator. Wenn ein Angriff ein Duplikat trifft, wird es zerstört. Ein Duplikat kann einzig und allein von einem Angriff zerstört werden, der trifft, es ignoriert alle anderen Arten von Schaden und Effekten. Der Zauber endet, wenn alle drei Duplikate zerstört sind.
\nEine Kreatur ist nicht vom Effekt der Spiegelbilder betroffen, wenn sie nicht sehen kann, wenn sie sich auf andere Sinne als die Sicht verlässt oder wenn sie Illusionen durchschauen kann (etwa mit Wahrer Sicht)
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\nAlles verschlingende Fressmaschine. Ein Modernder Schlurfer ernährt sich von jeglicher organischer Materie und konsumiert die ganze Zeit Pflanzen, während er sich bewegt. Außerdem verschlingt er Tiere, die ihm nicht entkommen können. Nur die Seltenheit und die langsamen Bewegungen des Modernden Schlurfers verhindern, dass er ganze Ökosysteme zerstört. Nichtsdestotrotz raubt ihre Anwesenheit natürlichen Umgebungen alles pflanzliche und tierische Leben. Eine beunruhigende Stille erfüllt die Sümpfe der Wälder, die von diesen immer hungrigen Schrecken heimgesucht werden.
\nUnsichtbare Jäger. Schlurfer bestehen aus verfaulten Blättern, Ranken, Wurzeln und anderem natürlichem Kompost aus Wald und Sumpf und können deshalb gut mit ihrer Umgebung verschmelzen. Weil sie sich so langsam bewegen, versuchen sie selten, Kreaturen zu verfolgen und zu fangen. Stattdessen bleiben sie auf der Stelle und ernähren sich, indem sie Nährstoffe aus ihrer Umgebung saugen. Dabei warten sie, dass Beute zu ihnen kommt. Wenn eine Kreatur an einem Modernden Schlurfer vorbeikommt oder auf ihm landet, erwacht das Monster zum Leben und verschlingt die arglose Beute.
\nVon Blitzen erschaffen. Ein Modernder Schlurfer entstammt einem Phänomen, bei dem ein Blitz oder Feenmagie eine ansonsten ganz normale Sumpfpflanze zum Leben erweckt. Wenn die Pflanze zu ihrem zweiten Leben erwacht, würgt sie das Leben aus Pflanzen und Tieren, die sie umgeben und kompostiert ihre Leichen in einem Haufen um ihre Wurzeln. Die Wurzeln geben irgendwann ihre Abhängigkeit von der Erde auf, sodass der Modernde Schlurfer neue Nahrungsquellen suchen kann.
\nDas wandelnde Unkraut. Der Instinkt, der den Modernden Schlurfer antreibt, ist sein zentraler Wurzelstamm, der irgendwo tief in seiner verborgenen Gestalt verborgen ist. Der Rest des Schlurfers besteht aus dem verfaulendem Haufen, den er gleichzeitig ansammelt und verzehrt. Dieser schützt den Wurzelstamm und erwacht zum Leben, um das Leben anderer Kreaturen zu zerschmettern und zu ersticken. Die dichte Masse des Körpers des Modernden Schlurfers ist immun gegen die Auswirkungen von Kälte und Feuer. Blitze lassen den Wurzelstamm erstarken, was den Modernden Schlurfer an Kraft zunehmen lässt und seinen Fressdrang verstärkt.
\nTrotz seiner monströsen Gestalt ist der Modernde Schlurfer eine lebende Pflanze, die Luft und Nahrung benötigt. Auch wenn er nicht schläft, wie es Tiere tun, kann er für Tage am Stück ruhen, ehe er sich erhebt, um nach Nahrung zu jagen.
\nWiederkehrende Bedrohung. Wenn ein Modernder Schlurfer von einem übermächtigen Feind bezwungen wird, kann der Wurzelstamm seinen Tod vortäuschen und die Überreste des Schlurfers in sich zusammenfallen lassen. Wenn der Wurzelstamm nicht getötet wird, versenkt er sich in den Überresten des Schlurfers, um langsam einen vollständigen Körper nachwachsen zu lassen. Dann zieht er wieder los, um alles zu verschlingen, was er kann. Auf diese Weise können Heimsuchungen von Modernden Schlurfern, die längst als zerstört betrachtet wurden, wieder und wieder auftreten.
\nMumien werden von dunklen Begräbnisriten erhoben und schlurfen aus verschleierter Stille eines in der Zeit vergessenen Tempels oder einer Gruft. Wenn sie aus ihrer Ruhe erweckt worden sind, bestrafen sie Eindringlinge mit der Macht ihres unheiligen Fluchs.
Bewahrter Zorn. Die langen Begräbnisrituale, die die Bestattungen einer Mumie begleiten, helfen dabei, den Körper vor Verfall zu schützen. Bei einer Einbalsamierung werden die Organe der frisch verstorbenen Kreatur entfernt und in besondere Gefäße gelegt. Die Leiche wird mit konservierenden Ölen, Kräutern und Bandagen behandelt. Nachdem die Leiche vorbereitet worden ist, wird sie üblicherweise in Bandagen aus Leinen gewickelt.
Der Wille dunkler Götter. Eine untote Mumie wird erschaffen, wenn ein Priester eines Todesgottes oder einer anderen dunklen Gottheit einen vorbereiteten Leichnam mit nekrotischer Magie erfüllt. Die Leinenbandagen der Mumie werden mit nekromantischen Schriftzeichen versehen, ehe das Begräbnisritual mit einer Anrufung der Dunkelheit endet. Die Mumie bleibt im Untod bestehen und wird belebt, wenn bestimmte Bedingungen, die im Ritual bestimmt werden, eintreten. Normalerweise wird ein Vergehen gegen ihre Gruft, Schätze, Ländereien oder ehemals geliebte Menschen eine Mumie erheben.
Die Bestraften. Wenn eine Person gestorben ist, hat sie keinen Einfluss mehr darauf, ob ihre Leiche zu einer Mumie gemacht wird oder nicht. Einige Mumien waren mächtige Individuen, die einen Hohepriester oder Pharao erzürnt haben oder die Verbrechen des Verrats, Ehebruchs oder Mordes begangen haben. Als Strafe werden sie mit dem ewigen Untod verflucht, einbalsamiert, mumifiziert und versiegelt. In anderen Fällen werden Mumien, die als Gruftwächter dienen, aus Sklaven erschaffen, die hingerichtet werden, um einem größeren Zweck zu dienen.
Rituelle Kreatur. Mumien gehorchen den Bedingungen und Parametern, die von den Ritualen bestimmt werden, die sie erschaffen haben. Sie haben einzig den Antrieb, Übeltäter zu bestrafen. Der überwältigende Schrecken, der den Angriff eine Mumie ankündigt, kann das Opfer vor Angst erstarren lassen. In den Tagen nach der Berührung durch eine Mumie verfault der Körper des Opfers von außen nach innen, bis nichts als Staub übrig ist.
Beenden eines Mumienfluchs.
Mumien werden von dunklen Begräbnisriten erhoben und schlurfen aus verschleierter Stille eines in der Zeit vergessenen Tempels oder einer Gruft. Wenn sie aus ihrer Ruhe erweckt worden sind, bestrafen sie Eindringlinge mit der Macht ihres unheiligen Fluchs.
Bewahrter Zorn. Die langen Begräbnisrituale, die die Bestattungen einer Mumie begleiten, helfen dabei, den Körper vor Verfall zu schützen. Bei einer Einbalsamierung werden die Organe der frisch verstorbenen Kreatur entfernt und in besondere Gefäße gelegt. Die Leiche wird mit konservierenden Ölen, Kräutern und Bandagen behandelt. Nachdem die Leiche vorbereitet worden ist, wird sie üblicherweise in Bandagen aus Leinen gewickelt.
Der Wille dunkler Götter. Eine untote Mumie wird erschaffen, wenn ein Priester eines Todesgottes oder einer anderen dunklen Gottheit einen vorbereiteten Leichnam mit nekrotischer Magie erfüllt. Die Leinenbandagen der Mumie werden mit nekromantischen Schriftzeichen versehen, ehe das Begräbnisritual mit einer Anrufung der Dunkelheit endet. Die Mumie bleibt im Untod bestehen und wird belebt, wenn bestimmte Bedingungen, die im Ritual bestimmt werden, eintreten. Normalerweise wird ein Vergehen gegen ihre Gruft, Schätze, Ländereien oder ehemals geliebte Menschen eine Mumie erheben.
Die Bestraften. Wenn eine Person gestorben ist, hat sie keinen Einfluss mehr darauf, ob ihre Leiche zu einer Mumie gemacht wird oder nicht. Einige Mumien waren mächtige Individuen, die einen Hohepriester oder Pharao erzürnt haben oder die Verbrechen des Verrats, Ehebruchs oder Mordes begangen haben. Als Strafe werden sie mit dem ewigen Untod verflucht, einbalsamiert, mumifiziert und versiegelt. In anderen Fällen werden Mumien, die als Gruftwächter dienen, aus Sklaven erschaffen, die hingerichtet werden, um einem größeren Zweck zu dienen.
Rituelle Kreatur. Mumien gehorchen den Bedingungen und Parametern, die von den Ritualen bestimmt werden, die sie erschaffen haben. Sie haben einzig den Antrieb, Übeltäter zu bestrafen. Der überwältigende Schrecken, der den Angriff eine Mumie ankündigt, kann das Opfer vor Angst erstarren lassen. In den Tagen nach der Berührung durch eine Mumie verfault der Körper des Opfers von außen nach innen, bis nichts als Staub übrig ist.
Beenden eines Mumienfluchs. Seltene Magie kann das Ritual, das eine Mumie erschaffen hat, aufheben oder bannen, sodass sie wirklich sterben kann. Einfacher ist es normalerweise, eine Mumie zurück zur ewigen Ruhe zu schicken, indem man die Verfehlung nichtig macht, die sie erweckt hat. Ein heiliges Bildnis könnte in seine Nische zurückgestellt, ein gestohlener Schatz zurück ins Grab gebracht, oder ein Tempel von dem Blutvergießen gereinigt werden, das ihn entweiht hat.
Flüchtigere oder dauerhafte Verbrechen, wie das Enthüllen eines Geheimnisses, das die Mumie gewahrt sehen wollte, oder das Töten einer geliebten Person der Mumie, können nicht so einfach wiedergutgemacht werden. In solchen Fällen könnte die Mumie alle verantwortlichen Kreaturen abzuschlachten und dennoch nicht ihren Zorn besänftigen.
Untote Archive. Auch wenn sie sich selten die Mühe machen, können Mumien sprechen. Entsprechend dienen einige von ihnen als untote Verwahrungsorte verlorenen Wissens und können von den Nachkommen jener, die sie erschaffen haben, befragt werden. Mächtige Individuen sperren Mumien manchmal absichtlich weg, um sie gelegentlich zu befragen.
Untote Natur. Eine Mumie muss nicht atmen, essen, trinken oder schlafen.
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","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1672151660859,"modifiedTime":1672151698130,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"name":"Verrottende Faust","type":"feat","system":{"description":{"value":"Nahkampf-Waffenangriff: +5 zum Treffen, Reichweite 1.5m, ein Ziel. Treffer: 10 ([[/r 2d6 + 3]]) Wuchtschaden plus 10 [[/r 3d6]] nekrotischer Schaden.
Wenn das Ziel eine Kreatur ist, muss es einen Konstitutionsrettungswurf gegen SG 12 schaffen, um nicht mit Mumienfäule verflucht zu werden. Das verfluchte Ziel kann keine Trefferpunkte zurückerhalten, und seine maximalen Trefferpunkte sinken um 10 [[/r 3d6]] für je 24 Stunden, die vergehen.
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\nGelb, 1/Tag: @Compendium[SharedData_global.Zauber.gkfe9Gqz9BI5XsZe]{Spiegelbilder}
\nGrün, 1/Tag: @Compendium[SharedData_global.Zauber.KIdW7yGPLlgZYNkl]{Einflüsterung}
\nBlau, 1/Tag: @Compendium[SharedData_global.Zauber.D3C7TKDhm5D75vsH]{Mächtiges Trugbild}
\nIndigo, 1/Tag: @Compendium[SharedData_global.Zauber.tXYBiMBQ4NL1HDfH]{Scheingelände}
\nViolett, 1/Tag: @Compendium[SharedData_global.Zauber.LkMGE5E3mXowMDUx]{Verwandlung}
\nDer Drache kann Zauber wirken. Sein Zauberattribut ist Charisma.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","recovery":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"zGrTObzvFxWXT68V","name":"Einfache Illusion","type":"spell","img":"icons/magic/control/hypnosis-mesmerism-eye.webp","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":false,"originalName":"Einfache Illusion"},"core":{"sourceId":"Compendium.dnd5e.spells.oIzA2MEHwxhtQneU"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Du erschaffst ein Geräusch oder das Abbild eines Gegenstandes, das für die Wirkungsdauer bestehen bleibt. Die Illusion endet auch, wenn du sie als Aktion aufhebst oder den Zauber erneut wirkst.
\nErschaffst du ein Geräusch, kann die Lautstärke von einem Flüstern bis zu einem Schrei reichen. Es kann sich um deine eigene Stimme handeln, die Stimme eines anderen, das Brüllen eines Löwen, schlagende Trommeln oder ein beliebiges anderes Geräusch. Du darfst einen einzigen Laut hervorrufen, das für die gesamte Wirkungsdauer anhält, oder mehrere einzelne Laute zu verschiedenen Zeitpunkten innerhalb der Wirkungsdauer.
\nErschaffst du das Abbild eines Gegenstands - wie das eines Stuhles, schlammiger Fußabdrücke oder einer kleinen Truhe -, darf dieser nicht größer als 1,5m sein. Das Abbild kann weder Geräusche, Licht, Gerüche noch andere sensorische Effekte erzeugen.
\nKörperliche Interaktion mit dem Trugbild offenbart, dass es sich um eine Illusion handelt, da Dinge es einfach durchdringen. Eine Kreatur kann ihre Aktion verwenden, um das Bildnis oder das Geräusch zu untersuchen. Gelingt ihr ein Wurf auf Intelligenz (Nachforschungen) gegen den SG zum Widerstehen deiner Zauber, kann sie erkennen, dass es sich um eine Illusion handelt. Durchschaut eine Kreatur die Illusion, verblasst diese für sie
","chat":"","unidentified":""},"source":"SHB S. 223 (PHB S. 260)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1.5,"width":null,"units":"m","type":"cube"},"range":{"value":9,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"ill","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"ein Stück Vlies","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"jcqxAv015pOPi07T","name":"Magierhand","type":"spell","img":"icons/magic/water/water-hand.webp","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":false,"originalName":"Magierhand"},"core":{"sourceId":"Compendium.dnd5e.spells.Utk1OQRwYkMkFRD3"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Eine geisterhafte, schwebende Hand erscheint an einem Punkt deiner Wahl in Reichweite. Die Hand bleibt für die Wirkungsdauer bestehen oder bis du sie mit einer Aktion fortschickst. Sie verschwindet auch, wenn sie sich weiter als 9m von dir entfernt oder du den Zauber erneut wirkst.
\nAls Aktion kannst du die Hand kontrollieren und sie verwenden, um mit Gegenständen zu interagieren, geschlossene Türen oder Behälter zu öffnen, einen Gegenstand aus einem geöffneten Behälter zu holen oder ihn darin zu verstauen oder den Inhalt einer Phiole auszugießen. Immer wenn du die Hand kontrollierst, darfst du sie bis zu 9m bewegen.
\nDie Hand kann nicht angreifen, keine magischen Gegenstände aktivieren oder mehr als 10 Pfund tragen
","chat":"","unidentified":""},"source":"SHB S. 247 (PHB S. 256)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":9,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xqre0wkXEOOJ5Fqd","name":"Sprühende Farben","type":"spell","img":"modules/SharedData_global/icons/spells/fog-magenta-2.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Color Spray"},"core":{"sourceId":"Compendium.dnd5e.spells.LWTUqKkUQdMAmOe0"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Eine überwältigende Abfolge von blitzenden, bunten Lichtern springt aus deinen Händen. Würfle mit 6W10, das Ergebnis ist die Gesamtzahl von Trefferpunkten an Kreaturen, die dieser Zauber beeinflussen kann. Kreaturen innerhalb eines Kegels von 4,50 m werden in aufsteigender Reihenfolge ihrer aktuellen Trefferpunkte betroffen (dabei werden bewusstlose Kreaturen ignoriert sowie Kreaturen, die nicht sehen können).
\nBeginnend mit der Kreatur mit den niedrigsten aktuellen Trefferpunkten werden alle von diesem Zauber betroffenen Kreaturen bis zum Ende deines nächsten Zugs blind. Ziehe die Trefferpunkte der Kreatur von der erwürfelten Gesamtsumme ab, ehe du mit der nächsten Kreatur mit den niedrigsten Trefferpunkten fortfährst. Die Trefferpunkte einer Kreatur müssen gleich oder niedriger sein als die verbleibende Gesamtsumme, damit sie betroffen wird.
\nAuf höheren Graden: Wenn du diesen Spruch mit einem Zauberplatz des 2. oder eines höheren Grades wirkst, würfelst du für jeden Grad über den 1. hinaus zusätzlich mit 2W10.
","chat":"","unidentified":""},"source":"SHB S. 268 (PHB S. 222)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":4.5,"width":null,"units":"m","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["6d10",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"eine Prise Pulver oder Sand in den Farben Rot, Gelb und Blau","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d10"},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662624861556,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"ZLgFFUUWl4OIYFzm","name":"Tanzende Lichter","type":"spell","img":"modules/SharedData_global/icons/spells/fire-arrows-sky-2.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":false,"originalName":"Tanzende Lichter"},"core":{"sourceId":"Compendium.dnd5e.spells.CAxSzHWizrafT033"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Du erschaffst bis zu vier fackelgroße Lichter in Reichweite, die du wie Fackeln, Laternen oder leuchtende Kugeln erscheinen lassen kannst und die für die Wirkungsdauer in der Luft schweben. Du kannst die vier Lichter auch in einer leuchtenden, vage humanoiden mittelgroßen Gestalt vereinen. Welche Gestalt du auch wählst, jedes Licht strahlt dämmriges Licht in einem Radius von 3m aus. Als Bonusaktion kannst du die Lichter in deinem Zug bis zu 18m an einen Punkt innerhalb der Reichweite bewegen. Ein Licht darf sich nicht weiter als 6m von einem anderen Licht entfernen, wenn es die Reichweite des Zaubers verlässt
","chat":"","unidentified":""},"source":"SHB S. 270 (PHB S. 230)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"any","type":"space"},"range":{"value":36,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"ein Stück Phosphor oder Bergulmenholz oder ein Glühwürmchen","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662624858097,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"WsbNPXd1hL70tiAY","name":"Spiegelbilder","type":"spell","img":"modules/SharedData_global/icons/spells/wind-grasp-magenta-2.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mirror Image"},"core":{"sourceId":"Compendium.dnd5e.spells.X4c8xCkmF8U9HUMz"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Drei illusionäre Duplikate von dir erscheinen in deinem Bereich. Bis der Zauber endet, bewegen sie sich mit dir und ahmen deine Aktionen nach. Dabei verändert sie ständig ihre Position, sodass du deine Abbilder unmöglich zu unterscheiden seid. Als Aktion kannst du die illusionären Duplikate jederzeit fortschicken.
\nImmer wenn du während der Wirkungsdauer Ziel eines Angriffes wirst, Würfel mit einem [[/r 1d20 # Spiegelbild]], um zu bestimmen, ob der Angriff dir gilt oder einem deiner Duplikate.
\nVerfügst du über alle drei Duplikate, wird ein Angriff auf eines von ihnen übertragen, wenn du eine 6 oder höher würfelst. Bei zwei Duplikaten musst du eine 8 oder höher würfeln, bei einem Duplikat eine 11 oder höher.
\nDie RK einer Duplikats ist 10+ dein Geschicklichkeitsmodifikator. Wenn ein Angriff ein Duplikat trifft, wird es zerstört. Ein Duplikat kann einzig und allein von einem Angriff zerstört werden, der trifft, es ignoriert alle anderen Arten von Schaden und Effekten. Der Zauber endet, wenn alle drei Duplikate zerstört sind.
\nEine Kreatur ist nicht vom Effekt der Spiegelbilder betroffen, wenn sie nicht sehen kann, wenn sie sich auf andere Sinne als die Sicht verlässt oder wenn sie Illusionen durchschauen kann (etwa mit Wahrer Sicht)
","chat":"","unidentified":""},"source":"SHB S. 266 (PHB S. 260)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662624864699,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"ExHOwppLihXJ1RYK","name":"Einflüsterung","type":"spell","img":"modules/SharedData_global/icons/spells/air-burst-magenta-2.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Suggestion"},"core":{"sourceId":"Compendium.dnd5e.spells.zMAWdyc8UVb37BK4"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Du formulierst eine Handlungsweise (in maximal ein oder zwei Sätzen) und bringst eine Kreatur deiner Wahl auf magische Weise dazu, diese zu befolgen. Das Ziel muss sich in Reichweite befinden, dich hören und verstehen können und du musst in der Lage sein, es zu sehen.
\nKreaturen, die nicht bezaubert werden können, sind immun gegen diesen Effekt. Die Handlungsweise muss auf eine Art formuliert werden, die sinnvoll erscheint. Wenn du die Kreatur aufforderst, sich zu erstechen, sich in einen Speer zu werfen, sich anzuzünden oder etwas anderes zu tun, das ihr schadet, beendet das den Zauber automatisch.
\nDas Ziel muss einen Weisheitsrettungswurf ablegen. Misslingt dieser, folgt es der beschriebenen Handlungsweise nach seinen Möglichkeiten. Dies macht die Kreatur entweder für die gesamte Wirkungsdauer oder bis die vorgegebene Handlungsweise abgeschlossen ist, in dem Fall endet der Zauber vorzeitig.
\nDu kannst auch bestimmte Bedingungen festlegen, die während der Wirkungsdauer eine bestimmte Handlung auslösen. Beispielsweise könntest du einer Ritterin einflüstern, dass sie dem ersten Bettler, dem sie begegnet, ihr Schlachtross schenkt. Wird die Bedingung nicht erfüllt, ehe der Zauber endet, führt das Ziel die Handlung nicht aus.
\nWenn du oder einer deiner Gefährten das Zeil verletzt, endet der Zauber.
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\nBauwerke, Ausrüstung und Kreaturen im Bereich des Zaubers werden dabei nicht verändert. Ebenso bleiben die tastbaren Eigenschaften des Geländes gleich, sodass Kreaturen, die in den Bereich eindringen, die Illusion schnell durchschauen werden. Ist der Unterschied bei einer Berührung nicht offensichtlich, kann eine Kreatur die Illusion genau untersuchen. Legt sie einen erfolgreichen Intelligenzwurf (Nachforschungen) gegen den SG zum Widerstehen deiner Zauber ab, durchschaut sie die Täuschung. Eine Kreatur, die erkennt, dass es sich um eine Illusion handelt, sieht diese als vages Bild, das über dem eigentlichen Gelände liegt.
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\nDie Transformation hält für die Wirkungsdauer an oder bis das Ziel auf 0 Trefferpunkte fällt oder stirbt. Die neue Gestallt kann die eines beliebigen Tiers sein, dessen Herausforderungsgrad gleich oder niedriger ist als der des Ziels (wenn das Zeil keinen Herausforderungsgrad hat, verwende seine Stufe). Die Spielwerte des Ziels, inklusive der geistigen Attribute, werden durch die des ausgewählten Tiers ersetzt. Die betroffene Kreatur behält ihre Gesinnung und Persönlichkeit und erhält die Trefferpunkte der neuen Gestallt. Nimmt das Ziel wieder seine ursprüngliche Form an, besitzt es die gleiche Anzahl von Trefferpunkten wie vor der Verwandlung. Findet die Rückverwandlung statt, weil die Trefferpunkte des Ziels auf 0 fallen, wird jeglicher überzähliger Schaden auf die normale Gestallt übertragen. Solange dieser überzählige Schaden die Trefferpunkte nicht auf 0 reduziert, wird sie nicht bewusstlos.
\nDie Kreatur kann nur die Aktionen durchführen, die in ihrer neuen Gestallt möglich sind. Es ist ihr weder möglich zu sprechen noch Zauber zu wirken. Die Ausrüstung des Ziels verschmilzt mit seiner neuen Gestalt, es kann keine Ausrüstung aktivieren, verwenden oder anderweitig nutzen.
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\nDer Drache atmet ein Wölkchen Euphorie verursachendes Gas auf eine Kreatur innerhalb von 1,5m aus. Das Ziel muss einen Weisheitsrettungswurf gegen SG 11 schaffen, sonst kann es für 1 Minute keine Reaktionen verwenden und muss zu Beginn eines jeden Zuges 1D6 würfeln, um sein Verhalten während dieses Zuges zu bestimmen.
\n1-4. Das Ziel führt keine Aktion oder Bonusaktion aus und verwendet seine gesamte Bewegung, um sich in eine zufällig bestimmte Richtung zu bewegen.
\n4-6. Das Ziel bewegt sich nicht, kann aber in diesem Zug nichts machen außer einen Weisheitsrettungswurf gegen SG 11; bei einem Erfolg wird der Effekt beendet.
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\nUnsichtbare Witzbolde. Die einzige Warnung, dass ein Feendrache anwesend ist, ist ein unterdrücktes Kichern. Der Drache bleibt außer Sicht und schaut unsichtbar dabei zu, wie sich seine Opfer mit seinen Streichen herumschlagen. Wenn der Spaß vorüber ist, könnte der Drache sich zeigen, abhängig von der Stimmung seiner \"Beute\".
\nFreundlich und schlau. Ein Feendrache hat einen scharfen Verstand, mag Schätze und gute Gesellschaft und hat einen neckischen Sinn für Humor. Reisende können die Drachennatur des Feendrachen ausnutzen, indem sie ihnen \"Schätze\" in der Form von Süßigkeiten, Backwaren und wertlosen Gegenständen anbieten, wenn sie dafür Informationen erhalten oder sicher ihr Gebiet durchqueren können.
\nDie Farbe des Alters. Die Schuppen eines Feendrachen wechseln im Alter die Farbe und durchlaufen alle Farben des Regenbogens. Alle Feendrachen haben die angeborene Fähigkeit zu zaubern und erhalten neue Zauber, wenn sie älter werden.
\n| Drachenfarbe | \nAltersspanne | \n
| Rot (HG 1) | \n5 Jahre oder weniger | \n
| Orange (HG 1) | \n6-10 Jahre | \n
| Gelb (HG 1) | \n11-20 Jahre | \n
| Grün (HG 2) | \n21-30 Jahre | \n
| Blau (HG 2) | \n31-40 Jahre | \n
| Indigo (HG 2) | \n41-50 Jahre | \n
| Violett (HG 2) | \n51 Jahre oder mehr | \n
Die Waldelfen können sich überall in den Nebelwäldern versuchen zu verstecken.
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Ist das Öl rutschig, müssen alle Kreaturen, die den Bereich der Pfütze betreten oder ihren Zug dort beginnen, einen Geschicklichkeitsrettungswurf gegen SG 11 ablegen, um nicht den Zustand @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.7Iizq65rBiA1UJxc]{Liegend} zu erhalten.
Ist das Öl klebrig, müssen alle Kreaturen, die den Bereich der Pfütze betreten oder ihren Zug dort beginnen, einen Stärkerettungswurf gegen SG 11 ablegen, um nicht den Zustand @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.wZBY81wkxYT2l1tv]{Festgesetzt} zu erhalten. Eine Kreatur kann in ihrem Zug eine Aktion aufwenden, um sich bei einem erfolgreichen Stärkewurf gegen SG 11 aus der klebrigen Pfütze zu lösen, was den Effekt beendet und die Kreatur in den nächsten freien Bereich bewegt.
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\nEin Boggle wird aus dem Gefühl der Einsamkeit geboren und materialisiert sich an einem Ort, wo das Feywild die Welt berührt und sich ein intelligentes Wesen isoliert oder allein fühlt. Beispielsweise könnte ein verlassenes Kind, ohne es zu wollen, einen Boggle beschwören und ihn als eine Art imaginären Freund sehen. Die Kreatur könnte sich auf dem Dachboden im Haus eines einsamen Witwers oder in der Höhle eines Eremiten manifestieren.
\nNervtötende Plagegeister. Boggels spielen gemeine Streiche, um sich zu amüsieren und sich die Zeit auf Kosten ihres Wirts zu vertreiben. Ein Boggle ist sich nicht zu stolz, Teller zu zerbrechen, Werkzeuge zu verstecken, furchterregende Geräusche zu machen, Kühe zu erschrecken und ihre Milch sauer werden zu lassen oder einen Säugling auf dem Dachboden zu entführen. Auch wenn seine Streiche mitunter Leid verursachen, geht es ihm eigentlich nicht darum, anderen zu schaden, sondern Unfug zu treiben. Wird ein Boggle bedroht, flüchtet er, anstatt zu kämpfen.
\nÖlige Ausscheidungen. Ein Boggle kann Öl aus seinen Poren ausscheiden, das entweder schlüpfrig oder klebrig ist. Eine Stunde später trocknet und verschwindet das Öl.
\nDen Raum verzerren. Boggels sind in der Lage, magische Öffnungen zu erschaffen und durch sie kurze Entfernungen zu reisen. So können sie Gegenstände klauen, die ihnen normalerweise nicht zugängliche währen. Um einen solchen Riss im Raum zu erschaffen, muss sich ein Boggle neben etwas befinden, das von einem Rahmen umgeben ist, wie ein offenes Fenster oder eine Tür, ein Riss zwischen den Gitterstäben eines Käfigs oder die Öffnung zwischen Bett und Fußboden. Der Riss ist unsichtbar und verschwindet nach einigen Augenblicken - genug Zeit, damit der Boggle hindurchtreten und angreifen oder ein Objekt stehlen kann.
\nUnzuverlässige Verbündete. Ein Boggle gibt für einen willensstarken Meister einen brauchbaren Diener ab, und oft finden sie sich im Hort böser Kreaturen wie Formianer und Vetteln. Auch manche Hexenmeister, die einen Pakt mit der Erzfee geschlossen haben, können Boggels befehligen. Charismatische Individuen, die den kleinen Witzbolden das richtige Angebot unterbreiten, vermögen kurzlebige Bündnisse mit ihnen zu schließen. Ein gelangweilter Boggle findet immer eine Möglichkeit, sich zu amüsieren.
\nNahkampf-Waffenangriff:+0 zum Treffen, Reichweite: 1.5m, eine Kreatur. Hit: 1(1) Wucht.
\nDie Krabbe greift mit ihrer Klaue an.
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Drachen sind geflügelte Echsen mit uraltem Stammbaum und schrecklicher Macht. Sie sind für ihre raubtierhafte Gerissenheit und Gier bekannt, wobei die ältesten Drachen zu den mächtigsten Kreaturen in der Welt gehören. Drachen sind außerdem magische Kreaturen, deren angeborene Macht ihre gefürchteten Odemwaffen und andere übernatürliche Fähigkeiten ermöglicht.
\nViele Kreaturen, darunter Wyverns und Drachenschildkröten, haben Drachenblut. Wahre Drachen allerdings fallen in zwei weit gefasste Kategorien von chromatischen und metallischen Drachen. Die schwarzen, blauen, grünen, roten und weißen Drachen sind selbstsüchtig, böse und werden von allen gefürchtet. Die Messing-, Bronze-, Kupfer-, Gold- und Silberdrachen sind edel, gutherzig und werden von den Weisen hochgeschätzt.
\nAuch wenn ihre Ziele und Ideale sich stark unterscheiden, sehnen sich alle wahren Drachen nach Reichtümern. Sie horten Haufen von Münzen und sammeln Juwelen, Edelsteine und magische Gegenstände. Drachen mit einem großen Hort verlassen ihn nur ungern für eine längere Zeit und verlassen ihre Behausung nur, um zu patrouillieren und zu fressen.
\nWahre Drachen durchlaufen vier verschiedene Lebensphasen, von den niederen Nestlingen bis hin zu den uralten Drachen, die über tausend Jahre alt werden können. In dieser Zeit kann ihre Macht unvergleichbar werden und ihr Hort die Grenzen der Vorstellungskraft sprengen.
\n| Kategorie | \nGröße | \nAltersspanne | \n
| Nestling | \nMittelgroß | \n5 Jahre oder weniger | \n
| Jung | \nGroß | \n6-100 Jahre | \n
| Ausgewachsen | \nRiesig | \n101-800 Jahre | \n
| Uralt | \nGigantisch | \n801 Jahre und mehr | \n
\n
Die schwarzen, blauen, grünen, roten und weißen Drachen verkörpern die böse Seite der Drachenheit. Chromatische Drachen sind aggressiv, gefräßig und eitel. Sie sind dunkle Gelehrte und mächtige Tyrannen, die von allen Kreaturen gefürchtet werden - auch voneinander.
\nGetrieben von Gier. Chromatische Drachen gieren nach Schätzen, und diese Gier beeinflusst all ihre Pläne. Sie glauben, dass der Wohlstand der Welt rechtmäßig ihnen gehört, und chromatische Drachen reißen diesen Wohlstand an sich, ohne sich um die Humanoiden und andere Kreaturen zu scheren, die ihn \"gestohlen\" haben. Mit einem Haufen aus Münzen, funkelnden Juwelen und magischen Gegenständen ist der Hort eines Drachen wirklich der Stoff, aus dem Legenden gemacht sind. Allerdings haben chromatische Drachen kein Interesse daran, mit ihren Schätzen zu handeln; sie häufen die Schätze nur an, um sie zu besitzen.
\nKreaturen aus purem Ego. Chromatische Drachen werden von ihrem Überlegenheitsgefühl vereint, da sie glauben, dass sie selbst die mächtigsten und würdigsten aller sterblichen Kreaturen sind. Wenn sie mit anderen Kreaturen interagieren, dann nur, um ihre eigenen Interessen voranzubringen. Sie glauben an ihr angeborenes Recht zu herrschen, und dieser Glaube ist der Mittelpunkt der Persönlichkeit und Weltsicht eines jeden chromatischen Drachen. Zu versuchen, einen chromatischen Drachen Demut zu lehren, ist, als würde man den Wind überzeugen wollen, nicht mehr zu wehen. Für diese Kreaturen sind Humanoide nur Tiere, die als Beute oder Lasttiere dienen können, und verdienen keinerlei Respekt.
\nGefährliche Behausungen. Die Behausung eines Drachen ist der Sitz seiner Macht und ein Tresor für seine Schätze. Aufgrund seiner angeborenen Zähigkeit und Toleranz für schwerwiegende Umgebungseffekte wählt ein Drache Behausungen nicht nach dem Aspekt aus, dass sie ihm als Zuflucht dienen, sondern danach, dass er sie gut verteidigen kann. Er zieht ein Heim mit mehreren Eingängen und Ausgängen vor, in dem sein Schatz in Sicherheit ist.
\nDie meisten chromatischen Drachen verbergen sich an gefährlichen abgelegenen Orten, damit nur die waghalsigsten Sterblichen es wagen, zu ihnen zu gelangen. Ein schwarzer Drache könnte inmitten eines gewaltigen Sumpfes hausen, während ein roter Drache den Krater eines aktiven Vulkans für sich beanspruchen könnte. Neben des natürlichen Schutzes ihrer Behausungen verwenden mächtige chromatische Drachen magische Wächter, Fallen und gehorsame Kreaturen, um ihre Schätze zu bewachen.
\nKönigin der Bösen Drachen. Tiamat, die Drachenkönigin, ist die Hauptgottheit der bösen Drachen. Sie haust auf Avernus, der ersten Schicht der Neun Höllen. Als niedere Göttin hat Tiamat die Macht, ihren Anhängern Zauber zu gewähren, doch teilt sie nur ungern ihre Macht. Sie verkörpert die Habgier der bösen Drachen und glaubt, dass das Multiversum und all seine Schätze eines Tages ihr und ihr allein gehören werden.
\nTiamat ist ein gigantischer Drache, deren fünf Köpfe die Gestalten der chromatischen Drachen reflektieren, die sie verehren - schwarz, blau, grün, rot und weiß. Sie ist ein Schrecken auf dem Schlachtfeld und kann ganze Armeen mit ihren fünf Odemwaffen, ihren mächtigen Zaubern und ihren furchterregenden Klauen auslöschen.
\nTiamats verhasster Feind ist Bahamut, der Platindrache, mit dem sie die Kontrolle über den Glauben der Drachenheit teilt. Sie empfindet auch eine besondere Feindschaft für Asmodeus, der ihr vor langer Zeit die Herrschaft über Avernus entrissen hat und die Macht der Drachenkönigin noch weiter beschneidet.
\n\n
Grüne Drachen sind die verschlagensten und tückischsten der wahren Drachen. Sie nutze Irreführung und List, um die Oberhand gegen ihre Feinde zu erlangen. Sie sind übellaunig und durchweg böse und erfreuen sich besonders daran, die Gutherzigen zu unterwandern und zu korrumpieren. In den uralten Wäldern, durch die sie streifen, zeigen grüne Drachen eine Aggressivität, die sich oft weniger um ihr Territorium dreht als darum, mit so wenig Mühe wie möglich Macht und Einfluss zu erlangen.
\nMan erkennt einen grünen Drachen an der geschwungenen Kieferpartie und dem Kamm, der in der Nähe seiner Augen beginn und das Rückgrat entlang läuft, wobei er kurz hinter dem Schädel deinen höchsten Punkt erreicht. Ein grüner Drache hat keine äußeren Ohren, aber ledrige, stachelige Platten, die die Seite seines Halses entlang laufen.
\nDie dünnen Schuppen eines grünen Drachennestlings sind so dunkelgrün, dass sie fast schwarz erscheinen. Wenn ein grüner Drache altert, werden seine Schuppen größer und heller und nehmen Schattierungen von Waldgrün, Smaragdgrün und Olivgrün an, damit er in bewaldeten Umgebungen besser untertauchen kann. Seine Schwingen haben ein geflecktes Muster. Sie werden an den Rändern dunkler und an den Hinterkanten heller.
\nDie Beine eines grünen Drachen sind im Verhältnis zu seinem Körper länger als die von anderen Drachen, sodass sie beim Laufen ohne Schwierigkeiten durch Unterholz und Geröll laufen können. Mit seinem gleichermaßen langen Hals kann ein älterer grüner Drache über die Baumwipfel blicken, ohne sich auf die Hinterbeine zu stellen.
\nLaunische Jäger. Ein grüner Drache jagt, indem er sein bewaldetes Territorium aus der Luft und am Boden patrouilliert. Er frisst jede Kreatur, die er sehen kann, und verspeist Büsche und kleinere Bäume, wenn er hungrig genug ist. Seine liebste Beute sind Elfen.
\nGrüne Drachen sind geschickte Lügner und Meister der zweideutigen Reden. Sie ziehen es vor, schwächere Kreaturen einzuschüchtern, aber greifen zu subtileren Formen der Beeinflussung, wenn sie es mit anderen Drachen zu tun haben. Ein grüner Drache greift Tiere und Monster an, ohne provoziert worden zu sein, besonders, wenn er mit potenziellen Bedrohungen für sein Revier zu tun hat. Wenn grüne Drachen es mit denkenden Kreaturen zu tun haben, zeigt sich eine Machtgier, die ihrer drakonischen Begierde nach Schätzen gleichkommt, und sie sind immer auf der Suche nach Kreaturen, die ihnen helfen können, ihren Ehrgeiz voranzubringen.
\nEin grüner Drache verfolgt seine Beute, während er seinen Angriff plant. Manchmal beschattet er die Kreaturen tagelang. Wenn das Ziel schwach ist, dann genießt der Drache den Schrecken, den sein Auftauchen auslöst, ehe er angreift. Er tötet niemals all seine Feinde und zieht es vor, Einschüchterung zu nutzen, um die Kontrolle über die Überlebenden zu erhalten. Er bringt dann alles über die Aktivitäten anderer Kreaturen in der Umgebung seines Reviers in Erfahrung, und alles über die Schätze, die in der Nähe zu finden sind. Manchmal lassen grüne Drachen Gefangene frei, wenn sie ein Lösegeld verlangen können. Ansonsten muss eine Kreatur dem Drachen jeden Tag seinen Wert beweisen, wenn sie nicht sterben möchte.
\nManipulative Ränkeschmiede. Grüne Drachen sind verschlagene und subtile Kreaturen und unterwerfen andere ihrem Willen, indem sie ihre tiefsten Begierden ausnutzen. Alle Kreaturen, die närrisch genug sind, den Versuch zu unternehmen, einen grünen Drachen zu unterwerfen, müssen irgendwann feststellen, dass die Kreatur nur zu dienen vorgibt, während sie ihren Gebieter abschätzt.
\nWenn grüne Drachen andere Kreaturen beeinflussen, sind sie redegewandt, schmeichlerisch und kultiviert. Unter ihresgleichen sind sie laut, ungehobelt und grobschlächtig, besonders, wenn sie es mit Drachen des gleichen Alters oder Ansehen zu tun haben.
\nKonflikt und Korruption. Grüne Drachen geraten manchmal mit anderen Drachen wegen territorialer Fragen aneinander, wenn in ihrem Gebiet ein Wald in eine andere Art von Gelände übergeht. Grüne Drachen geben normalerweise vor, nachzugeben, nur um zu warten und zu beobachten - manchmal jahrzehntelang - bis sie die Gelegenheit erhalten, den anderen Drachen zu erschlagen und dann seine Behausung und seinen Hort zu beanspruchen.
\nGrüne Drachen akzeptieren die Dienste von denkenden Kreaturen wie Goblinoiden, Atterkopps, Ettins, Kobolden, Orks und Yuan-Ti. Sie ergötzen sich auch daran, Elfen zu korrumpieren und ihrem Willen zu unterwerfen. Grüne Drachen erfüllen ihre Schergen manchmal so mit Furcht, dass sie fast wahnsinnig werden. Der Nebel, der sich durch ihre Wälder ausbreitet, spiegelt die gequälten Tränen dieser Diener wider.
\nLebende Schätze. Die Lieblingsschätze eines grünen Drachen sind die denkenden Kreaturen, die er seinem Willen unterwirft, darunter auch einflussreiche Gestalten wie beliebte Helden, bekannte Gelehrte und berümte Barden. Als materielle Schätze mögen grüne Drachen Smaragde, Holzschnitzereien, Musikinstrumente und Skulpturen ihrer humanoiden Untergebenen.
\n\n
Die grünen Drachen lieben Wälder und messen sich manchmal mit schwarzen Drachen in sumpfigen Wäldern und weißen Drachen in der subarktischen Taiga um ihre Reviere. Allerdings ist ein Wald, der von einem grünen Drachen kontrolliert wird, leicht zu erkennen. Ein beständiger Nebel hängt im Wald eines legendären grünen Drachens in der Luft. Der Nebel hat den beißenden Geruch des giftigem Atems der Kreatur. Die moosbedeckten Bäume wachsen nahe zusammen, außer, wo verschlungene Pfade sich wie ein Irrgarten ins Herz des Waldes ausbreiten. Das Licht, das den Waldboden erreicht, hat eine smaragdgrüne Färbung, und alle Geräusche scheinen dedämpft zu sein.
\nIn der Mitte des Waldes wählt ein grüner Drache eine Höhle in einer schroffen Klippe oder an einem Hügel als Behausung. Sie ziehen es vor, wenn der Eingang von neugierigen Augen verborgen ist. Einige suchen Höhlenöffnungen, die hinter Wasserfällen verborgen sind oder zum Teil versuckene Kavernen, die durch Seen oder Flüsse erreicht werden können. Andere verbergen den Eingang in ihre Behausung mit Pflanzen.
\n\n
Bei Initiative 20 (er verliert jeden Initiative-Gleichstand) führt der Drache eine Hortaktion aus, um einen der folgenden Effekte zu erziehlen; der Drache kann den gleichen Effekt nicht zweimal hintereinander nutzen:
\n\n
Die Region, in der sich die Behausung eines legendären grünen Drachen befindet, wird von der Magie des Drachen verzerrt, was einen oder mehrere der folgenden Effekt auslöst:
\nDer Drache kann Luft und Wasser atmen.
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\nDer Drache greift mit seinem Biss an.
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\nDer Drache atmet in einem Kegel von 4,5m Länge giftiges Gas aus. Alle Kreaturen im Kegel müssen einen Konstitutionsrettungswurf gegen SG 11 ablegen. Bei einem misslungenem Rettungswurf erleiden sie 21 ([[/r 6D6]]) Giftschaden, halb so viel Schaden bei einem erfolgreichen Rettungswurf.
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Eine Rotkappe ist ein mörderische Feenwesen, das aus Blutlust geboren wird. Auch wenn die Kreaturen klein sind, besitzen sie beträchtliche Kraft, mit der sie ohne Zögern oder Bedauern jagen und töten.
\nPersonifizierte Blutgier. Im Feywild oder an Orten, wo diese Ebene die Welt der Sterblichen berührt, können ein oder mehrere Rotkappen erscheinen, wenn eine denkende Kreatur ihrem Drang nachgibt, Blut zu vergießen. Dort, wo der Lebenssaft des Erschlagenen den Boden durchtränkt, scheinen zunächst winzige, blutbefleckte Fliegenpilze ihre Hüte aus der Erde zu schieben. Wenn Mondlicht auf sie fällt, brechen Kreaturen aus dem Boden hervor, die wie verdorrte und klein gewachsene Gnome mit buckeligem Rücken und sehnigem Körperbau aussehen. Die Wesen tragen spitze Lederkappen, Hosen aus ähnlichem Material, schwere Eisenstiefel und gewaltige Klingenwaffen. Von dem Moment ihres Erwachens an dürstet er die Rotkappen nach nichts anderem als Mord und Blutvergießen, und sie ziehen aus, um diese Bedürfnisse zu stillen.
\nDie Kreaturen gehen nicht gerade subtil vor. Sie leben für die direkte Konfrontation und das Chaos und den Tod des Kampfes. Selbst wenn eine Rotkappe heimlich zu sein versucht, verraten sie schnell die schwerfälligen, donnernden Schritte ihrer Eisenstiefel. Nähern Sie sich potenzieller Beute, ist sie jedoch in der Lage, die Entfernung schnell zu überbrücken und brutale Schläge mit ihrer Waffe auszuteilen, ehe das Ziel zu reagieren vermag.
\nIn Mord getaucht. Um ihre unnatürliche Existenz zu verlängern, müssen die Feenwesen ihre Kappe im frischen Blut von Opfern tränken. Bei ihrer Geburt ist diese mit feuchtem Blut überzogen, das mindestens alle drei Tage aufgefrischt werden muss, sonst verschwindet die grausame Kreatur, als hätte es sie nie gegeben. Die Mordlust einer Rotkappe entspringt also ihrem Willen zu überleben.
\nBlutrünstige Söldner. Rotkappen agieren für gewöhnlich nicht in Gruppen, doch unter Umständen findet man mehrere der Kreaturen in den Diensten von Vetteln und dunklen Magiern, die Methoden kennen, sie aus dem Feywild zu rufen, und sie als grausige Diener einzusetzen.
\nAußerdem sind manche Rotkappen in der Lage, jenes Wesen zu spüren, dessen mörderische Taten ihre Geburt herbeiführte. Das Feenwesen könnte diese angeborene Verbindung nutzen, um seinen Erschaffer zu finden und zu seinem ersten Opfer zu machen. Andere suchen ihren Schöpfer, weil sie die Nähe einer verwandten Seele genießen. Eine Person, die für die gleichzeitige Erschaffung mehrerer Rotkappen verantwortlich ist, könnte die ganze Gruppe anziehen, die dem Schlächter daraufhin unterwürfig dient und sein mörderisches Tun nachahmt.
\nArbeitet eine Rotkappe mit anderen Wesen zusammen, gleichgültig aus welchem Grund, will sie in Opfern bezahlt werden. Ein Gönner, der versucht, die natürliche und lebensnotwendige Blutgier der Kreatur zu unterdrücken, könnte ihr nächstes Opfer werden.
\nA gleaming steel point mouted atop a stout wooden haft, the spear may be wielded in one hand or two and can puncture through the heaviest armor with deadly force.
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\nEr kann angeboren die folgenden Zauberwirken, wobei keine Materialkomponenten nötig sind:
\nBeliebig oft: @Compendium[SharedData_global.Zauber.HYqyXdzvH9FWOYJM]{Gehässiger Spott}, @Compendium[SharedData_global.Zauber.QhEXXXVaonLwKHVv]{Magierhand}, @Compendium[SharedData_global.Zauber.hgrT1roHnAdDNAiT]{Tashas fürchterlicher Lachanfall}
\n1/Tag: @Compendium[SharedData_global.Zauber.G4fZxXyZFUqHKPyn]{Verwirrung}
\nDer Nilbog kann Zauber wirken. Sein Zauberattribut ist Charisma.
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\nDer Schaden dieses Zaubers steigt jeweils um 1d4 bei Erreichen der 5. (2d4), 11. (3d4) und 17.Stufe (4d4)
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\nBetroffene Ziele können keine Reaktion ausführen und müssen zu Beginn des Zuges mit einem [[/r 1d10]] würfeln, um ihr Verhalten für diesen Zug zu bestimmen.
\n| d10 | \nBehaviour | \n
| 1 | \nDie Kreatur verwendet ihre gesamte Bewegung, um sich in eine zufällige Richtung zu bewegen. Bestimme die Richtung, indem du mit einem d8 würfelst und jeder Richtung ein Ergebnis zuweist. Die Kreatur führt in diesem Zug keine Aktion aus. | \n
| 2-6 | \nDie Kreatur bewegt sich nicht und führt in diesem Zug keine Aktion aus. | \n
| 7-8 | \nDie Kreatur verwendet ihre Aktion, um einen Nahkampfangriff gegen eine zufällig bestimmte Kreatur in Reichweite auszuführen. Wenn sich keine Kreatur in Reichweite befindet, handelt die Kreatur in diesem Zug nicht. | \n
| 9-10 | \nDie Kreatur kann sich normal bewegen und handeln. | \n
Zu Beginn eines jeden ihrer Züge kann eine betroffene Kreatur einen Weisheitsrettungswurf ablegen. Wenn dieser erfolgreich ist, endet der Effekt für das Ziel.
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\nDer Nilbog greift mit dem Kurzbogen an.
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","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":null,"sort":0,"flags":{"tidy5e-sheet":{},"core":{"sourceId":"Actor.meBwfa7hIg6mu0ky"}},"_id":"xfGplczNDxG0SZVm","system":{"abilities":{"str":{"value":8,"proficient":0,"bonuses":{"check":"","save":""}},"dex":{"value":14,"proficient":0,"bonuses":{"check":"","save":""}},"con":{"value":10,"proficient":0,"bonuses":{"check":"","save":""}},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""}},"wis":{"value":8,"proficient":0,"bonuses":{"check":"","save":""}},"cha":{"value":15,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":7,"min":0,"max":7,"temp":null,"tempmax":null,"formula":"2d6"},"init":{"value":0,"bonus":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":9,"units":"m","hover":false},"attunement":{"max":3},"senses":{"darkvision":18,"blindsight":0,"tremorsense":0,"truesight":0,"units":"m","special":""},"spellcasting":"cha"},"details":{"biography":{"value":"Als Maglubiyet die Goblingötter unterwarf, ließ er nur Khurgorbaeyag am Leben, damit die Goblins unter der Kute des brutalen Aufsehers fügsam bleiben würden. Doch zu ihrem Pantheon gehörte auch ein Tricksergott, der entschlossen war, als Letzter zu lachen. Auch wenn seine Essenz von Maglubiyet zerschmettert wurde, überlebte der Gott in zersplitterter Form als Geist der Besessenheit. Bilden Goblinoide eine Heerschar, nimmt er Gestalt an, um in ihren Reihen für Chaos zu Sorgen, wenn man ihn nicht besänftigt. Goblins besitzen keinen Namen für diese Gottheit und wagen es nicht, ihr einen zu geben, damit Maglubiyet ihn nicht nutzen kann, um den Gott zu fangen und zu zermalmen. Sie nennen den Geist und den Goblin, von dem er Besitz ergreift, einen Nilbog (\"Goblin\" rückwärts), und sie erfreuen sich an der Furcht, die er unter den Grottenschraten und Hobgoblins in der Heerschar verbreitet.
\nRache der Goblins. Wenn Goblinoide eine Heerschar bilden, besteht die Chance, dass ein Goblin zu einem besessenen Nilbog wird, besonders wenn er von seinem Vorgesetzten misshandelt wurde. Diese Besessenheit verwandelt den Goblin in eine scherzende, verspielte Kreatur, die keine Strafen fürchtet. Sie besitzt eine eigenartige Fähigkeit, andere dazu zu bringen, das Gegenteil von dem zu tun, was sie eigentlich wollten. Einen Nilbog anzugreifen, ist schlichtweg dumm, und ihn zu töten, lässt den Geist nur von einem anderen Goblin Besitz ergreifen. Man kann einen Nilbog nur daran hindern, Chaos zu stiften, indem man ihn gut behandelt, respektiert und preist.
\nNichts zum Lachen. Das mögliche Erscheinen eines Nilbogs hat dazu geführt, dass jede Heerschar mindestens einen Goblin zum Hofnarren ernennt. Dieser Narr unterliegt keinen Beschränkungen, er darf überall hingehen, wo er will, und tun und lassen, was er möchte. Die Position ist unter Goblins heiß begehrt, denn selbst wenn der Narr offensichtlich kein Nilbog ist, dulden Hobgoblins und Grottenschrate sein chaotisches Verhalten.
\n\n
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\nEin Nilbog ist ein unsichtbarer Geist, der nur von Goblins Besitz ergreift. Ohne Wirt hat der Geist eine Flugbewegungsrate von 9m und kann weder sprechen noch angegriffen werden. Als einzige Möglichkeit darf er versuchen, einen Goblin innerhalb von 1,50m in Besitz zu nehmen.
\nDas Ziel muss einen erfolgreichen Charismarettungswurf gegen SG 15 ablegen, um dem Versuch zu widerstehen. Solange der Goblin von dem Geist besessen ist, wird seine Gesinnung chaotisch-böse, sein Charisma steigt auf 15 (außer er war bereits höher) und er erhält die Nilbog-Merkmale Angeborenes Zauberwirken und Nilbogismus sowie die Reaktion Umkehr des Schicksals. Ist der Rettungswurf erfolgreich, kann der Geist den Goblin für 24 Stunden nicht in Besitz nehmen. Stirbt der Wirt oder endet die Besessenheit durch einen Zauber wie @Compendium[SharedData_global.Zauber.ehOnXin4m3ksg2gn]{Weihen}, @Compendium[SharedData_global.Zauber.LpzBOdh2gI2wT04f]{Schutzkreis} oder @Compendium[SharedData_global.Zauber.qnZ0kNyBtGQRnGfx]{Schutz vor Gut und Böse}, sucht sich der Geist ein anderes Ziel, das er übernehmen kann. Der Geist kann seinen Wirt jederzeit verlassen, aber er wird es nur freiwillig tun, wenn er weiß, dass ein anderer potenzieller Wirt in der Nähe ist. Der Goblin ohne den Nilbog Geist erhält wieder seine normalen Spielwerte und verliert die Merkmale, die er ducht die Besessenheit erlangt hat.
\n
Ein Mammut ist eine elefantenartige Kreatur mit dickem Fell und langen Stoßzähnen. Mammuts sind bulliger und wilder als normale Elefanten und bewohnen viele unterschiedliche Klimazonen, von subarktisch zu subtropisch.
Wenn sich das Mammut mindestens 6m in gerader Linie auf ein Ziel zu bewegt und dann im gleichen Zug mit einem Aufspießen-Angriff trifft, muss das Ziel einen Stärkerettungswurf gegen SG 18 ablegen, um nicht den Zustand @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.7Iizq65rBiA1UJxc]{liegend} zu erleiden. Wenn das Ziel liegt, kann das Mammut als Bonusaktion einen Stampfen-Angriff gegen es ausführen.
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Nahkampf-Waffenangriff: +10 zum Treffen, Reichweite: 1,5m, eine liegende Kreatur. Treffer: 29 ([[/r 4d10+7]]) Wuchtschaden.
Irrlichter sind bösartige, zarte Lichtkugeln, die einsame Orte und Schlachtfelder heimsuchen. Sie sind von einem dunklen Schicksal oder dunkler Magie dazu gezwungen, sich von Angst und Verzweiflung zu ernähren.
\nHoffnung und Verderben. Irrlichter sehen aus wie auf und ab hüpfende Laternenlichter, doch können sie sich auch dazu entscheiden, die Farbe zu wechseln oder vollständig unsichtbar zu werden. Wenn sie ihr Licht anwerfen, vermitteln Irrlichter etwas Hoffnung, da sie Kreaturen, die ihnen folgen, den Schein von Sicherheit geben.
\nIrrlichter treiben arglose Kreaturen in Treibsandgruben, Behausungen von Monstern und zu anderen gefährlichen Orten, damit sie sich vom Leid ihrer Beute nähren und sich an ihren Todesschreien erfreuen können. Ein böses Wesen, das einem Irrlicht zum Opfer fällt, könnte selbst zum Irrlicht werden. Sein elender Geist verdichtet sich wie eine flackernde Flamme über einem leblosen Leichnam.
\nVon Verzweiflung verzehrt. Irrlichter sind die Seelen von bösen Wesen, die in Qual oder Elend sterben, während sie durch verlassene Orte ziehen, die von mächtiger Magie erfüllt sind. Sie gedeihen in sumpfigen Mooren und knochenübersäten Schlachtfelden, wo das erdrückende Gewicht des Leides sogar noch weiter herab drückt als der tief hängende Nebel. Irrlichter sind an diesen trostlosen Orten der verlorenen Hoffnung und der Erinnerung gefangen und locken andere Kreaturen in ein düsteres Schicksal, um sich an ihrem Leid zu laben.
\nDiener des Bösen. Irrlichter sprechen selten, doch wenn sie es tun, klingen ihre Stimmen wie ein schwaches oder weit entferntes Flüstern. In der elenden Domäne, die sie heimsuchen, gehen Irrlichter manchmal symbolische Beziehungen mit ihren bösartigen Nachbarn ein. Vetteln, Oni, schwarze Drachen und böse Kultisten arbeiten mit Irrlichtern zusammen, um Kreaturen in Hinterhalte zu locken. Währen ihre bösen Verbündeten Kreaturen umzingeln und abschlachten, schweben die Irrlichter über ihnen, trinken die Agonie des letzten Atemzugs und erfreuen sich an dem Gefühl, wenn das Licht des Lebens in den Augen der Kreatur erlischt.
\nUntote Natur. Ein Irrlicht braucht keine Luft, keine Nahrung, kein Wasser und keinen Schlaf.
\nDas Irrlicht und sein Licht werden auf magische Weise unsichtbar, bis es angreift oder Leben verzehren nutzt oder seine Konzentration endet (als würde er sich auf einen Zauber konzentrieren).
\nAls Bonusaktion kann das Irrlicht eine Kreatur innerhalb von 1,5m, die es sehen kann, auswählen, solange diese 0 Trefferpunkte besitzt, aber noch am Leben ist. Das Ziel muss gegen diese Magie einen Konstitutionsrettungswurf gegen SG 10 schaffen, um nicht zu sterben. Wenn das Ziel stirbt, erhält das Irrlicht 3D6 Trefferpunkte zurück.
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":1.5,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","healing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}}}}},{"_id":"wgLfMQ7q7637KP4O","name":"Flüchtig","type":"feat","img":"icons/magic/light/projectile-smoke-pink.webp","data":{"description":{"value":"Das Irrlicht kann nichts tragen oder in der Hand halten.
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\nAuf höheren Graden. Wenn du diesen Zauber mit einem Zauberplatz des 3.Grades oder höher wirkst, erhöht sich der Schaden um 1D6 für jeden Zauberplatz-Grad über dem zweiten.
","chat":"","unidentified":""},"source":"XGtE S.152","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3D6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":2,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"eine Pfefferschote","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1D6"}},"ownership":{"default":0,"gcZVb7fn4gd1ukoK":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1673360622759,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} -{"name":"Monster bezaubern","type":"spell","img":"modules/SharedData_global/icons/spells/explosion-magenta-1.jpg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true}},"core":{"sourceId":"Item.NmrhT3BMNL757Cu9"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true}}},"_id":"5HQqH44Ldf1yDh6O","system":{"description":{"value":"Du versuchst eine Kreatur zu bezaubern, die du innerhalb der Reichweite sehen kannst. Sie muss einen Weisheitsrettungswurf durchführen und erhält darauf Vorteil, wenn du oder deine Gefährten sie bekämpfen. Wenn ihr Rettungswurf fehlschlägt, ist die Kreatur von dir @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.3aXX54PR5GIYnspY]{bezaubert}, bis der Zauber endet oder bis du oder deine Gefährten ihr schaden. Die bezauberte Kreatur ist dir gegenüber freundlich. Wenn der Zauber endet, weiß die Kreatur, dass sie von dir bezaubert wurde.
Auf höheren Graden. Wenn du diesen Zauber mit einem Zauberplatz des 5.Grades oder höher wirkst, kannst du für jeden Zauberplatz-Grad über den vierten eine zusätzliche Kreatur als Ziel wählen. Die Kreaturen müssen innerhalb von 9m voneinander sein, wenn du sie als Ziel wählst.
","chat":"","unidentified":""},"source":"XGtE S.162","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":9,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"gcZVb7fn4gd1ukoK":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1673362621902,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} +{"name":"Monster bezaubern","type":"spell","img":"modules/SharedData_global/icons/spells/explosion-magenta-1.jpg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true}},"core":{"sourceId":"Item.NmrhT3BMNL757Cu9"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true}}},"_id":"5HQqH44Ldf1yDh6O","system":{"description":{"value":"Du versuchst eine Kreatur zu bezaubern, die du innerhalb der Reichweite sehen kannst. Sie muss einen Weisheitsrettungswurf durchführen und erhält darauf Vorteil, wenn du oder deine Gefährten sie bekämpfen. Wenn ihr Rettungswurf fehlschlägt, ist die Kreatur von dir @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.3aXX54PR5GIYnspY]{bezaubert}, bis der Zauber endet oder bis du oder deine Gefährten ihr schaden. Die bezauberte Kreatur ist dir gegenüber freundlich. Wenn der Zauber endet, weiß die Kreatur, dass sie von dir bezaubert wurde.
Auf höheren Graden. Wenn du diesen Zauber mit einem Zauberplatz des 5.Grades oder höher wirkst, kannst du für jeden Zauberplatz-Grad über den vierten eine zusätzliche Kreatur als Ziel wählen. Die Kreaturen müssen innerhalb von 9m voneinander sein, wenn du sie als Ziel wählst.
","chat":"","unidentified":""},"source":"XGtE S.162","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":9,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"gcZVb7fn4gd1ukoK":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":null,"modifiedTime":1680503534989,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} {"_id":"5N9P01UDHI7ddgQJ","name":"Regenbogenspiel","type":"spell","img":"modules/SharedData_global/icons/spells/needles-royal-3.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Prismatic Spray"},"core":{"sourceId":"Compendium.dnd5e.spells.eGMhwmuleAM46C6L"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":""},"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true}}},"system":{"description":{"value":"Sieben Strahlen aus Licht schießen aus deiner Hand. Jeder Strahl leuchtet in einer unterschiedlichen Farbe und besitzt eine andere Macht und einen anderen Zweck. Alle Kreaturen innerhalb eines Kegels von 18m müssen einen Geschicklichkeitsrettungswurf ablegen. Würfle für jedes Ziel mit einem D8, um zu bestimmen, welche Farbe es trifft und welchem Effekt es unterliegt.
1.Rot. Bei einem misslungenen Rettungswurf erleidet die Kreatur 10D6 Feuerschaden oder halb so viel Schaden bei einem erfolgreichen Rettungswurf.
2.Orange. Bei einem misslungenen Rettungswurf erleidet die Kreatur 10D6 Säureschaden oder halb so viel Schaden bei einem erfolgreichen Rettungswurf.
3.Gelb. Bei einem misslungenen Rettungswurf erleidet die Kreatur 10D6 Blitzschaden oder halb so viel Schaden bei einem erfolgreichen Rettungswurf.
4.Grün. Bei einem misslungenen Rettungswurf erleidet die Kreatur 10D6 Giftschaden oder halb so viel Schaden bei einem erfolgreichen Rettungswurf.
5.Blau. Bei einem misslungenen Rettungswurf erleidet die Kreatur 10D6 Kälteschaden oder halb so viel Schaden bei einem erfolgreichen Rettungswurf.
6.Indigo. Bei einem misslungenen Rettungswurf wird die Kreatur @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.wZBY81wkxYT2l1tv]{festgesetzt}. Sie muss dann am Ende eines jeden ihrer Züge einen Konstitutionsrettungswurf ablegen. Bei drei Erfolgen endet der Zauber. Misslingen hingegen drei Rettungswürfe, wird die Kreatur dauerhaft in Stein verwandelt und unterliegt dem Zustand @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.jYLV8wzKQaxAmmSr]{versteinert}. Die Erfolge und Misserfolge müssen nicht direkt aufeinanderfolgen. Notiere dir die entsprechende Anzahl, bis der Schwellenwert von drei in einer Art erreicht ist.
7.Violette. Bei einem misslungenen Rettungswurf wird das Ziel @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.eY1WD1VlpacJyXZs]{blind}. Es muss dann zu Beginn deines nächsten Zuges einen Weisheitsrettungswurf durchführen. Bei einem Erfolg endet die Blindheit. Misslingt der Rettungswurf, wird die Kreatur auf eine andere Existenzebene nach Wahl des SL verbannt und ist nicht mehr @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.eY1WD1VlpacJyXZs]{blind}. (Für gewöhnlich wird eine Kreatur, die sich auf einer anderen Ebene befindet, die nicht ihre Heimat ist, nach Hause gebracht, während andere Kreaturen üblicherweise auf die Astral- oder Ätherebene transportiert werden.)
8.Speziell. Das Ziel wird von zwei Strahlen getroffen. Bestimme mit einem D8 zwei Farben (falls du eine 8 Würfels, wiederhole den Wurf).
","chat":"","unidentified":""},"source":"SHB S. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":18,"width":null,"units":"m","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["10d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":7,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"gcZVb7fn4gd1ukoK":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1673363453149,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} {"name":"Elementar beschwören","type":"spell","img":"icons/creatures/magical/construct-stone-earth-gray.webp","effects":[],"flags":{"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickOther":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"rsr5e":{"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"quickOther":{"context":""}},"core":{"sourceId":"Item.JzkkOcOrOg2V19rk"}},"system":{"description":{"value":"Du rufst einen Elementargeist herbei. Er erscheint in einem freien Bereich, den du in Reichweite sehen kannst. Seine physische Form nutzt die Spielwerte aus dem Wertekasten des @Compendium[SharedData_global.Beschwörungen.J5owbd8yf2lo1fbq]{Elementargeistes}. Wenn du diesen Zauber wirkst, entscheide dich für ein Element: Erde, Feuer, Luft oder Wasser. Die Kreatur ähnelt einer zweibeinigen, vom Element umhüllten Gestalt, wodurch einige ihrer Merkmale bestimmt werden (siehe Wertekasten). Die Kreatur verschwindet, wenn der Zauber endet oder ihre Trefferpunkte auf 0 sinken.
Die Kreatur ist mit dir und deinen Gefährten verbündet. Im Kampf nutzt die Kreatur deine Initiative und ist unmittelbar nach dir am Zug. Sie gehorcht deinen mündlichen Befehlen (erfordert keine Aktion). Befiehlst du ihr nichts, führt sie die Ausweichaktion aus und vermeidet mit ihrer Bewegung Gefahren.
Auf höheren Graden. Wenn du diesen Zauber mit einem Zauberplatz des 5. oder eines höheren Grades wirkst, verwende den höheren Zaubergrad, wo immer er im Wertekasten auftaucht.
","chat":"","unidentified":""},"source":"TKmA S.106","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":27,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":4,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Luft, ein Kiesel, Asche und Wasser in einer Phiole mit Goldintarsie im Wert von mindestens 400 GM","consumed":false,"cost":400,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"cover":null},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1673030532485,"modifiedTime":1673030532485,"lastModifiedBy":"IcoKM1WH8QbQMGQn"},"folder":null,"sort":0,"_id":"5UWZOxhV2hMhIZCw"} {"name":"Infernalisches Herbeirufen","type":"spell","img":"icons/creatures/magical/construct-gargoyle-stone-gray.webp","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true}},"core":{"sourceId":"Item.nw11XyK7A2on50og"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true}}},"_id":"5YWFu6levneggmCs","system":{"description":{"value":"Durch das Aussprechen einer dunklen Anrufung beschwörst du einen Teufel aus den neun Höllen. Du wählst die Art des Teufels, welcher einen HG von 6 oder niedriger haben muss, wie zum Beispiel einen Klingenteufel oder ein Bartteufel. Der Teufel erscheint in einem unbesetzten Bereich, den du innerhalb der Reichweite sehen kannst. Der Teufel verschwindet, wenn er auf 0 Trefferpunkte reduziert wird oder wenn der Zauber endet.
\nDer Teufel ist dir und deinen Gefährten gegenüber unfreundlich. Würfle für den Teufel die Initiative aus, welcher seine eigenen Züge hat. Er ist unter der Kontrolle des Spielleiters und handelt in jedem seiner Züge gemäß seiner Natur. Das kann darin enden, dass er dich angreift, wenn er der Meinung ist, gewinnen zu können, oder er versucht dich dazu zu verführen, eine böse Tat im Austausch für begrenzte Dienste zu vollbringen. Der SL hat die Werte der Kreatur.
\nIn jedem deiner Züge kannst du versuchen, dem Teufel einen wörtlichen Befehl zu geben (erfordert keine Aktion deinerseits). Er wird dem Befehl folgen, wenn das Ergebnis im Einklang mit seinen Begierden steht und besonders, wenn das Ergebnis dich zum Bösen hinzieht.Andernfalls musst du einen Wurf auf Charisma (Täuschen, Einschüchtern oder Überzeugen) ablegen. Du erhältst beim Wurf einen Vorteil, wenn du den wahren Namen des Teufels aussprichst.
\nWenn dein Wurf scheitert, wird der Teufel für die Wirkungsdauer des Zaubers immun gegenüber deinen verbalen Befehlen. Er kann sie allerdings immer noch ausführen, sofern er das wünscht. Wenn dein Wurf erfolgreich ist, führt der Teufel den Befehl aus - wie zum Beispiel \"greife meine Feine an\" oder \"erkunde den nächsten Raum\" oder \"bringe diese Nachricht zur Königin\" - bis er die Aufgabe erfüllt hat. Dann kehrt er zu dir zurück, um zu berichten, dass er die Aufgabe abgeschlossen hat.
\nFalls deine Konzentration endet, bevor der Zauber seine volle Wirkungsdauer erreicht, wird der Teufel nicht verschwinden, wenn er deinen Befehlen gegenüber immun geworden ist. Stattdessen handelt er, wie auch immer er es wünscht und verschwindet erst nach weiteren 3D6 Minuten.
\nWenn du den Talisman eines bestimmten Teufels besitzt, so kannst du ihn herbeirufen, wenn er den angemessenen HG +1 besitzt. Er befolgt alle Befehle, ohne dass ein Wurf auf Charisma erforderlich wäre.
\nAuf höheren Graden. Wenn du diesen Zauber unter Verwendung eines Zauberplatzes der 6.Stufe oder höher verwendest, so erhöht sich der HG um 1 für jeden Zauberplatz-Grad über dem fünften.
","chat":"","unidentified":""},"source":"XGtE S.157","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":27,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":5,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"ein Rubin, der mindestens 999GM wer ist","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"gcZVb7fn4gd1ukoK":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1673362830996,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} @@ -50,7 +50,7 @@ {"_id":"74gShcZ3DqANi6io","name":"Selbstverkleidung","type":"spell","img":"modules/SharedData_global/icons/spells/wind-grasp-eerie-2.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Disguise Self"},"core":{"sourceId":"Compendium.dnd5e.spells.A3q2gTNqG6fvNGrv"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true}}},"system":{"description":{"value":"Mit diesem Zauber veränderst du dein Aussehen – inklusive deiner Kleidung, Rüstung, Waffen und anderen Besitztümer an deiner Person. Er bleibt für die Wirkungsdauer bestehen, wenn du keine Aktion verwendest, um ihn vorzeitig aufzuheben. Du kannst dich bis zu 30 cm kleiner oder größer erscheinen lassen sowie dick oder dünn beziehungsweise irgendetwas dazwischen. Deinen grundlegenden Körpertyp kannst du nicht ändern, du musst also eine Gestalt annehmen, welche die gleiche Anordnung von Gliedmaßen besitzt. Ansonsten bestimmst du, wie die Illusion aussieht.
\nDie Veränderungen durch diesen Zauber halten einer körperlichen Untersuchung nicht stand. Nutzt du den Spruch beispielsweise, um deiner Kleidung einen Hut beizufügen, durchdringen Gegenstände diesen einfach. Jeder, der ihn berührt, würde nichts fühlen oder nur deinen Kopf und deine Haare spüren. Lässt du dich dünner erscheinen, als du bist, würde die Hand von jemandem, der dich berühren will, gegen dich stoßen, obwohl sie scheinbar noch in der Luft schwebt.
\nEine Kreatur kann ihre Aktion verwenden, um dich zu untersuchen. Sie legt einen Wurf auf Intelligenz (Nachforschungen) gegen den SG zum Widerstehen deiner Zauber ab. Bei Erfolg bemerkt sie, dass du auf irgendeine Art verkleidet bist.
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Bis der Zauber endet, fügst du Kreaturen, die du innerhalb von drei Metern mit einem Angriff triffst, [[/r 1d8]] zusätzlichen Schaden zu. Die Schadensart ist gleißend, kälte oder nekrotisch (deine Wahl beim Wirken des Zaubers). Kreaturen, die diesen Schaden erleiden, können bis zu Beginn deines nächsten Zuges keine Trefferpunkte regenerieren.
Außerdem kannst du die Bewegung jeglicher Kreatur, die du sehen kannst und die ihren Zug innerhalb von drei Metern von dir beginnt, bis zum Beginn deines nächsten Zuges um drei Meter reduzieren.
Auf höheren Graden. Wenn du diesen Zauber wirkst, indem du einen Zauberplatz des 4.Grades oder höher nutzt, steigt der Schaden alle zwei Grade über den 3. hinaus um [[/r 1d8]].
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Das Trugbild umfasst Geräusche, Temperatur und andere Sinneseindrücke, die ebenfalls nur von der Kreatur wahrgenommen werden können.
Verwendet das Ziel seine Aktion, um das Trugbild zu untersuchen, darf es einen Wurf auf Intelligenz (Nachforschungen) gegen den SG zum Widerstehen deiner Zauber ablegen. Ist der Wurf erfolgreich, durchschaut das Ziel die Täuschung und der Zauber endet.
Solange ein Ziel von diesem Zauber betroffen ist, behandelt es das Trugbild, als wäre es real. Alle unlogischen Folgen bei der Interaktion mit der Illusion erklärt sich die betroffene Kreatur verstandesmäßig. Versucht ein Ziel beispielsweise, über eine nicht reale Brücke zu gehen, die einen Abgrund überspannt, wird es fallen, sobald es die Illusion betritt. Wenn die Kreatur den Sturz überlebt, glaubt sie immer noch, dass die Brücke existiert und findet eine andere Erklärung für den Sturz - sie wurde gestoßen, ist ausgerutscht, ein starker Windstoß hat sie von der Brücke geweht oder Ähnliches.
Das Ziel ist so von der Realität des Trugbilds überzeugt, dass es sogar Schaden durch die Illusion erleiden kann. Ein Trugbild, das als Kreatur erscheint, vermag das Ziel anzugreifen. Gleichermaßen verbrennt es sich an der Illusion von Feuer, Lava oder eines Säuretümpels. In jeder Runde kann das Trugbild in deinem Zug dem Ziel 1d6 psychischen Schaden zufügen, wenn sich die betroffene Kreatur im Bereich der Illusion oder innerhalb von 1,50m zu ihr aufhält. Dies setzt voraus, dass die Illusion eine Kreatur oder Gefahr abbildet, die logischerweise Schaden verursachen könnte, beispielsweise durch einen Angriff. Das Ziel nimmt dies als Schadensart wahr, die dem Trugbild entspricht
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\nAuf höheren Graden. Wenn du diesen Spruch mit einem Zauberplatz des 2. oder eines höheren Grades wirkst, erschaffst du für jeden Grad über den 1. hinaus einen weiteren Pfeil.
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\nAuf höheren Graden. Wenn du diesen Spruch mit einem Zauberplatz des 2. oder eines höheren Grades wirkst, erschaffst du für jeden Grad über den 1. hinaus einen weiteren Pfeil.
","chat":"","unidentified":""},"source":"SHB S. 248 (PHB S. 257)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":36,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":null,"modifiedTime":1680504075384,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} {"_id":"7jZltW3lSJSDxKX9","name":"Halbebene","type":"spell","img":"modules/SharedData_global/icons/spells/runes-blue-3.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Demiplane"},"core":{"sourceId":"Compendium.dnd5e.spells.xNM9CzQQr2CieM4B"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true}}},"system":{"description":{"value":"Du erschaffst eine schattenhafte Tür in einer festen Oberfläche in Reichweite, die du sehen kannst. Die Tür ist groß genug, dass mittelgroße Kreaturen problemlos hindurchgehen können.
\nWird die Tür geöffnet, führt sie zu einer Halbebene, die ein leerer Raum mit einer Kantenlänge von 9 m zu sein scheint und aus Holz oder Stein besteht. Wenn der Zauber endet, verschwindet die Tür, und Kreaturen oder Gegenstände in der Halbebene bleiben dort gefangen, da die Tür auf ihrer Seite ebenfalls verschwindet.
\nImmer wenn du diesen Zauber wirkst, kannst du entweder eine neue Halbebene erschaffen oder die Schattentür mit einer Halbebene verbinden, die du bei einem vorherigen Wirken des Zaubers geformt hast. Ist dir außerdem die Natur und der Inhalt einer Halbebene bekannt, die durch diesen Zauber von einer anderen Kreatur erschaffen wurde, kannst du die Schattentür stattdessen auch mit dieser Halbebene verbinden.
","chat":"","unidentified":""},"source":"SHB S. 238 (PHB S. 231)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":18,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":8,"school":"con","components":{"value":"","vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1673363690297,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} {"_id":"7t1kG4CLkzFRhhfZ","name":"Wasser atmen","type":"spell","img":"icons/magic/water/pseudopod-swirl-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.tloagaEqgTLFY3Qy"},"rsr5e":{"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true}}},"system":{"description":{"value":"Dieser Zauber gewährt bis zu zehn bereitwilligen Kreaturen, die du sehen kannst, für die Wirkungsdauer die Fähigkeit, unter Wasser zu atmen. Betroffene Kreaturen behalten auch ihre normale Art zu atmen.
","chat":"","unidentified":""},"source":"SHB S.284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":10,"width":null,"units":"","type":"creature"},"range":{"value":9,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"ein kurzes Schilfrohr oder ein Stück Stroh","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"gcZVb7fn4gd1ukoK":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1673361259135,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} {"_id":"87AdMGSxIiRGqafa","name":"Arkanes Tor","type":"spell","img":"modules/SharedData_global/icons/spells/runes-magenta-3.jpg","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.WqGpkXAUoCkFz82y"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true}},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true}}},"system":{"description":{"value":"Du erschaffst miteinander verbundene Teleportationsportale, die für die Wirkungsdauer geöffnet bleiben. Wähle zwei Punkte auf dem Boden, die du sehen kannst: einen innerhalb von 3 m und einen innerhalb von 150 m. Über jedem Punkt öffnet sich ein kreisförmiges Portal mit 3 m Durchmesser. Wenn sich das Portal in einem Bereich öffnen würde, in dem sich eine Kreatur aufhält, scheitert der Zauber und das Wirken was vergeblich.
\nBei den Portalen handelt es sich um zweidimensionale, leuchtende Ringe, die mit Nebel gefüllt sind und die nur wenige Zentimeter über dem Boden schweben, lotrecht zum Boden, den du ausgewählt hast. Die Ringe sind nur von einer Seite aus sichtbar (deine Wahl), dies ist die Seite, die als Portal fungiert.
\nKreaturen oder Gegenstände, die das Portal betreten, verlassen das andere, als würden beide aneinander angrenzen. Von der Rückseite durch ein Portal zu treten, hat keinerlei Auswirkungen. Der Nebel, der jedes Portal füllt, ist mit Blicken nicht zu durchdringen: Es ist weder erkennbar, was sich auf der Rückseite des Portals befindet noch vor dem anderen Portal. In deinem Zug kannst du die Ringe als Bonusaktion rotieren lassen, sodass die aktive Seite in eine andere Richtung zeigt.
","chat":"","unidentified":""},"source":"SHB S.213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":150,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":6,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"gcZVb7fn4gd1ukoK":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1673363220551,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} @@ -210,7 +210,7 @@ {"name":"Zerstörerische Woge","type":"spell","img":"icons/magic/earth/barrier-stone-explosion-debris.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.xs5A4afCmjrEHWUj"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false}},"_id":"QU4wH4TReGn5kj0R","system":{"description":{"value":"Indem du auf den Boden schlägst, erschaffst du eine von dir ausgehende Woge aus göttlicher Energie. Alle Kreaturen deiner Wahl im Umkreis von 9m müssen einen Konstitutionsrettungswurf ablegen. Bei einem Misserfolg erleiden sie 5D6 Schallschaden sowie 5D6 gleißenden oder nekrotischen Schaden (deine Wahl) und werden zu Boden geworfen (sie erhalten den Zustand @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.7Iizq65rBiA1UJxc]{liegend}). Gelingt einer Kreatur der Rettungswurf, erleidet sie nur halb so viel Schaden und wird nicht zu Boden geworfen.
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\nDas Feuer beschädigt Gegenstände im Wirkungsbereich und entzündet brennbare Gegenstände, die nicht getragen oder in der Hand gehalten werden. Du kannst festlegen, dass die Pflanzen in der Umgebung vom Effekt des Zaubers nicht betroffen werden.
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\nAls Aktion kannst du die Hand kontrollieren und sie verwenden, um mit Gegenständen zu interagieren, geschlossene Türen oder Behälter zu öffnen, einen Gegenstand aus einem geöffneten Behälter zu holen oder ihn darin zu verstauen oder den Inhalt einer Phiole auszugießen. Immer wenn du die Hand kontrollierst, darfst du sie bis zu 9m bewegen.
\nDie Hand kann nicht angreifen, keine magischen Gegenstände aktivieren oder mehr als 10 Pfund tragen
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\nDie Feenwesen verschwinden, wenn sie auf 0 Trefferpunkte reduziert werden oder der Zauber endet. Sie sind mit dir und deinen Gefährten verbündet. Würfle die Initiative für die beschworenen Kreaturen als Gruppe, die ihre eigenen Züge ausführt. Sie folgen allen verbalen Befehlen, die du ihnen erteilst (dazu musst du keine Aktion aufwenden). Ohne Befehle verteidigen sie sich gegen feindliche Kreaturen, führen aber ansonsten keine Aktionen aus. Der SL hat die Spielwerte der Feenwesen zur Verfügung.
\nAuf höheren Graden: Wenn du diesen Spruch mit einem Zauberplatz eines höheren Grades wirkst, wählst du eine der oben beschriebenen Beschwörungsoptionen und mehr Kreaturen erscheinen: doppelt so viele bei einem Zauberplatz des 6. Grades und dreimal so viele bei einem des 8. Grades.
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\nDie Feenwesen verschwinden, wenn sie auf 0 Trefferpunkte reduziert werden oder der Zauber endet. Sie sind mit dir und deinen Gefährten verbündet. Würfle die Initiative für die beschworenen Kreaturen als Gruppe, die ihre eigenen Züge ausführt. Sie folgen allen verbalen Befehlen, die du ihnen erteilst (dazu musst du keine Aktion aufwenden). Ohne Befehle verteidigen sie sich gegen feindliche Kreaturen, führen aber ansonsten keine Aktionen aus. Der SL hat die Spielwerte der Feenwesen zur Verfügung.
\nAuf höheren Graden: Wenn du diesen Spruch mit einem Zauberplatz eines höheren Grades wirkst, wählst du eine der oben beschriebenen Beschwörungsoptionen und mehr Kreaturen erscheinen: doppelt so viele bei einem Zauberplatz des 6. Grades und dreimal so viele bei einem des 8. Grades.
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\nAm Ende eines jeden seiner Züge muss da Ziel einen Konstitutionsrettungswurf ablegen. Gelingen drei dieser Rettungswürfe, ist das Ziel nicht länger vergiftet und der Zauber endet. Misslingen drei Würfe, ist das Ziel nicht länger vergiftet, du kannst aber eine der unten beschriebenen Krankheiten wählen. Diese Krankheit gilt bis zum Ende der Zauberwirkung.
\nDa dieser Zauber das Ziel mit einer natürlichen Krankheit ansteckt, sind alle Effekte wirksam, die Krankheiten heilen oder anderweitig lindern.
\nBlendendes Siechtum: Schmerzen erfassen den Verstand der Kreatur und ihre Augen werden milchig weiß. Sie ist im Nachteil bei Weisheitswürfen sowie Weisheitsrettungswürfen und gilt als blind.
\nFleischfäule: Das Fleisch der Kreatur verfault. Sie ist im Nachteil bei Charismawürfen und erhält eine Anfälligkeit gegenüber jeglichem Schaden.
\nGedankenfeuer: Der Verstand der Kreatur wird vom Fieber verwirrt. Sie ist im Nachteil bei Intelligenzwürfen und Intelligenzrettungswürfen. Außerdem verhält sich die Kreatur im Kampf, als würde sie unter den Auswirkungen des Zaubers Verwirrung leiden.
\nKrämpfe: Die Kreatur wird von Zitterkrämpfen erfasst. Sie ist im Nachteil bei Geschicklichkeitswürfen, Geschicklichkeitsrettungswürfen und Angriffswürfen, die Geschicklichkeit verwenden.
\nSchleimiges Verderben: Die Kreatur beginnt heftig zu bluten. Sie ist im Nachteil bei Konstitutionswürfen und Konstitutionsrettungswürfen. Außerdem ist die Kreatur, immer wenn sie Schaden erleidet, bis zum Ende ihres nächsten Zuges betäubt.
\nSchmutzfieber: Ein rasendes Fieber schwächt den Körper der Kreatur. Sie ist im Nachteil bei Stärkewürfen, Stärkerettungswürfen und Angriffswürfen, die Stärke verwenden.
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\nWenn du vier oder mehr Partikel übrighast, verbreiten sie helles Licht in einem Radius von 9m und dämmriges Licht in weiteren 9m Radius. Wenn du ein bis drei Partikel übrighast, verbreiten sie dämmriges Licht in 9m Radius.
\nAuf höheren Graden. Wenn du diesen Zauber mit einem Zauberplatz des 8.Grades oder höher verwendest, erhöht sich die Anzahl der Partikel um zwei für jeden Zauberplatz-Grad über dem siebten.
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\nDu kannst mit der Flamme auch angreifen, dies beendet jedoch den Zauber. Bei Wirken des Zaubers oder als Aktion in einem späteren Zug kannst du die Flamme auf eine Kreatur innerhalb von 9m werfen. Führe einen Fernkampf-Zauberangriff aus. Bei einem Treffer erleidet das Ziel 1d8 Feuerschaden.
\nDer Schaden dieses Zaubers steigt jeweils um 1d8 bei Erreichen der 5. (2d8), 11. (3d8) und 17 Stufe (4d8).
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\n
\n
Du schwingst die Klinge, die du zum Zauberwirken genutzt hast, und greifst damit eine Kreatur in 1,5 Metern Reichweite an. Bei einem Treffer erleidet das Ziel den für die Waffe üblichen Schaden. Zusätzlich kannst du grüne Flammen vom Ziel auf eine andere Kreatur springen lassen, die du innerhalb von 1,5 Metern deines Ziels siehst. Die zweite Kreatur erleidet Feuerschaden in Höhe deines Zauberwirken-Attributsmodifikators.
\nErreichst du bestimmte Stufen, steigt der Schaden dieses Zaubers. Ab der 5.Stufe verursachst du mit dem Nahkampfangriff bei einem Treffer [[/r 1d8]] zusätzlichen Feuerschaden und der Feuerschaden, den die zweite Kreatur erleidet, erhöht sich auf [[/r 1d8]] + deinem Zauberwirken-Attributsmodifikator. Beide Schadenswürfe steigen ab der 11.Stufe um 1d8 ([[/r 2d8]] und [[/r 2d8]]) und erneut ab der 17.Stufe ([[/r 3d8]] und [[/r 3d8]]).
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\nAuf höheren Graden. Wenn du diesen Spruch mit einem Zauberplatz des 2. oder eines höheren Grades wirkst, steigt der Schaden für jeden Grad über den 1. hinaus um 1d8
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\nDer Zauber erschafft mehr als einen Strahl, wenn du höhere Stufen erreichst: zwei Strahlen auf der 5. Stufe, drei Strahlen auf der 11. Stufe und vier Strahlen auf der 17. Stufe. Du kannst die Strahlen auf dasselbe oder unterschiedliche Ziele lenken. Mache einen eigenständigen Angriffswurf für jeden Strahl.
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\nDer Zauber erschafft mehr als einen Strahl, wenn du höhere Stufen erreichst: zwei Strahlen auf der 5. Stufe, drei Strahlen auf der 11. Stufe und vier Strahlen auf der 17. Stufe. Du kannst die Strahlen auf dasselbe oder unterschiedliche Ziele lenken. Mache einen eigenständigen Angriffswurf für jeden Strahl.
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\nDer Zauber hilft nicht bei der Entschlüsselung von Geheimbotschaften in einem Text oder Glyphen, wie arkanen Sigillen, die nicht Teil einer geschriebenen Sprache sind.
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\nDu kannst den Zauber vorzeitig beenden, indem du einen der folgenden speziellen Effekte nutzt.
\nVerzauberung brechen: Als Aktion berührst du eine Kreatur, die von einem himmlischen Wesen, einem Elementar, einem Feenwesen, einem Unhold oder einem Untoten bezaubert, verängstigt oder besessen ist. Die Kreatur, die du berührst, ist nicht länger bezaubert, verängstigt oder besessen.
\nVertreiben: Als Aktion kannst du einen Nahkampf-Zauberangriff gegen ein himmlisches Wesen, einen Elementar, ein Feenwesen, einen Unhold oder einen Untoten ausführen, den du erreichen kannst. Bei einem Treffer muss die Kreatur einen erfolgreichen Charismarettungswurf ablegen, um nicht zurück auf ihre Heimatebene geschickt zu werden (falls sie nicht bereits dort ist). Wenn sie nicht auf ihrer Heimatebene sind, werden Untote in den Schattensaum geschickt und Feenwesen in die Feenwildnis.
","chat":"","unidentified":""},"source":"SHB S. 238 (PHB S. 233)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"msak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell","value":""},"level":5,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Weihwasser oder Silber- und Eisenpulver","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662543462104,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} diff --git a/packs/item.db b/packs/item.db index 3e27004..7c74fb8 100644 --- a/packs/item.db +++ b/packs/item.db @@ -115,7 +115,7 @@ {"_id":"A6Ygmnug0vov7e2M","name":"Handarmbrust","type":"weapon","img":"icons/weapons/crossbows/crossbow-simple-brown.webp","data":{"description":{"value":"Eine leichte Armbrust, die in einer Hand gehalten oder um das Handgelenk geschnallt werden kann, um leichte Bolzen abzuschießen.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":75,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":9,"long":36,"units":"m"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"handcrossbow","properties":{"amm":true,"lgt":true,"hvy":false,"fin":false,"fir":false,"foc":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":true,"ada":false,"mgc":false,"sil":false},"proficient":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hand Crossbow"},"core":{"sourceId":"Compendium.dnd5e.items.qaSro7kFhxD6INbZ"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}}} {"_id":"A97iwqZLhccJR8yA","name":"Universelles Lösungsmittel","type":"consumable","img":"icons/commodities/materials/liquid-purple.webp","data":{"description":{"value":"Wundersamer Gegenstand, legendär
\nDieses Röhrchen enthält milchige Flüssigkeit mit einem starken Alkoholgeruch. Du kannst eine Aktion verwenden, um den Inhalt des Röhrchens auf eine Oberfläche in deiner Reichweite zu schütten. Die Flüssigkeit wird mit sofortiger Wirkung bis zu 900 Quadratzentimeter Klebstoff auflösen, wenn sie ihn berührt, @Compendium[SharedData_global.Gegenstände.Fdr47PyeR2WrlEpK]{Ewiger Leim} eingeschlossen.
","chat":"","unidentified":""},"source":"DMG S.198","quantity":1,"weight":0.1,"price":300,"attunement":0,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":0.09,"width":null,"units":"m","type":"square"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","attributes":{"spelldc":10},"details":{"description":"Wondrous item
\nThis tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including @Compendium[dnd5e.items.zJ5LhDvTxYKzPIx4]{Sovereign Glue}.
"}},"effects":[],"folder":null,"sort":0,"permission":{"IcoKM1WH8QbQMGQn":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Universal Solvent"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickTemplate":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false,"use":true},"altValue":{"quantity":false,"use":true}}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Compendium.dnd5e.items.MAwoj2suj6cvb9Ti"}}} {"name":"Figur der wundersamen Kraft: Serpentin-Eule","type":"consumable","img":"icons/commodities/materials/feather-white.webp","system":{"description":{"value":"Wundersamer Gegenstand
\nEine Figur der wundersamen Kraft ist eine Statuette eines Tieres, die klein genug ist, um in eine Tasche zu passen. Wenn du eine Aktion verwendest, um das Befehlswort zu sprechen und die Figur auf einen Punkt am Boden innerhalb von 18 m zu werfen, wird die Figur zu einer lebenden Kreatur. Wenn die Stelle, wo die Kreatur erscheinen würde, von einer anderen Kreatur oder anderen Objekten besetzt ist oder wenn dort nicht genug Platz für die Kreatur ist, wird die Figur nicht zu einer Kreatur.
\nDie Kreatur ist freundlich zu dir und deinen Begleitern. Sie versteht deine Sprachen und gehorcht deinen wörtlichen Befehlen. Wenn du keine Befehle gibst, wird die Figur sich verteidigen, aber keine weiteren Aktionen ausführen.
\nDie Kreatur existiert für eine bestimmte Dauer, die abhängig von der Figur ist. Am Ende der Dauer verwandelt sich die Kreatur zurück in die Figur. Sie verwandelt sich frühzeitig zurück, wenn sie auf 0 Trefferpunkte sinkt oder wenn du eine Aktion verwendest, um das Befehlswort erneut zu sprechen, während du sie berührst. Wenn die Kreatur sich zur Figur zurückverwandelt, kann ihre Eigenschaft nicht erneut eingesetzt werden, bevor eine bestimmte Zeit vergangen ist, die in der Beschreibung der Figur angegeben ist.
\nSerpentin-Eule. Diese Serpentinfigur einer Eule kann für bis zu 8 Stunden zu einer @Compendium[dnd5e.monsters.TWe8OKEc59XXINGh]{Rieseneule} werden. Wenn sie benutzt wurde, kann sie nicht erneut verwendet werden, bis 2 Tage verstrichen sind. Die Eule kann telepathisch mit dir kommunizieren, wenn ihr beide auf derselben Ebene seid.
","chat":"","unidentified":""},"source":"SLH S. 159 (DMG S. 170)","quantity":1,"weight":0.1,"price":8000,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":10,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket"},"effects":[],"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Figurine of Wondrous Power (Serpentine Owl)"},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"rsr5e":{"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"consumeQuantity":{"value":true,"altValue":true},"consumeUses":{"value":true,"altValue":true}},"core":{"sourceId":"Compendium.dnd5e.items.XEH5YErAN1WSytln"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1661787233697,"modifiedTime":1671998495805,"lastModifiedBy":"IcoKM1WH8QbQMGQn"},"folder":null,"sort":0,"_id":"ABxJgRnYGy0ShlVD"} -{"name":"Stiefel der Winterlande","type":"equipment","img":"icons/equipment/feet/boots-leather-banded-furred.webp","data":{"description":{"value":"Wundersamer Gegenstand, ungewöhnlich (benötigt Einstimmung)
\nDiese Fellstiefel sind gemütlich und fühlen sich recht warm an. Während du sie trägst, erhältst du folgenden Vorteile:
\nWundersamer Gegenstand, ungewöhnlich (benötigt Einstimmung)
\nDiese Fellstiefel sind gemütlich und fühlen sich recht warm an. Während du sie trägst, erhältst du folgenden Vorteile:
\nWundersamer Gegenstand
\nEine Figur der wundersamen Kraft ist eine Statuette eines Tieres, die klein genug ist, um in eine Tasche zu passen. Wenn du eine Aktion verwendest, um das Befehlswort zu sprechen und die Figur auf einen Punkt am Boden innerhalb von 18 m zu werfen, wird die Figur zu einer lebenden Kreatur. Wenn die Stelle, wo die Kreatur erscheinen würde, von einer anderen Kreatur oder anderen Objekten besetzt ist oder wenn dort nicht genug Platz für die Kreatur ist, wird die Figur nicht zu einer Kreatur.
\nDie Kreatur ist freundlich zu dir und deinen Begleitern. Sie versteht deine Sprachen und gehorcht deinen wörtlichen Befehlen. Wenn du keine Befehle gibst, wird die Figur sich verteidigen, aber keine weiteren Aktionen ausführen.
\nDie Kreatur existiert für eine bestimmte Dauer, die abhängig von der Figur ist. Am Ende der Dauer verwandelt sich die Kreatur zurück in die Figur. Sie verwandelt sich frühzeitig zurück, wenn sie auf 0 Trefferpunkte sinkt oder wenn du eine Aktion verwendest, um das Befehlswort erneut zu sprechen, während du sie berührst. Wenn die Kreatur sich zur Figur zurückverwandelt, kann ihre Eigenschaft nicht erneut eingesetzt werden, bevor eine bestimmte Zeit vergangen ist, die in der Beschreibung der Figur angegeben ist.
\nOnyx-Hund. Diese Onyxfigur eines Hundes kann für bis zu 6 Stunden zu einer @Compendium[dnd5e.monsters.YTpL2c3NO4sOn2UA]{Dogge} werden. Die Dogge hat eine Intelligenz von 8 und kann die Gemeinsprache sprechen. Sie hat außerdem Dunkelsicht auf eine Entfernung von bis zu 36 m und kann unsichtbare Kreaturen und Objekte innerhalb dieser Reichweite sehen. Wenn sie benutzt wurde, kann sie nicht erneut verwendet werden, bis 7 Tage verstrichen sind.
","chat":"","unidentified":""},"source":"SLH S. 159 (DMG S. 170)","quantity":1,"weight":0.1,"price":3000,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"target":{"value":5,"width":null,"units":"ft","type":"space"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket"},"effects":[],"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Figurine of Wondrous Power (Onyx Dog)"},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"rsr5e":{"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"consumeQuantity":{"value":true,"altValue":true},"consumeUses":{"value":true,"altValue":true}},"core":{"sourceId":"Compendium.dnd5e.items.9nxSHbqlDdngtuuz"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1661787233502,"modifiedTime":1671998503074,"lastModifiedBy":"IcoKM1WH8QbQMGQn"},"folder":null,"sort":0,"_id":"AUIg2zIpPLmXxslg"} {"_id":"AXzDACpiA0uIbIEU","name":"Leier","type":"tool","img":"icons/tools/instruments/lute-gold-brown.webp","data":{"description":{"value":"Eine Leier, die Ehrfurcht, Staunen oder Furcht in deinem Publikum hervorruft.
\nWenn du ein bestimmtes Musikinstrument beherrschst, kannst du deinen Übungsbonus zu allen Fertigkeitswürfen addieren, die du zum Musizieren mit diesem Instrument machst. Ein Barde kann ein Musikinstrument als Zauberfokus verwenden. Jede Art von Musikinstrument erfordert eine eigene Beherrschung.
","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":2,"price":30,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"music","baseItem":"lyre","ability":"cha","chatFlavor":"","proficient":0,"bonus":"","damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Lyre"},"core":{"sourceId":"Compendium.dnd5e.items.EwG1EtmbgR3bM68U"},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":false,"altValue":false},"quickCheck":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}}} {"name":"Trank der höchsten Heilung","type":"consumable","img":"icons/consumables/potions/potion-flask-stopped-red.webp","data":{"description":{"value":"Trank, sehr selten
\nDie rote Flüssigkeit des Tranks schimmert, wenn sie bewegt wird.
\nDu erhältst 10W4 + 20 Trefferpunkte, wenn du diesen Trank trinkst.
","chat":"","unidentified":""},"source":"SLH S. 166","quantity":1,"weight":0.1,"price":1350,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null,"value":"","_deprecated":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["10d4 + 20","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"consumes":{"type":"","target":null,"amount":null},"charges":{"value":1,"max":1,"_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Potion of Supreme Healing"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false,"use":true},"altValue":{"quantity":false,"use":true}}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Compendium.dnd5e.items.JFiSlgcm3uSSBM5t"}},"_id":"AdYtMuN9sGSzdZek"} @@ -177,7 +177,7 @@ {"name":"Edelstein des Sehens","type":"consumable","img":"icons/commodities/gems/gem-rough-rose-teal.webp","data":{"description":{"value":"Wundersamer Gegenstand, (benötigt Einstimmung)
\nDieser Edelstein hat 3 Ladungen. Als eine Aktion kannst du das Befehlswort des Edelsteins sprechen und 1 Ladung verbrauchen. Für die nächsten 10 Minuten, hast du Wahren Blick auf bis zu 36 Meter, wenn du durch den Edelstein schaust.
\nDer Edelstein regeneriert zu jeder Morgendämmerung 1d3 Ladungen.
","chat":"","unidentified":""},"source":"SLH S. 156","quantity":1,"weight":0,"price":5000,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Command word."},"duration":{"value":10,"units":"minute"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":3,"max":"3","per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","attributes":{"spelldc":10}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Gem of Seeing"},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false,"use":true},"altValue":{"quantity":false,"use":true}}},"core":{"sourceId":"Compendium.dnd5e.items.jJU8vFhHLQeKe2wu"}},"_id":"HS6xp9dLMzJ2ZzA4"} {"_id":"HUSeYGQ6115rcos4","name":"Handbuch der Golems","type":"consumable","img":"icons/sundries/books/book-symbol-triangle-silver-blue.webp","data":{"description":{"value":"Wundersamer Gegenstand
\nDieses Handbuch enthält Informationen und Beschwörungsformeln, die notwendig sind, um eine bestimmte Art Golem zu erschaffen. Der Spielleiter bestimmt die Art oder wählt sie zufällig aus. Um das Handbuch zu entziffern, musst du eine Zauberwirker sein, der mindestens zwei Zauberplätze von Grad 5 hat. Eine Kreatur, die das Handbuch der Golems nicht nutzen kann und versucht, es zu lesen, enthält 6W6 psychischen Schaden.
\n| W20 | \nGolem | \nZeit | \nKosten | \n
| 1-5 | \n@Compendium[dnd5e.monsters.YOqhbf8WsX0jH9Fu]{Lehmgolem} | \n30 Tage | \n65.000 GM | \n
| 6-17 | \n@Compendium[dnd5e.monsters.Hm4o2FgPZsdbXjLq]{Fleischgolem} | \n60 Tage | \n50.000 GM | \n
| 18 | \n@Compendium[dnd5e.monsters.h98AuPfomEPcCibP]{Eisengolem} | \n120 Tage | \n100.000 GM | \n
| 19-20 | \n@Compendium[dnd5e.monsters.z3gSIXHHWYaHjfBT]{Steingolem} | \n90 Tage | \n80.000 GM | \n
Um einen Golem zu erschaffen, musst du die in der Tabelle genannte Zeit verbringen, indem du ununterbrochen mit dem Handbuch zur Hand und mit keiner längeren Pause als 8 Stunden pro Tag arbeitest. Du musst zusätzlich die genannten Kosten für das Material zahlen.
\nSobald du den Golem fertiggestellt hast, wird das Handbuch von schauerlichen Flammen verbrannt. Der Golem erwacht zum Leben, wenn die Asche des Handbuchs auf ihn gestreut wird. Er steht unter deiner Kontrolle, versteht wörtliche Befehle und folgt ihnen.
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\nDu kannst eine Aktion verwenden, um die Perle bis zu 18 Meter weit zu werfen. Die Perle explodiert beim Aufprall und wird zerstört. Jede Kreatur in einem 3-Meter-Radius vom Aufschlagspunkt der Perle, muss einen Geschicklichkeitsrettungswurf gegen SG 15 schaffen oder sie nimmt 5W4 Energieschaden. Eine Sphäre aus transparenter Energie umschließt anschließend den Bereich für 1 Minute. Jede Kreatur, die den Rettungswurf nicht geschafft hat und sich vollständig innerhalb des Bereichs befindet, ist in dieser Sphäre gefangen. Kreaturen, die erfolgreich gewürfelt haben oder die nur teilweise innerhalb des Bereichs sind, werden von der Mitte der Kugel weggedrückt, bis sie sich nicht länger darin befinden. Nur Luft für die Atmung kann durch die Mauer der Sphäre dringen. Weder Angriffe noch andere Effekte können hindurch. Eine gefangene Kreatur kann ihre Aktion verwenden, um gegen die Wand der Sphäre zu drücken, wobei sie die Sphäre um die Hälfte der normalen Bewegungsrate der Kreatur bewegt. Die Sphäre kann aufgehoben werden, und dank ihrer Magie wiegt sie nur 1 Pfund, unabhängig von dem Gewicht der Kreaturen im Inneren.
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\nDu kannst eine Aktion verwenden, um die Perle bis zu 18 Meter weit zu werfen. Die Perle explodiert beim Aufprall und wird zerstört. Jede Kreatur in einem 3-Meter-Radius vom Aufschlagspunkt der Perle, muss einen Geschicklichkeitsrettungswurf gegen SG 15 schaffen oder sie nimmt 5W4 Energieschaden. Eine Sphäre aus transparenter Energie umschließt anschließend den Bereich für 1 Minute. Jede Kreatur, die den Rettungswurf nicht geschafft hat und sich vollständig innerhalb des Bereichs befindet, ist in dieser Sphäre gefangen. Kreaturen, die erfolgreich gewürfelt haben oder die nur teilweise innerhalb des Bereichs sind, werden von der Mitte der Kugel weggedrückt, bis sie sich nicht länger darin befinden. Nur Luft für die Atmung kann durch die Mauer der Sphäre dringen. Weder Angriffe noch andere Effekte können hindurch. Eine gefangene Kreatur kann ihre Aktion verwenden, um gegen die Wand der Sphäre zu drücken, wobei sie die Sphäre um die Hälfte der normalen Bewegungsrate der Kreatur bewegt. Die Sphäre kann aufgehoben werden, und dank ihrer Magie wiegt sie nur 1 Pfund, unabhängig von dem Gewicht der Kreaturen im Inneren.
","chat":"","unidentified":""},"source":"SLH S. 174","quantity":1,"weight":0.06,"price":960,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"5d4","save":{"ability":"dex","dc":15,"scaling":"flat"},"consumableType":"trinket"},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":null,"modifiedTime":1680202898045,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} {"name":"Bösartiges Beil","type":"weapon","img":"icons/weapons/axes/axe-broad-black.webp","data":{"description":{"value":"Diese einhändige Axt ist leicht und geeignet zum Werfen und gleichzeitig nützlich im Handkampf.
\nWenn du bei deinem Angriff mit dieser magischen Waffe eine 20 würfelst, nimmt das Ziel zusätzlich 7 Schaden nach Schadensart der Waffe.
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\nDu hast einen Bonus auf Angriffs- und Schadenswürfe, die mit dieser Waffe ausgeführt werden. Die Höhe des Bonus ist abhängig vom Seltenheitswert der Waffe.
","chat":"","unidentified":""},"source":"SLH S. 199","quantity":1,"weight":18,"price":4000,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10 + @mod +2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"pike","properties":{"hvy":true,"rch":true,"two":true,"amm":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"mgc":true},"proficient":false,"attributes":{"spelldc":10}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Pike +2"},"core":{"sourceId":"Compendium.dnd5e.items.qcEiSj67zfbLvYdJ"}},"_id":"LZQ9rsU4K0R5Pthm"} {"name":"Berserker Beil","type":"weapon","img":"icons/weapons/polearms/halberd-crescent-engraved-steel.webp","data":{"description":{"value":"Waffe, selten (benötigt Einstimmung)
\nDu erhältst einen Bonus von + 1 auf Angriffs- und Schadenswürfe, die mit dieser magischen Waffe ausgeführt werden. Darüber hinaus erhöht sich dein Trefferpunktemaximum, während du auf diese Waffe eingestimmt bist, um 1 für jede Stufe, die du erreicht hast.
\nVerflucht. Diese Axt ist verflucht, und dich darauf einzustimmen, verbreitet den Fluch auf dich. Solange du verflucht bleibst, bist du nicht bereit, dich von der Axt zu trennen und hältst sie zu allen Zeiten in deiner Nähe. Du hast einen Nachteil auf Angriffs- und Schadenswürfe, die du mit anderen Waffen als dieser tätigst, es sei denn, es befindet sich kein Feind innerhalb von 18 Meter zu dir, den du sehen oder hören kannst.
\nImmer, wenn eine feindliche Kreatur dir Schaden zufügt, während die Axt in deinem Besitz ist, musst du einen Weisheitsrettungswurf gegen SG 15 schaffen oder du wirst zum Berserker. Während du ein Berserker bist, musst du jede Aktion benutzen, um die Kreatur anzugreifen, die sich am nächsten zu dir und deiner Axt befindet. Wenn du zusätzliche Angriffe ausführen kannst als Teil der Angriffsaktion, verwendest du diese zusätzlichen Angriffe, um die nächste Kreatur anzugreifen, insofern du dein aktuelles Ziel zu Boden gebracht hast. Wenn du mehrere mögliche Ziele hast, greifst du willkürlich eins davon an.
\nDu bist solange Berserker, bis sich keine Kreaturen innerhalb von 18 Meter zu dir befinden, die du sehen oder hören kannst.
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\nDu hast einen Bonus auf Angriffs- und Schadenswürfe, die mit dieser Waffe ausgeführt werden. Die Höhe des Bonus ist abhängig vom Seltenheitswert der Waffe.
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","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":60,"price":200,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":17,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"splint","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Splint Armor"},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"core":{"sourceId":"Compendium.dnd5e.items.cKpJmsJmU8YaiuqG"}}} {"name":"Trank der Frostriesenstärke","type":"consumable","img":"icons/consumables/potions/bottle-round-corked-blue.webp","data":{"description":{"value":"Trank, selten
\nDiese transparente Flüssigkeit hat einen darin schwimmenden Splitter eines Fingernagels eines Riesen des entsprechendes Typs.
\nWenn du diesen Trank trinkst, ändert sich dein Stärkewert zu 23 für 1 Stunde. Dieser Trank hat keinen Effekt, wenn deine Stärke bereits gleich hoch oder höher als der angegebene Wert ist.
","chat":"","unidentified":""},"source":"SLH S. 196","quantity":1,"weight":0.1,"price":1200,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Potion of Frost Giant Strength"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false,"use":true},"altValue":{"quantity":false,"use":true}}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Compendium.dnd5e.items.TevMHicE3A70AlmP"}},"_id":"gKLmqhLXLknIrUOR"} -{"name":"Trickbeutel (hellbraun)","type":"consumable","img":"icons/containers/bags/sack-twisted-leather-red.webp","data":{"description":{"value":"Wundersamer Gegenstand, ungewöhnlich
\nDieser gewöhnliche Beutel ist aus grauem, rostfarbenem oder hellbraunem Stoff gemacht und erscheint leer. Wenn man hineingreift, zeigt sich jedoch das Vorhandensein eines kleinen, flauschigen Objekts. Der Beutel wiegt 1/2 Pfund. Du kannst eine Aktion verwenden, um das flauschige Objekt aus dem Beutel zu holen und es bis zu 6 Meter weit zu werfen. Wenn das Objekt landet, verwandelt es sich in eine Kreatur, die du durch das Werfen eines W8 bestimmst, anhand der Tabelle, die der Farbe des Beutels entspricht. Siehe das Monster Manual (Monsterhandbuch) für die Werte der Kreatur. Die Kreatur verschwindet bei der nächsten Dämmerung, oder wenn ihre Trefferpunkte auf O sinken.
\nDie Kreatur ist freundlich zu dir und deinen Begleitern, und sie agiert zu deinem Zug. Du kannst eine Bonusaktion verwenden, um der Kreatur zu befehlen, wie sie sich bewegen und welche Handlung sie in der nächsten Runde ausüben soll, oder um ihr allgemeine Befehle zu geben, wie beispielsweise deine Feinde anzugreifen. Ohne solche Befehle wird die Kreatur sich ihrer Natur entsprechend verhalten. Sobald drei der flauschigen Objekte aus dem Beutel genommen wurden, kann der Beutel bis zur nächsten Morgendämmerung nicht erneut verwendet werden.
\n| W8 | \nKreatur | \n
| 1 | \n@Compendium[dnd5e.monsters.MZYCPIVoBs918qGZ]{Jackal} | \n
| 2 | \n@Compendium[dnd5e.monsters.K5cKmPoFkpuOotis]{Ape} | \n
| 3 | \n@Compendium[dnd5e.monsters.JW8bXggOMBx1S6tF]{Baboon} | \n
| 4 | \n@Compendium[dnd5e.monsters.SXXvwaLBNuzBymp3]{Axe Beak} | \n
| 5 | \n@Compendium[dnd5e.monsters.D5WjGwKskeUT8HXa]{Black Bear} | \n
| 6 | \n@Compendium[dnd5e.monsters.8VXxqeBvN54rPh81]{Giant Weasel} | \n
| 7 | \n@Compendium[dnd5e.monsters.oBXgFDnwGehbpmKN]{Giant Hyena} | \n
| 8 | \n@Compendium[dnd5e.monsters.FayqbnjBMszO6Pat]{Tiger} | \n
Wundersamer Gegenstand, ungewöhnlich
\nDieser gewöhnliche Beutel ist aus grauem, rostfarbenem oder hellbraunem Stoff gemacht und erscheint leer. Wenn man hineingreift, zeigt sich jedoch das Vorhandensein eines kleinen, flauschigen Objekts. Der Beutel wiegt 1/2 Pfund. Du kannst eine Aktion verwenden, um das flauschige Objekt aus dem Beutel zu holen und es bis zu 6 Meter weit zu werfen. Wenn das Objekt landet, verwandelt es sich in eine Kreatur, die du durch das Werfen eines W8 bestimmst, anhand der Tabelle, die der Farbe des Beutels entspricht. Siehe das Monster Manual (Monsterhandbuch) für die Werte der Kreatur. Die Kreatur verschwindet bei der nächsten Dämmerung, oder wenn ihre Trefferpunkte auf O sinken.
\nDie Kreatur ist freundlich zu dir und deinen Begleitern, und sie agiert zu deinem Zug. Du kannst eine Bonusaktion verwenden, um der Kreatur zu befehlen, wie sie sich bewegen und welche Handlung sie in der nächsten Runde ausüben soll, oder um ihr allgemeine Befehle zu geben, wie beispielsweise deine Feinde anzugreifen. Ohne solche Befehle wird die Kreatur sich ihrer Natur entsprechend verhalten. Sobald drei der flauschigen Objekte aus dem Beutel genommen wurden, kann der Beutel bis zur nächsten Morgendämmerung nicht erneut verwendet werden.
\n| W8 | \nKreatur | \n
| 1 | \n@Compendium[dnd5e.monsters.MZYCPIVoBs918qGZ]{Jackal} | \n
| 2 | \n@Compendium[dnd5e.monsters.K5cKmPoFkpuOotis]{Ape} | \n
| 3 | \n@Compendium[dnd5e.monsters.JW8bXggOMBx1S6tF]{Baboon} | \n
| 4 | \n@Compendium[dnd5e.monsters.SXXvwaLBNuzBymp3]{Axe Beak} | \n
| 5 | \n@Compendium[dnd5e.monsters.D5WjGwKskeUT8HXa]{Black Bear} | \n
| 6 | \n@Compendium[dnd5e.monsters.8VXxqeBvN54rPh81]{Giant Weasel} | \n
| 7 | \n@Compendium[dnd5e.monsters.oBXgFDnwGehbpmKN]{Giant Hyena} | \n
| 8 | \n@Compendium[dnd5e.monsters.FayqbnjBMszO6Pat]{Tiger} | \n
(Benötigt Einstimmung)
\nDu erhältst einen Bonus von +1 auf Angriffs- und Schadenswürfe, die du mit dieser Waffe ausführst.
\nWenn du damit einen Drachen verletzt, erhält der Drache zusätzlich 3W6 Schaden von der Schadensart der Waffe. Für diese Waffe zählen unter dem Begriff Drache alle Lebewesen des Typs Drache, Drachenschildkröten und Lindwürmer eingeschlossen.
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\nWährend du dieses Amulett trägst, bist du sicher vor Erkenntnismagie. Du kannst nicht zum Ziel von Erkenntnis-Zaubern oder durch magische Ausspähsensoren wahrgenommen werden.
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\nDu hast einen Bonus auf Angriffs- und Schadenswürfe, die mit dieser Waffe ausgeführt werden. Die Höhe des Bonus ist abhängig vom Seltenheitswert der Waffe.
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\nDu erhältst einen Bonus auf Angriffs- und Schadenswürfe mit dieser magischen Waffe.
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\nWährend du diese Halskette trägst, kannst du in jeder Umgebung normal atmen, und du hast einen Vorteil auf Rettungswürfe gegen schädliche Gase und Dämpfe (wie z.B. @Compendium[dnd5e.spells.LkvI11Uue774QBKZ]{Todeswolke} und @Compendium[dnd5e.spells.TwlD4PLcltv7Xh7j]{Stinkende Wolke}), eingeatmete Gifte und die Odemwaffen einiger Drachen).
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\nDiese Eisenflasche aht einen Messingkorken. Du kannst eine Aktion verwenden, um das Befehlswort der Flasche zu sprechen und eine Kreatur in deinem Sichtfeld innerhalb von 18 Metern zu dir als Ziel auszuwählen. Wenn diese Kreatur auf einer anderen Existenzebene geboren wurde als die, auf der ihr euch befindet, muss das Ziel einen Weisheitsrettungswurf gegen Schwierigkeitsgrad 17 schaffen oder sie wird in der Flasche gefangen. Wenn die Kreatur bereits einmal in der Flasche gefangen war, hat sie einen Vorteil auf ihren Rettungswurf. Ist die Kreatur einmal gefangen, bleibt sie in der Flasche, bis sie herausgelassen wird. Die Flasche kann immer nur eine Kreatur enthalten. Eine Kreatur in der Flasche muss weder atmen noch essen oder trinken und sie altert nicht.
\nDu kannst eine Aktion verwenden, um den Flaschenkorken zu ziehen und zu bewirken, dass die Kreatur in der Flasche herausgelassen wird. Die Kreatur ist dir und deinen Begleitern für 1 Stunde freundlich gesonnen und folgt in dieser Zeit deinem Befehl. Wenn du keine Befehle gibst oder Befehle erteilst, die höchstwahrscheinlich mit dem Tod der Kreatur enden, wird die Kreatur sich verteidigen, aber sonst keinerlei Aktionen ausführen. Am Ende der Dauer wird die Kreatur sich entsprechend ihrer normalen Veranlagung und Gesinnung verhalten.
\nEin @Compendium[dnd5e.spells.3OZnNhunvRtPOQmH]{Identifizieren} Zauber zeigt, dass sich eine Kreatur in der Flasche befindet, aber der einzige Weg herauszufinden, um welche Art von Kreatur es sich handelt, ist die Flasche zu öffnen. Eine neu entdeckte Flasche könnte bereits eine Kreatur beinhalten, die vom Spielleiter bestimmt oder zufällig ausgewählt wurde.
\n| W100 | \nInhalt | \n
| 1-50 | \nLeer | \n
| 51 | \nArkanloth | \n
| 52 | \nCambion | \n
| 53-54 | \nDao | \n
| 55-57 | \nDämon (Typ 1) | \n
| 58-60 | \nDämon (Typ 2) | \n
| 61-62 | \nDämon (Typ 3) | \n
| 63-64 | \nDämon (Typ 4) | \n
| 65 | \nDämon (Typ 5) | \n
| 66 | \nDämon (Typ 6) | \n
| 67 | \n@Compendium[dnd5e.monsters.m4H3hjamBNMH09S9]{Deva} | \n
| 68-69 | \nTeufel (mächtiger) | \n
| 70-72 | \nTeufel (schwacher) | \n
| 73-74 | \n@Compendium[dnd5e.monsters.5P1VGAZQwOilwZQf]{Dschinni} | \n
| 75-76 | \n@Compendium[dnd5e.monsters.LTomFUTBrkRi0Pj5]{Ifriti} | \n
| 77-78 | \nElementar (@Compendium[dnd5e.monsters.banHjKDMCegbUwYE]{Luftelementar} @Compendium[dnd5e.monsters.sApYLZj9PTZ40wJr]{Erdelementar} @Compendium[dnd5e.monsters.brSo9cWhtpG0ifU5]{Feuerelementar} @Compendium[dnd5e.monsters.namJz755U1EhvEJa]{Wasserelementar}) | \n
| 79 | \nGithyanki-Ritter | \n
| 80 | \nGithzerai-Zerth | \n
| 81-82 | \n@Compendium[dnd5e.monsters.oDspGxRQFBhE74L2]{Unsichtbarer Pirscher} | \n
| 83-84 | \nMarid | \n
| 85-86 | \nMezzoloth | \n
| 87-88 | \n@Compendium[dnd5e.monsters.xvh2UOKv1bh03Gih]{Nachtvettel} | \n
| 89-90 | \nNycaloth | \n
| 91 | \n@Compendium[dnd5e.monsters.XEByBLeOkDgL3mrr]{Planetar} | \n
| 92-93 | \n@Compendium[dnd5e.monsters.yVNPVJIBpQ2Mp3Xa]{Salamander} | \n
| 94-95 | \nSlaad (irgendeiner) | \n
| 96 | \n@Compendium[dnd5e.monsters.lOYt73eaJojBDxAV]{Solar} | \n
| 97-98 | \n@Compendium[dnd5e.monsters.VmdyZDjqAc8vdncY]{Sukkubus/Inkubus} | \n
| 99 | \nUltroloth | \n
| 00 | \n@Compendium[dnd5e.monsters.2MZNHeOZweXAYbv1]{Xorn} | \n
Dieser zylindrische Lederbehälter kann bis zu zehn zusammengerollte Blatt Papier oder fünf zusammengerollte Blatt Pergament enthalten.
","chat":"","unidentified":""},"source":"SHB S. 151","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":false,"rarity":"common","identified":true,"capacity":{"type":"items","value":10,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Backpack"},"core":{"sourceId":"Compendium.dnd5e.items.H8YCd689ezlD26aT"},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}}} {"name":"Netz +3","type":"weapon","img":"icons/tools/fishing/net-simple-tan.webp","data":{"description":{"value":"Ob durch dämonische Segnung, himmlisches Vermächtnis, verrücktes Experiment oder geschickte Handwerkskunst, diese Waffe wurde verbessert, um dem Besitzer mehr Blutvergießen zu ermöglichen.
\nDu hast einen Bonus auf Angriffs- und Schadenswürfe, die mit dieser Waffe ausgeführt werden. Die Höhe des Bonus ist abhängig vom Seltenheitswert der Waffe.
\nSpeziell. Eine Kreatur der Größenkategorie groß oder kleiner, die vom Angriff mit einem Netz getroffen wird, gilt als festgesetzt, bis sie sich befreien kann oder befreit wird. Ein Netz hat keinen Einfluss auf körperlose Kreaturen oder solche der Größenkategorie riesig oder größer. Die betroffene Kreatur kann ihre Aktion verwenden, um einen Stärkewurf gegen SG 10 auszuführen. Bei einem erfolgreichen Wurf kann sie sich selbst oder eine andere Kreatur in Reichweite aus dem Netz befreien. Dem Netz 5 Punkte Hiebschaden zuzufügen (RK 10), befreit die Kreatur ebenfalls, ohne sie dabei zu verletzen. Der Zustand festgesetzt ist beendet und das Netz ist zerstört.
\nWenn du deine Aktion, Bonusaktion oder Reaktion verwendest, um mit einem Netz anzugreifen, kannst du nur diesen einen Angriff ausführen, gleichgültig wie viele Angriffe dir zur Verfügung stehen.
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\nDieser Holzbesen, der 3 Pfund wiegt, funktioniert wie ein normaler Besen, bis du auf ihm sitzt und sein Befehlswort sagst. Dann schwebt er unter dir und kann in der Luft geritten werden. Er hat eine Flugbewegungsrate von 15 Meter. Er kann bis zu 400 Pfund tragen, aber seine Flugbewegungsrate wird auf 9 Meter reduziert, wenn er über 200 Pfund trägt. Der Besen hört auf zu schweben sobald du landest.
\nDu kannst den Besen aussenden, um alleine zu einem Ziel zu fliegen, welches sich innerhalb 1,5 Kilometern zu dir befindet, wenn du sein Befehlswort sagst, den Ort benennst und dieser dir bekannt ist. Der Besen kommt zu dir zurück, wenn du ein anderes Befehlswort sagst, vorausgesetzt, der Besen befindet sich innerhalb von 1,5 Kilometern zu dir.
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\nWährend du diesen Hut trägst, kannst du als eine Aktion den Zauber @Compendium[SharedData_global.Zauber.74gShcZ3DqANi6io]{Selbstverkleidung} nach Belieben wirken. Der Zauber endet, wenn der Hut entfernt wird.
","chat":"","unidentified":""},"source":"DMG S.168","quantity":1,"weight":0.1,"price":5000,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"armor":{"value":null,"type":"clothing","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}},"quickSave":{"value":true,"altValue":true}},"core":{"sourceId":"Item.CnfwI5tqqLKvMnHS"}},"_id":"kL7oIIgFyq0KIONX"} {"_id":"kNcA5BHAThCOcPqJ","name":"Trank der Verkleinerung","type":"consumable","img":"icons/consumables/potions/potion-tube-corked-glowing-red.webp","data":{"description":{"value":"Wenn du diesen Trank trinkst, erhältst du für 1D4 Stunden den Effekt \"Verkleinern\" des Zaubers @Compendium[SharedData_global.Zauber.ChxmJDY1V9oL0R2H]{Vergrössern/Verkleinern} (keine Konzentration notwendig). Das Rot in der Flüssigkeit kontrahiert sich stetig zu einer kleinen Kugel zusammen und wird dann größer, um die farblose Flüssigkeit um es herum zu färben. Das Schütteln der Flasche kann den Effekt nicht unterbrechen.
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Wenn du dieses Zepter hältst, erhältst du einen Bonus auf Angriffswürfe und Rettungswürfe für deine Hexenmeister-Zauber. Der Bonus hängt vom Seltenheitsgrad des Zepters ab. Zusätzlich kannst du als eine Aktion einen Zauberplatz zurückerhalten, wenn du das Zepter in den Händen hältst.
Diese Eigenschaft kannst du nicht erneut verwenden, bevor du nicht eine lange Rast beendet hast.
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\nDu hast einen Bonus auf Angriffs- und Schadenswürfe, die mit dieser Waffe ausgeführt werden. Die Höhe des Bonus ist abhängig vom Seltenheitswert der Waffe.
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\nWenn du eine Aktion aufwendest, um einen dieser Steine in die Luft zu werfen, umkreist der Stein deinen Kopf in einer Entfernung von 1W3 x 0,30 Meter und bietet dir dadurch einen Vorteil. Eine andere Kreatur muss daraufhin selbst eine Aktion verwenden, um nach dem Stein zu greifen oder ihn mit einem Netz zu erfassen und ihn somit von dir zu trennen. Dies geschieht bei einem erfolgreichen Angriffswurf gegen SG 24 oder einem erfolgreichen Wurf auf Geschicklichkeit (Akrobatik) gegen SG 24. Du kannst eine Aktion verwenden, um den Stein zu ergreifen und zu verstauen, was seinen Effekt beendet. Ein Stein hat eine Rüstungsklasse von 24, 10 Trefferpunkte und Resistenz gegen alle Schadensarten. Er wird als angelegtes Objekt angesehen, wenn er um deinen Kopf kreist.
\nReserve. Dieses kräftig lilafarbene Prisma hat Zaubersprüche in sich gespeichert und behält diese, bis du sie benutzt. Der Stein kann Zauber für bis zu 3 Zaubergrade zeitgleich speichern. Wenn er gefunden wird, hat er 1W4-1 Zaubergrade nach Wahl des SL gespeichert.
\nJede Kreatur kann einen Zauber von Grad 1 bis 3 darin speichern, indem sie den Stein berührt, während der Zauber gewirkt wird. Der Zauber hat keinen Effekt, außer im Stein gespeichert zu werden. Wenn der Stein den Zauber nicht speichern kann, ist der Zauber ohne Effekt gewirkt. Der Grad des Zauberplatzes, der für den Zauber benutzt wurde, bestimmt, wie viel Platz der Zauber einnimmt.
\nWährend dieser Stein deinen Kopf umkreist, kannst du jeden Zauber wirken, der darin gespeichert ist. Der Zauber benutzt Zauberplätze, Zauberrettungswurf-SG, Zauberangriffsbonus und Zauberattribut des ursprünglichen Zauberwirkers, wird aber ansonsten so behandelt, als würdest du den Zauber wirken. Wenn der Zauber gewirkt wurde, ist er nicht länger gespeichert und gibt Platz frei.
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","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.5,"attunement":0,"equipped":false,"rarity":"common","identified":true,"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Sealing Wax"},"core":{"sourceId":"Compendium.dnd5e.items.3uEyuCfnAzGkwAn5"}}} @@ -545,7 +547,7 @@ {"name":"Schwere Armburst +1","type":"weapon","img":"icons/weapons/crossbows/crossbow-blue.webp","data":{"description":{"value":"Ob durch dämonische Segnung, himmlisches Vermächtnis, verrücktes Experiment oder geschickte Handwerkskunst, diese Waffe wurde verbessert, um dem Besitzer mehr Blutvergießen zu ermöglichen.
\nDu hast einen Bonus auf Angriffs- und Schadenswürfe, die mit dieser Waffe ausgeführt werden. Die Höhe des Bonus ist abhängig vom Seltenheitswert der Waffe.
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","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0,"price":0.02,"attunement":0,"equipped":false,"rarity":"common","identified":true,"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Soap"},"core":{"sourceId":"Compendium.dnd5e.items.REBWkTKe6lJaIkpn"}}} {"name":"Flöte des Rattenfängers","type":"consumable","img":"icons/tools/instruments/flute-simple-wood.webp","system":{"description":{"value":"Wundersamer Gegenstand, (benötigt Einstimmung)
\nDu musst im Umgang mit Blasinstrumenten geübt sein, um diese Flöte nutzen können. Während du auf diese Flöte eingestimmt bist, verhalten sich normale Ratten und Riesenratten dir gegenüber gleichgültig und werden dich nicht attackieren, sofern du sie nicht bedrohst oder ihnen Schaden zufügst.
\nDie Flöte hat 3 Ladungen. Wenn du sie als Aktion spielst, kannst du eine Bonusaktion aufwenden, um die 1 bis 3 Ladungen zu verbrauchen und einen @Compendium[dnd5e.monsters.8ihbbjkaOFTPbI73]{Schwarm an Ratten} mit jeder verbrauchten Ladung herbeizurufen, sofern genug Ratten innerhalb von 750 Metern zu dir vorhanden sind, um herbeigerufen zu werden, was vom Spielleiter festgelegt wird.
\nWenn es nicht genug Ratten gibt, um einen Schwarm zu bilden, ist die Ladung verschwendet. Herbeigerufene Schwärme bewegen sich über die kürzeste Route auf die Musik zu, sind aber sonst nicht unter deiner Kontrolle. Die Flöte erhält zu jeder Morgendämmerung 1d3 verbrauchte Ladungen zurück.
\nJedes Mal, wenn sich dir ein Rattenschwarm, der nicht unter der Kontrolle einer anderen Kreatur steht, auf 9 m oder weniger nähert, während du die Flöte spielst, kannst du einen Wurf auf Charisma im Vergleicht mit einem Wurf auf die Weisheit des Schwarms ablegen. Wenn du verlierst, verhält sich der Schwarm normal und kann für die nächsten 24 Stunden nicht von der Musik beeinflusst werden. Wenn du den Vergleich gewinnst, wird der Schwarm von der Musik beeinflusst und wird dir und deinen Begleitern gegenüber freundlich gesonnen sein, solange du die Flöte als eine Aktion pro Runde spielst.
\nEin freundlicher Schwarm hört auf deine Befehle. Wenn du dem freundlichen Schwarm keine Befehle erteilst, wird er sich verteidigen, aber sonst keine Aktionen ausführen. Wenn ein freundlicher Schwarm seinen Zug beginnt, ohne das Flötenspiel zu hören zu können, endet deine Kontrolle über den Schwarm, und er benimmt sich, wie er es normalerweise tun würde. Er kann für die nächsten 24 Stunden nicht erneut von der Flötenmusik beeinflusst werden.
","chat":"","unidentified":""},"source":"SLH S. 161 (SRD 5.1)","quantity":1,"weight":1,"price":{"value":2000,"denomination":"gp"},"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"bonus","cost":1,"condition":"Proficiency with wind instruments."},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":0.5,"long":null,"units":"mi"},"uses":{"value":3,"max":"3","per":"charges","recovery":"1d3","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"consumableType":"trinket"},"effects":[],"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Pipes of the Sewers"},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"consumeQuantity":{"value":true,"altValue":true},"consumeUses":{"value":true,"altValue":true}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"core":{"sourceId":"Compendium.dnd5e.items.nvhk1quD0Dg1ZtSH"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1661787233865,"modifiedTime":1673605349697,"lastModifiedBy":"IcoKM1WH8QbQMGQn"},"folder":null,"sort":0,"_id":"lkfDkTz7iW2ksmpF"} -{"name":"Anhänger der Wundheilung","type":"equipment","img":"icons/equipment/neck/pendant-faceted-blue.webp","data":{"description":{"value":"Während du diesen Anhänger trägst, wirst du stabilisiert, falls du am Anfang deines Zuges im Sterben liegst. Zusätzlich verdoppelt sich die Anzahl der zurückgewonnen Trefferpunkte, die du von einem Wurf deiner Trefferwürfel erhältst.
","chat":"","unidentified":""},"source":"SLH S. 151","quantity":1,"weight":0.01,"price":5000,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Periapt of Wound Closure"},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"core":{"sourceId":"Compendium.dnd5e.items.DWwBkOFuYf5VN3M2"}},"_id":"llKOXxXdHJ1Ycddi"} +{"name":"Anhänger der Wundheilung","type":"equipment","img":"icons/equipment/neck/pendant-faceted-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Periapt of Wound Closure"},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"core":{"sourceId":"Compendium.dnd5e.items.DWwBkOFuYf5VN3M2"},"rsr5e":{"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"consumeQuantity":{"value":false,"altValue":false}}},"_id":"llKOXxXdHJ1Ycddi","system":{"description":{"value":"Während du diesen Anhänger trägst, wirst du stabilisiert, falls du am Anfang deines Zuges im Sterben liegst. Zusätzlich verdoppelt sich die Anzahl der zurückgewonnen Trefferpunkte, die du von einem Wurf deiner Trefferwürfel erhältst.
","chat":"","unidentified":""},"source":"SLH S. 151","quantity":1,"weight":0.01,"price":5000,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":null,"modifiedTime":1680293722331,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}} {"_id":"lo0gLpxv6HJCxE9G","name":"Flegel","type":"weapon","img":"icons/weapons/maces/mace-round-spiked-black.webp","data":{"description":{"value":"Eine Reihe von mit Ketten verbundenen Stachelkugeln, die an einem stabilen Holzschaft befestigt sind. Der Dreschflegel richtet verheerenden Schaden an, wenn er in einem tödlichen Bogen gewirbelt wird.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":10,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":1.5,"long":0,"units":"m"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8+@mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"flail","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"ada":false,"lod":false,"mgc":false,"sil":false},"proficient":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Flail"},"core":{"sourceId":"Compendium.dnd5e.items.UrH3sMdnUDckIHJ6"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}}} {"_id":"lqEP0Y9miBO3IhzG","name":"Enterhaken","type":"loot","img":"icons/weapons/sickles/sickle-hooked-wood.webp","data":{"description":{"value":"Ein Gerät mit Eisenklauen, das mit einem Seil zum Ziehen oder Greifen verwendet werden kann.
","chat":"","unidentified":""},"source":"PHB S.150","quantity":1,"weight":4,"price":2,"attunement":0,"equipped":false,"rarity":"common","identified":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Grappling Hook"},"core":{"sourceId":"Compendium.dnd5e.items.tfDxZIKDpOkz6pbx"}}} {"_id":"m3w0ImqHW9nlgTg6","name":"Sanduhr","type":"loot","img":"icons/tools/navigation/hourglass-grey.webp","data":{"description":{"value":"Es handelt sich um ein Gerät zur Messung des Zeitablaufs. Es besteht aus zwei Glaskolben, die vertikal durch einen schmalen Hals verbunden sind, der ein geregeltes Rinnsal von Sand vom oberen zum unteren Kolben ermöglicht.
","chat":"","unidentified":""},"source":"PHB S. 150","quantity":1,"weight":1,"price":25,"attunement":0,"equipped":false,"rarity":"common","identified":true,"damage":{"parts":[]}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hourglass"},"core":{"sourceId":"Compendium.dnd5e.items.G7LqGzKR5ts0WlJ9"}}} @@ -610,7 +612,7 @@ {"_id":"rPWqdI00UjBBGjtw","name":"Eisenkeil","type":"consumable","img":"icons/sundries/survival/stake-rough-simple-brown.webp","data":{"description":{"value":"Ein 25cm langer Spike aus Eisen. Kann zum Blockieren von Türen improvisiert werden. Wird normalerweise in Bündeln von 10 Stück verkauft.
","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":1,"weight":0.5,"price":0.1,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":"1","per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Iron Spike"},"core":{"sourceId":"Compendium.dnd5e.items.RiOeHR2qaYktz5Ys"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}}} {"name":"Helm der Pracht","type":"equipment","img":"icons/magic/lightning/bolt-strike-smoke-yellow.webp","data":{"description":{"value":"Wundersamer Gegenstand, (benötigt Einstimmung)
\nDieser blendende Helm ist besetzt mit 1d10 Diamanten, 2d10 Rubinen, 3d10 Feueropalen, 4d10 Opalen. Jeder Edelstein, der vom Helm gelöst wird, zerfällt zu Staub. Wenn alle Edelsteine entfernt oder zerstört sind, verliert der Helm seine Magie.
\nDu erhältst folgende Vorteile, während du den Helm trägst:
\nWirf einen W20, wenn du diesen Helm trägst und Feuerschaden als Ergebnis eines fehlgeschlagenen Rettungswurf gegen einen Zauber erleidest. Wenn du eine 1 würfelst, wird der Helm Lichtstrahlen aus seinen verbleibenden Edelsteinen abfeuern. Jede Kreatur außer dir, die sich näher als 18 Meter vom Helm befindet, muss einen Geschicklichkeitsrettungswurf gegen Schwierigkeitsgrad 17 schaffen oder sie wird vom Lichtstrahl erfasst, wobei sie gleißenden Schaden nimmt. Der Schaden entspricht der Anzahl der verbleibenden Edelsteine. Der Helm und die Edelsteine sind daraufhin zerstört.
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\nDieser Trank nimmt die Form eines funkelnden, goldenen Nebels an, der sich wie Wasser bewegt und ausströmt.
\n\n
Anmerkungen:
\nWundersamer Gegenstand, benötigt Einstimmung
\nWährend du diese Brosche trägst, hast du Resistenz gegen Energieschaden und du bist immun gegen den Zauber @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magisches Geschoss}.
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\nDer Behälter dieses Tranks scheint Nebel zu beinhalten, der sich wie Wasser bewegt und so zu fließen scheint.
\nWenn du diesen Trank trinkst, erhältst du für 1 Stunde den Effekt des Zaubers @Compendium[dnd5e.spells.2IWiZAJtOGDoKjiz]{Gasförmige Gestalt}, wobei keine Konzentration notwendig ist, oder bis du den Effekt als Bonusaktion beendest.
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\nDu kannst eine Aktion aufwenden, um das Horn zu blasen. Als Reaktion darauf erscheinen Kriegergeister von der Ebene Ysgard innerhalb von 18 Metern zu dir. Diese Geister verfügen über die Werte des @Compendium[dnd5e.monsters.kz1t6xeXVwODpYb2]{Berserkers}. Sie kehren nach 1 Stunde nach Ysgard zurück, oder wenn sie auf 0 Trefferpunkte sinken. Wenn du das Horn benutzt hast, kannst du es nicht erneut benutzen, bevor 7 Tage verstrichen sind.
\nVier Arten des Horns von Valhalla sind als existent bekannt, jedes aus einem anderen Material geschaffen. Der Typ des Horns bestimmt, wie viele Berserker beschworen werden, sowie die Voraussetzungen für seine Benutzung. Der SL bestimmt den Typen oder lässt per Zufall entscheiden.
\n| W100 | \nHorn-Art | \nBeschworene Berserker | \nVoraussetzung | \n
|---|---|---|---|
| 01-40 | \nSilber | \n2W4 + 2 | \nKeine | \n
| 41-75 | \nMessing | \n3W4 + 3 | \nÜbung mit allen einfachen Waffen | \n
| 76-90 | \nBronze | \n4W4 + 4 | \nÜbung mit allen mittelschweren Rüstungen. | \n
| 91-00 | \nEisen | \n5W4 + 5 | \nÜbung mit allen Kriegswaffen. | \n
Wenn du das Horn bläst, ohne seine Anforderung zu erfüllen, greifen dich die beschworenen Berserker an. Wenn du die Voraussetzungen erfüllst, sind sie dir und deinen Begleitern freundlich gesonnen und gehorchen deinen Befehlen.
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\nWenn du ein bestimmtes Musikinstrument beherrschst, kannst du deinen Übungsbonus zu allen Fertigkeitswürfen addieren, die du zum Musizieren mit diesem Instrument machst. Ein Barde kann ein Musikinstrument als Zauberfokus verwenden. Jede Art von Musikinstrument erfordert eine eigene Beherrschung.
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\nWährend du diesen Ring trägst, kostet dich schwieriges Gelände keine zusätzliche Bewegung. Außerdem kann Magie deine Bewegungsrate nicht reduzieren und dir nicht die Zustände gelähmt oder festgesetzt geben.
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\nDu hast einen Bonus auf Angriffs- und Schadenswürfe, die mit dieser Waffe ausgeführt werden. Die Höhe des Bonus ist abhängig vom Seltenheitswert der Waffe.
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\nDu kannst eine Bonusaktion aufwenden, um das Schwert in die Luft zu werfen und sein Befehlswort zu sprechen. Wenn du das tust, beginnt das Schwert zu schweben, fliegt bis zu 9 Meter hoch und greift eine Kreatur deiner Wahl in einem Umkreis von 1,50 Metern zu sich an. Das Schwert nutzt deinen Angriffswurf und deinen Attributsmodifikator für Schadenswürfe. Während das Schwert schwebt, kannst du eine Bonusaktion aufwenden, um es dazu zu bringen, bis zu 9 Meter hoch zu einem anderen Ort innerhalb von 9 Metern von dir zu fliegen. Als Teil der gleichen Bonusaktion kannst du dem Schwert befehlen, eine Kreatur innerhalb von 1,50 Meter zu sich anzugreifen.
\nNachdem das schwebende Schwert zum vierten Mal angegriffen hat, fliegt es bis zu 9 Meter und versucht, zu deiner Hand zurückzukehren. Wenn du keine Hand frei hast, fällt es zu deinen Füßen auf den Boden. Wenn das Schwert keinen unbehinderten Weg zu dir hat, bewegt es sich so nahe wie möglich zu dir hin und fällt dann zu Boden. Es hört auch auf zu schweben, wenn du es ergreifst oder mehr als 9 Meter davon entfernt bist.
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Wenn du dieses Zepter hältst, erhältst du einen Bonus auf Angriffswürfe und Rettungswürfe für deine Hexenmeister-Zauber. Der Bonus hängt vom Seltenheitsgrad des Zepters ab. Zusätzlich kannst du als eine Aktion einen Zauberplatz zurückerhalten, wenn du das Zepter in den Händen hältst.
Diese Eigenschaft kannst du nicht erneut verwenden, bevor du nicht eine lange Rast beendet hast.
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\nEin Ionenstein ist nach Ion benannt, der in einigen Welten als Gottheit des Wissens und der Prophezeiung verehrt wird. Viele Arten des Ionensteins existieren, jede Art hat eine eigene Kombination von Form und Farbe.
\nWenn du eine Aktion aufwendest, um einen dieser Steine in die Luft zu werfen, umkreist der Stein deinen Kopf in einer Entfernung von 1W3 x 0,30 Meter und bietet dir dadurch einen Vorteil. Eine andere Kreatur muss daraufhin selbst eine Aktion verwenden, um nach dem Stein zu greifen oder ihn mit einem Netz zu erfassen und ihn somit von dir zu trennen. Dies geschieht bei einem erfolgreichen Angriffswurf gegen SG 24 oder einem erfolgreichen Wurf auf Geschicklichkeit (Akrobatik) gegen SG 24. Du kannst eine Aktion verwenden, um den Stein zu ergreifen und zu verstauen, was seinen Effekt beendet. Ein Stein hat eine Rüstungsklasse von 24, 10 Trefferpunkte und Resistenz gegen alle Schadensarten. Er wird als angelegtes Objekt angesehen, wenn er um deinen Kopf kreist.
\nVerstand. Dein Intelligenzwert erhöht sich um 2 bis zu einem Maximum von 20, wenn diese dunkelrot und blau marmorierte Kugel um deinen Kopf kreist.
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\nDu hast einen Bonus auf Angriffs- und Schadenswürfe, die mit dieser Waffe ausgeführt werden. Die Höhe des Bonus ist abhängig vom Seltenheitswert der Waffe.
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\nDu hast einen Bonus auf die Rüstungsklasse, während du diese Rüstung trägst. Der Bonus ist abhängig von dem Seltenheitsgrad.
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\nDu hast einen Bonus auf Angriffs- und Schadenswürfe, die mit dieser Waffe ausgeführt werden. Die Höhe des Bonus ist abhängig vom Seltenheitswert der Waffe.
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\nDu kannst eine Aktion verwenden, um das flauschige Objekt aus dem Beutel zu holen und es bis zu 6 Meter weit zu werfen. Wenn das Objekt landet, verwandelt es sich in eine Kreatur, die du durch das Werfen eines W8 bestimmst, anhand der Tabelle, die der Farbe des Beutels entspricht. Siehe das Monster Manual (Monsterhandbuch) für die Werte der Kreatur. Die Kreatur verschwindet bei der nächsten Dämmerung, oder wenn ihre Trefferpunkte auf 0 sinken.
\nDie Kreatur ist freundlich zu dir und deinen Begleitern, und sie agiert zu deinem Zug. Du kannst eine Bonusaktion verwenden, um der Kreatur zu befehlen, wie sie sich bewegen und welche Handlung sie in der nächsten Runde ausüben soll, oder um ihr allgemeine Befehle zu geben, wie beispielsweise deine Feinde anzugreifen. Ohne solche Befehle wird die Kreatur sich ihrer Natur entsprechend verhalten.
\nSobald drei der flauschigen Objekte aus dem Beutel genommen wurden, kann der Beutel bis zur nächsten Morgendämmerung nicht erneut verwendet werden.
\n| W8 | \nKreatur | \n
|---|---|
| 1 | \n@Compendium[dnd5e.monsters.WOdeacKCYVhgLDuN]{Wiesel} | \n
| 2 | \n@Compendium[dnd5e.monsters.q1YJIeIt6rK8fCKn]{Riesenratte} | \n
| 3 | \n@Compendium[dnd5e.monsters.oQvORD924obyPdCc]{Dachs} | \n
| 4 | \n@Compendium[dnd5e.monsters.lZR4lhNmYSf89s4Q]{Wildschwein} | \n
| 5 | \n@Compendium[dnd5e.monsters.AijNdqMurWxDxUSl]{Panther} | \n
| 6 | \n@Compendium[dnd5e.monsters.cJGY1ZywUOo6heNR]{Riesendachs} | \n
| 7 | \n@Compendium[dnd5e.monsters.EYiQZ3rFL25fEJY5]{Schreckenswolf} | \n
| 8 | \n@Compendium[dnd5e.monsters.hQt3qIahnB1Odb40]{Riesenelch} | \n
Wundersamer Gegenstand, ungewöhnlich
\nDieser gewöhnliche Beutel ist aus grauem, rostfarbenem oder hellbraunem Stoff gemacht und erscheint leer. Wenn man hineingreift, zeigt sich jedoch das Vorhandensein eines kleinen, flauschigen Objekts. Der Beutel wiegt 1/2 Pfund.
\nDu kannst eine Aktion verwenden, um das flauschige Objekt aus dem Beutel zu holen und es bis zu 6 Meter weit zu werfen. Wenn das Objekt landet, verwandelt es sich in eine Kreatur, die du durch das Werfen eines W8 bestimmst, anhand der Tabelle, die der Farbe des Beutels entspricht. Siehe das Monster Manual (Monsterhandbuch) für die Werte der Kreatur. Die Kreatur verschwindet bei der nächsten Dämmerung, oder wenn ihre Trefferpunkte auf 0 sinken.
\nDie Kreatur ist freundlich zu dir und deinen Begleitern, und sie agiert zu deinem Zug. Du kannst eine Bonusaktion verwenden, um der Kreatur zu befehlen, wie sie sich bewegen und welche Handlung sie in der nächsten Runde ausüben soll, oder um ihr allgemeine Befehle zu geben, wie beispielsweise deine Feinde anzugreifen. Ohne solche Befehle wird die Kreatur sich ihrer Natur entsprechend verhalten.
\nSobald drei der flauschigen Objekte aus dem Beutel genommen wurden, kann der Beutel bis zur nächsten Morgendämmerung nicht erneut verwendet werden.
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|---|---|
| 1 | \n@Compendium[dnd5e.monsters.WOdeacKCYVhgLDuN]{Wiesel} | \n
| 2 | \n@Compendium[dnd5e.monsters.q1YJIeIt6rK8fCKn]{Riesenratte} | \n
| 3 | \n@Compendium[dnd5e.monsters.oQvORD924obyPdCc]{Dachs} | \n
| 4 | \n@Compendium[dnd5e.monsters.lZR4lhNmYSf89s4Q]{Wildschwein} | \n
| 5 | \n@Compendium[dnd5e.monsters.AijNdqMurWxDxUSl]{Panther} | \n
| 6 | \n@Compendium[dnd5e.monsters.cJGY1ZywUOo6heNR]{Riesendachs} | \n
| 7 | \n@Compendium[dnd5e.monsters.EYiQZ3rFL25fEJY5]{Schreckenswolf} | \n
| 8 | \n@Compendium[dnd5e.monsters.hQt3qIahnB1Odb40]{Riesenelch} | \n
Ein Dudelsack, um bei Ihrem Publikum Ehrfurcht, Staunen oder Angst zu wecken.
\n\n
Wenn Sie ein bestimmtes Musikinstrument beherrschen, können Sie Ihren Fähigkeitsbonus zu allen Fertigkeitswürfen für das Musizieren mit dem Instrument hinzufügen. Ein Barde kann ein Musikinstrument als Zauberfokus verwenden. Jede Art von Musikinstrument erfordert eine eigene Befähigung.
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\nDu hast einen Bonus auf Angriffs- und Schadenswürfe, die mit dieser Waffe ausgeführt werden. Die Höhe des Bonus ist abhängig vom Seltenheitswert der Waffe.
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